#ror2-feedback-and-ideas

1 messages · Page 36 of 1

azure plaza
#

! feedback add weaker worms like sneks
@frozen hazel !feedback

rough flint
#

!feedback stop leading console players on. I spent the whole month excited to play this update only to get hoPOOPed on with the message "The Anniversary Update will be arriving on March 25 for PC players!" Learn to communicate clearly with your entire community instead of just the majority player base. There was no indication from anyone at hopoo about console update being delayed. And then to add insult to injury they don't even give us an idea for when consoles will get an update other than Oh we hired some people to do that we'll get back to you. Console players payed this content too, at the very least you could let us know beforehand.

azure plaza
#

Its a well known fact that console wouldn't have been released at the same time as pc for the console update. Its also not their fault but the people they work with to port it to console. Luckily they have ditched PEW and are now completing the ports internally. They're trying their best bud they aren't leading anyone on. If it makes you feel better the first dlc is planned to be released on both platforms at the same time. @rough flint

alpine mural
#

!feedback Show fresh meat some love and let it stack in a less useless manner

crude garnet
#

!feedback for the anniversary update you're polishing up unused content right? Then please finish the unused Splitscreen mode!

languid kite
#

!feedback I'm red-green colorblind, and so I can BARELY tell the difference between the green and yellow items, which can be frustrating because if I'm playing with artifact of command on (which I do a lot), the two rarity levels are almost indistinguishable. I think that implementing a colorblind assist, or on the off-chance changing the pigment of the green items to be more distinguishable, would not only benefit me, but other players who are colorblind

candid mural
#

!feedback

Change red soup cauldrons to accept 5 greens items/5 green scrap OR 1 red scrap

wind laurel
#

!feedback
when spectating it shows equipment cooldown but it doesn't show skill cooldowns make it so it does

loud osprey
#

!feedback
Make it so Leeching Seed procs on items such as Sticky Bomb and/or debuffs like Bleed. I think it'd be a nice little buff to an item that's supposed to be uncommon.

autumn prawn
#

!feedback

An in-game mod manager, like Factorio's.

wind laurel
#

!feedback
when bandit gets added to the game make it so he has a passive item like captains him being bandit make it so when you purchase a terminal it doesn't lock the other ones but you can only pick one more before it locks. this doesn't need to be added seeing there is only 3 days left this could be added in a patch later or soon

round iron
#

!feedback
Add spooky month

eager plume
#

!Feedback Allow leeching seed to proc off of damage over time items as a buff to its effect, considering its stated purpose in ROR1 logbooks. It does make logical sense that it could work that way, the tick would be at the same tick rate of the DOT effect. Also makes it a very good green item, like, A tier or S tier.

little barn
#

You should be able to use scraps in a scrapper to obtain more of the level of rarity below

(I'm thinking a 5:3:1 ratio for the white:green:red since that's how soups work in the game right now)

cobalt breach
#

!feedback
an artifact that gives a 50/50 chance for a lunar to only have a positive effect or a negative effect

little barn
#

A scrapper should appear in the bazaar

that's it

sharp valve
#

!feedback

the possibility to decrease particle effects via options

sometimes it happens that too many wisps make the game lag and it would be nice the possibility to disable particles entirely or making a scale of particle quality

i've tried with the actual settings but there's nothing for decreasing the particles from eating my ram and gpu

(edit: Also on higher difficult stages the spawn rate of wisps and ancient wisps becomes a hard problem and it get's hard getting rid of them with 25 FPS, this is why i'm asking for the possibility to decrease/soften these particles)

(re-edit: after disabling wisps from spawn-pool the problem begun with basically elites and all visual effects, if there's the possibility to also decrease those via options it might be the best)

dry wagon
#

!feedback
in game mod installer for consoles kinda like how bethesda did it with fallout four so console players could experience the fun of pc mods?

gentle path
#

!feedback
I HAVE FIGURED OUT HOW TO SCREENSHOT TWO PAGES AT ONCE IN WORD, I AM NO LONGER BOUND BY DISCORDS CHARACTER LIMIT MUHAHAHAHAHA!!!!
Anyways, the two main themes I wanted to go with for this character are as follows:

  • One high damage ability with a long cooldown that can be reduced through the other abilities
  • A permanent familiar who’s health acts as a resource for other abilities
    If you have any questions regarding some of the design choices just ping me and I will make sure to answer as soon as possible.
    I think overall the abilities work together pretty well, maybe too well even. There’s a good chance she might end up on the more powerful side of the roster, though that’s difficult to tell without actually testing her in game.
feral breach
#

!feedback hi guys dunno if this the right channel if not sorry, i have an opinion for an effect or an item, "the avatar" , whn u get with the "headhunter" belt, 3 effects, you become this things that has increased stats and has 3 powerful attacks, one fire one ice and one water, opinions so far?

little barn
#

!feedback

More Achievements

This game has a very risk reward plsystylr and I love the idea of permenant rewards like achievements but there a surprising few compared to what you can do in this game I have few suggestions.

Hoarder - Have 100 items on a single run

Your items are my items - Kill a scavenger and collect all 10 items

Nothing but riches - Buy all Chests ( not multishops or shrines) on a stage

gritty pilot
#

!feedback
Guaranteed scrapper spawn on sky meadows. Whether it’s a preset spawn or not, it needs a guarantee.

keen nymph
#

!feedback
green item idea
spring step boots
increase jump height by 15% (10% per stack)

little barn
#

!feedback

Character concept

This is just a concept I am not a game decveloper so I won't go into too much into detail.

A character that has the gimmick of having two characters in one both specialising in different areas that requires good balancing to do well kind of likeukt but with more significant difference

dusky egret
#

!feedback i don't know if this has ever been an idea, but what if there was a special area for activating multiple newt altars on a level?

little barn
#

!feedback

A small change to death marks to make them more viable

Give the death mark its own debuff which is on hit the icon would just be a black version of the bersekers skull this would just make procing it easier since the 4 th debuff is very hard to get on an average run

hot raven
#

!feedback
Change the color or appearance of the malachite spikes created by wake of vultures, so they look different than enemy spikes.

azure plaza
#

!feedback
Additional Huntress passive

Deadly Precision:
Huntress has a unique passive on top of crit that gives her a 15% chance to deal double damage and will be calculated after other damage augmenting items:
i.e. crit, focus crystal

This will greatly improve her poor single target dps. Not affected by luck

native jewel
cobalt breach
#

!feedback
upon reaching a certain level, survivors get a survivor-exclusive upgrade that enhances one of their abilities

little barn
#

!feedback
red item idea:

Ember Chomper

heal 100%[+50% per stack] of the damage taken from fire IF on fire

frozen hazel
#

!feedback
red item concept:
edit sorry enter was early
Portable Buff Backpack
Upon allies taking damage, a random buff will activate around you, affecting all allies and lasting for 10 seconds(+3 per stack).
Buffs:
10% Move+jump
20% Attack
50% Regen
10% Armor
All buffs increased by 10% per stack.

little barn
#

.50 caliber revolver [Legendary]

+) Deal an additional 5%(+1% per stack) damage for each armor a target has
frozen hazel
#

3 New Items
Xhoron's Band
Uncommon
Like Fire and ice bands, but this one's OVERLOADED!
When a hit does over 400% base damage, enemies are struck by lightning 3(+2 per stack) times in quick succession, dealing 110% damage each. Recharges after 10 secs.
Unlock: With a Royal Capacitor, Deal 4000% damage. Maybe doable with atg procs or smthn.

N'kuhana's Bracer
Legendary
Upon dealing over 600% base damage, for the next 5(+ 2 per stack) seconds gain these effects:
Aspect of malachite things
5(+5 per stack)% leech
5(+5 per stack)% chance to prevent healing from enemies with each hit(procced)
At the end, burst out a 20-meter diameter sphere of energy, dealing 1000% damage and applying malachite debuff.
Unlock: Kill 500 malachite elites.

Phantom Embrace
Legendary
Upon dealing over 600% base damage, for the next 5 seconds gain these effects:
Aspect of Celestine
25(+ 10% per stack)% Damage, regen, and armor buff
A circle with a slowing effect on attacks(for enemies). Increases with stacking.
At the end, implode with the circle sucking enemies to you, giving a second of invincibility, and dealing 1500% damage to all enemies within.
Unlock: Kill 500 celestine elites.

distant rivet
#

!feedback

Include a Shrine of the Woods in the final arena. Providence had the Medbay. Why not something similar for Mithrix?

grizzled drift
#

!feedback Can we get in the update less game crashes? its really annoying, My friends beat the game on monsoon and i would have too, But you know how the game crashes

fluid haven
#

!feedback
Make Mercenary’s ethereal challenge to where you can’t lose below 75% health instead of 100%. I’m sure people will agree that this challenge weighs much heavier and is out of balance with other character challenges. The developers have stated that they did not want to make certain unlocks difficult (which is why there are no rewards for beating eclipses) and yet I find myself, an old veteran of this game, struggling with this challenge, one that has a decent unlock to it. I have beaten all eclipse for all characters and yet cannot seem beat merc’s challenge. I believe that it will still be challenging, but more possible if we lower it to not going under 75% health. this seems, overall, more balanced and more fitting/fair for merc’s character. Thank you and I hope we can consider this idea in the future! 👍

little barn
#

Omen Totem [Equipment]

+) When off cool down, inflict enemies with a debuff named "Karma"

+) Upon activation of the equipment, hit all enemies with the Karma debuff for 200% and a 2.0 proc coefficient.
•) Debuffs go away on cool down (if you have multiple uses through items, they stay)
•) The debuff can proc other debuffs, such as all on-hit effects, and all on kill effects
slender jewel
#

!feedback

ive already shared this before, but i slightly reworded it so it sounds better now

Combat Helmet

Red Item

Upon entering a new stage, gain Reinforced Health* worth 100% (+50% per stack) of your max health.

  • Reinforced Health cannot regenerate and doesn't decay.
tranquil star
#

!feedback

Lunar Item: Shackle of Chance

Upon entering a new stage, your total movement speed will either be doubled or halved with a 50/50 chance.

(Not sure about the statistics in this game but stacking would cause a greater buff in movement speed or a heavier decrease in it.

little barn
#

Sporadic Printer [Lunar Interactable]

+) Inputting an item has a 66% chance per stack to double each stack of the item
-) 33% chance to break the scrapper and output a jammed item, reducing chest spawns for your run

Jammed items cannot be removed from your inventory

glossy cairn
#

!feedback
For Artificers sub class ability for her utility Snapfreeze ability, make it so holding the utility button pulls up a white circle (like before putting the ice wall down) and letting go of the button would activate an 0.5sec delay AOE fire burst/explosion that would deal idk about 600% damage which would ignite and burn for 8 ticks like the original primary ability. I feel like the ice wall gets kind of annoying because it's not good when ur fighting large groups of enemies and this would make a nice buff to Artificer's capability for more combos. Only problem is that this might be a bit op with items that chain.

lyric peak
#

!feedback
huntress alt secondary : laser needles
shoot a piercing needle that deals 300% damage and bleed enemies, (or at least the first enemy to hit)
stacks to 2 or 3, and cooldown around 8 seconds
edit : forgot to mention that this skill doesn't use auto aim, and it goes in a straight line

proper oxide
#

!feedback

leeching seeds is good and weak at the same time,
to make it more balanced it would be a interesting idea, in addition to the 1 per hit, a static 1/2% hp per applied debuff (doesnt increase with stacking). this would make it more viable for low attack speed survivors (since they have a higher proc chance than fast attacking survivors) and have synergy with other items like wake of vultures and chronobauble. effectively making underpowered items better including itself.

frozen hazel
#

!feedback
We have zap worm and hot worm. Where cold worm?

jolly gazelle
#

!feedback

buff leeching seed by making it heal more depending on the damage percentage of the attack. Maybe every 100% = + 1 health healed (with 1 as a minimum)? Idk how balanced this would be but thought it would be a cool way of buffing it, and making it a bit more viable for characters like artificer and loader

fallow arrow
#

!feedback add mortar

verbal summit
#

!feedback
New Mechanic [Overclock] : An optional shrine that appears on the teleporter (on event start) and is usable at any point throughout the event. When activated it will increase teleporter preparation time and enemy spawn limit but allows for all intractables to be used outside of the zone (visually swelling or breaking the zone indicator for pzazz).
I'd like the option to rush through early game using the same risk-reward system in ROR1.

  • On TP event end, all interactables COULD lock becoming unusable however this seems unnecessary. (It could act as an addition to a difficulty beyond monsoon)
verbal summit
#

!feedback
Captain's Power Tazer is underwhelming for a lot of people. Here's my suggestion;

  • Decrease projectile speed
  • Drastically increase projectile speed + AoE range on ricochet ~still with the chance of the ricochet pinging off into space as a result of faulty terrain awareness
  • [Bosses] On ricochet, delay the enemies attack for a few seconds, still leaving them free to move or use alternative abilities. Sometimes the timing of a bosses attack can be lethal, giving the player those extra few moments could be game changing. Plus bullying Mithrix would be a nice little bonus.
    The Tazer is incredibly useful for mobbing and I believe these would compliment good skill and player intuition
hot barn
#

!feedback

Could the final boss's monster log have a drop chance that increases for longer runs? This wouldn't be unwarranted - the boss's unique scaling makes him much harder to kill at the end of a longer run - and it would be a nice feature to have for people who prefer doing 10-20 stage runs.

Also, exactly the same thing except in RoR, I want my Providence log

little barn
#

Attach polyp to the character. Everytime they use an interactable, it activates and shoots, and using extra interactables upgrades it like normal.

This way, it acts like a drone, but it stays near you the entire time without you having to worry about it not being useful.

It still has the 30 second life, but it gains an extra 30 seconds on use of interactable

stray wyvern
#

!feedback

bazaar upgrades

I think the bazaar being upgradable was a cool concept in the files, so I wanted to flesh out some ideas for the future potentially.

Bazaar is upgraded by spending lunar coins at the bazaar

Instead of tying upgrades to (easily "farmable") lunar coins, it would be more interesting if you had to purchase lunars to upgrade it. This way you wouls have to take some run changing items instead of throwing money at it.

Item reroll

An upgrade to the bazaar that allows you to spend lunar coins to reroll lunar items. I imagine this would cost more and more lunar coins per reroll (maybe it could reset upon returning?)

More lunar pods

The most obvious choice for an upgrade is the increase in amount of pods there are.

Newt changes

Not gameplay based but it would be cool to see the bazaar change in shape and decor as well as Newt getting like a more and more "wealthy" or "royal" sitting spot.

digital harness
#

!feedback

Razer Chroma support would be pretty cool

rocky bay
#

!feedback

Give the elite equipment an effect triggered by being used in addition to the standard elite aspect effects. For example, using Ifrit's distinction could release a wave of explosive projectiles. Her Biting Embrace could inflict artificier's freezing debuff in a radius around the user. N'kuhana's retort could release the malachite urchins and heal the survivor for a percentage of the damage it deals.

fiery fjord
#

!feedback
More debuffs related items, this would indirectly buff Death Mark

midnight iris
#

!feedback

Hello! I did not see this in a quick search of the feedback channel: I would like to propose the devs look into the feasibility of a "UI Brightness" adjustment or slider. A small but steadily growing number of gamers use an OLED screen to game on. While burn-in is rare with modern OLED panels, having the ability to take the edge off of the UI brightness would go a long way for peace of mind during long play sessions. Thanks!

crimson topaz
#

!feedback
make defensive microbots available on your normal runs after killing a captain doppelganger (like a red item that you can pick up from crates)

boreal slate
#

!feedback
All I want to say is that
Despite what people say,
Don't add a character based on popularity

Carefully choose who you want to be next
Have fun while designing the survivor
Even though people may be upset it's
Fine to ignore the community for a bit

keen nymph
#

!feedback
I have a thought on the death screen skull. The one in the corner of the screen, just there to be there. what if it changed shape depending on difficulty? I have sketched out a few ideas (don’t bully me I can’t draw) Edit: Thanks DΞXTΞRITY#0276 for redrawing my idea better :))))))) #ror2-feedback-discussion message

little barn
#

Energy_Drink shouldn't give an extra speed boost after sprinting, but instead be an extra amount to the sprint multiplier.

I think currently it's 1.45x for sprinting, so energy drink could have +0.1 (+0.05 per stack) sprint multiplier as the stats

alpine bridge
#

!feedback

Make Sundered Grove not the worst map

Sundered Grove is a very beautifully designed map, and has many interesting things on it, ranging from the different style of jump pads, to the amazing colors and multi-layered layout. However, the stage is debatably one of the hardest in the game. Despite it being the 4th stage, it can spawn most enemies. Along with this comes its complex layout, and the fact that certain landmarks are so far apart. The fact that the legendary chest isn't always in one location like Abyssal Depths makes it undesirable. Sirens call, although it is a boss, still has a relatively easy to obtain legendary. The stage also feel disconnected, as the enemies feel very random and don't really match the theme. This also makes the stage not unique, and it just feels like a harder and less fun version of Abyssal Depths.

I suggest making the legendary chest something unique, like a multi-shop, or possibly making it not a free legendary, but instead like 5 cauldrons so you have options. To make this stage more connected, add in like the hermit crab and beetle queen to the monsters that can spawn and maybe remove the Clay Dunestrider.

strong spruce
#

!feedback

A random Survivor box that can be checked on the character select screen. This has probably been suggested a hundred times before, and it feels like it should already be in the game.

strong spruce
# crimson topaz !feedback make defensive microbots available on your normal runs after killing a...

!feedback

I agree with the goal of this suggestion, but not the requirement presented.

Defensive Microbots should be available normally, maybe even unlocked through some challenge related to captain. Artifacts aren't supposed to be necessary in base game play, and needing to use an artifact to obtain this achievement would feel off.

Maybe the challenge could be reaching the drop ship with 3 minutes left on the clock? (not main suggestion, don't vote on this)

visual quiver
#

!feedback

add steam trading cards to this game 🙂

stray wyvern
#

!feedback

very important QoL update:
if engineer does not move for x amount of seconds, he will sit and stare off into space

strong spruce
past ermine
#

!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

fiery fjord
#

!feedback

This part:

-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

gentle path
#

!feedback
remove gd1

digital sigil
#

!feedback make woolie crowdfunder

maiden glen
#

!feedback make crowdfunder open a new tab to a crowdfunding site like kickstarter for the first DLC for the game - every time it fires. Let me see my ram burn

keen nymph
#

!feedback
I have a few ideas!
commando would just sit down after a bit. after a long while, he would start strumming a ukelele (it should look slightly different as to prevent confusion) and start strumming it
huntress could start bouncing in place from side to side, as she supposed to be active a lot because movement
mult could start spinning around his saw (with saw)
he could spin around the nail gun (when equipped)
Engi could just start sitting down and when a turret is nearby, just sit on the turret. If not turrets are near him he could just pull up a chair and sit
arti could open her hand and make a small fire on it, or she could make some ice cubes just
appear from her hand, and she could observe them.

rocky ridge
#

!feedback
let mired urn damage engineer turrets
as this would allow for a realy cool combo with barbed wire ;c

dusty canyon
#

not feedback, but not sure where to put this, typo in the second sentence "the it"

hardy pumice
#

!feedback
Maybe Steam just hasn't updated yet, but y'all seem to have forgotten to add Steam achievements for the new challenges.

celest anvil
#

!feedback
The patch notes say that Bustling Fungus now triggers after 1 second, but the logbook still states that it triggers after 2 seconds.

thorny copper
#

!feedback
With bandit instead of holding the gun after a shot automatically have them spin it back into the holster, this would visually explain why you have to redraw it every shot and would give a smoother transition back to the shotgun when you don't fire a shot afterwards

lofty gazelle
#

!feedback bandit is INCREDIBLY satisfying to play. great job hopoo!

edit: also, the new optimisation is great, my laptop (which has integrated graphics) is running the game at 1280x720 at 60fps. even if its at the 1/128th texture detail, thats still impressive! beforehand i had to keep the rez at 768x600

candid mural
#

!feedback

Adjust boss AI so that vagrant attacks doesn't home in when bandit is stealthed
Edit: Works perfectly fine against stone titan laser (another boss attack that homes in)

rapid rose
#

Why the fri$k isn’t their a channel for updates about the game called weather forecast

hot barn
#

!feedback No new Steam achievements?

I definitely get excluding optional content from Steam achievements (I'm still annoyed at all of my "incomplete" achievements for Skyrim DLC I don't have), but if it makes sense for the update to add achievements (since in 1.0 achievements were one-to-one with challenges), then the update should add achievements.

Edit: I restarted Steam, then it restarted on its own, and there were no new achievements, but now there are, thanks Hopoo

barren sedge
#

!feedback

As mercenary on moonsoon, final stage entered at ~20 minutes.
It feels incredibly unfun on the final stages for the majority of pillars, as they regress rapidly while outside of them, it feels more rewarding and easier to try to find a spot to hide and not kill enemies rather than engage in the core gameplay loop of actually interacting with enemies in any cohesive ways, that combined with some of their tiny radiuses and the new enemies that leave pools on the ground that do ~300 dps/sec, it was managable, but just frustrating and unfun. If there is a mechanical way to make this less punishing for mercenary, and possibly loader, it should be made more clear how to interact with these areas as those characters.

other than that, the update seems fantastic.

safe prairie
#

!feedback
The new ||Commencement|| rework is so much better, great job guys!

onyx summit
#

!feedback when bandit start pulling out revolver animation for 'lights out', if player hit sprint button the 'lights out' will be cancelled but the skill still goes into cooldown

topaz fiber
#

!feedback
Great update!
The items look very polished, such as the solider syringes, Rusted Key, Etc.
The new items are Awesome looking
(I did use a mod to see the new items in game etc Unlockall mod)

candid mural
#

!feedback

Make bandits auto-reload cancellable. It feels clunky.

uneven badger
#

!feedback ||let people start off as the heretic after playing as them once||

gusty tundra
#

!feedback
Please for the love of god make the lights out able to be held down like modded bandit. It hurts my soul to do the challenge when I try to keep the charge held and it goes off twice. Its bandit's most important skill and it just throws itself away when I instakill a wisp instantly.

austere tree
#

!feedback

The resonance disk placement looks awkward and a bit bulky, covering the arm of Bandit

strong saffron
#

!feedback Please consider adding the ||heretic|| as a permanent character selection unlock, unlocked by getting ||all 4 heresy items, they're really cool and I'd like to play as them for runs!||

cedar oasis
#

!feedback
Elite Lunar Chimera (Wisp) deals way too much damage, have died in 3 shots on 2 attempts. barely able to get past the ship near the cave exit. ( Monsoon )
Drones keep getting close to me and pushes me around while also blocking my attacks. keeps interrupting shrooms

candid mural
#

lockboxes glow now, I like this

unkempt depot
#

!feedback AAAAAAAAAAAAAAAAAAAAA

umbral crescent
#

!feedback

when you cast lights out and then sprint, it cancels the ability, it would be a bit more fun and fluid if it didnt do so, as a lot of other abilities do not get cancelled when you sprint

cinder patrol
#

!feedback (A bit spoilerly) I really wish the ||heretic was a permanent survivor once you transform into him||, as a permanent unlock. I really wish I could play him!

ionic lantern
#

!feedback

Apologies if this has been suggested before, but I think a nice addition to the game would be adding an optional setting to have more detailed descriptions when you pick up items.

For example, Topaz Brooch normally says "Gain a temporary barrier on kill." but a more detailed description would add the stat gains, saying something like "Gain a temporary barrier on kill. [15 health (+15 per stack).]"

It would be just a toggleable option in the settings and turned off by default, but for players who are interested in the specific stat values I think it could be a good addition to the game.

still lion
#

!feedback

Let the Fire and Ice Bands count as a Bandit M4 kill if they proc

random pagoda
#

!feedback The drones are too huggy now, they always push the player around, especially healbots.

fickle ingot
#

!feedback Some sort of visual or audio queue when you kill something with Lights Out would really help during tense moments, that way you don't have to look away from the action and down at your skills to see if they recharged or not.

tawny crypt
#

!feedback

There should probably be a more intuitive way of escaping the final boss's arena after you kill him - the blue orbs that fly around the arena look way too much like they'd damage you - I spent about a minute trying to figure out where the hell to go after his defeat and barely won when the detonation clock was at a bit under 30 seconds. Definitely wouldn't have been happy if I was playing a slow character or didn't have any movement items :/

Maybe add a larger portal orb in the center ||like the one that spawns Mithrix|| and make all the portal orbs in general look friendlier?

distant hatch
#

!feedback make the shrine of order not nuke heretics items and make him unplayable in terms of attacking, i beat mithrix with ONE VISIONS OF HERESY and it took over an hour to do

hot palm
#

!feedback
Commando's Combat Roll has lost some distance since it doesn't last as long. While the less time is nice for more shoot, can we get that extra distance back?

orchid eagle
#

!feedback
there should be an achievement for completing the logbook!

dapper glacier
#

!feedback
I personally think that if you end bandit's smoke bomb ability early through attacking, you should get some bonus damage. honestly it could just be a crit to tie with the secondary. I dunno, if anyone has any better ideas for what it could be toss it out there, I just think there should be something for ending it early.

lime wraith
#

!feedback
Lower the timer on the "repair the ship" on Commencement. Waiting a minute and a half for the ship to get fixed while there is a guaranteed death timer is far too long. Also make it more obvious that you have to hop through the giant energy spheres to escape the boss room. I thought they were hazards I needed to avoid.

shadow marsh
#

!feedback
Personally, I feel like bandit's walking animation is a bit still. Let him rest his arms, the poor guy.

cinder patrol
#

!feedback

A very cool multiplayer specific artifact would be something like this:
All of your teammates get the item you pick up, BUT chest spawns are reduced to make it balanced. My friends complain all the time that one or another person is hogging all of the items, so maybe this could help? And if you wouldn't want it, that's why it's an artifact; so you could just turn it off.

worthy holly
#

!feedback
Spoilers for most recent update: ||To start I wanna say that I love the idea of the heretic and it is a really cool survivor. However, personally I find the transformation to be a pain to get and it makes it very hard to reliably be able to say you wanna do a Heretic run without a remarkable amount of lunar coins... which I wonder how somebody would get those :) Personally I think the best solution to this is making it so that once you either become heretic/winning as heretic you get to unlock him as a starter. However to keep the feeling of the character, it could potentially cost 10 lunar coins to play him. This would give the ability to consistently play the character without needing to hack in coins.||

subtle portal
#

!feedback

Make drones unable to tank ally shots. I have already had healing drone fly right in front of me as i am shooting revolver around 11 times in the same area and hit the drone dealing no damage because of it.

wheat venture
#

!feedback

Bandits shift ability is a great tool and even helps offer mobility in two regards, both in terms of speed, and and even giving him an extra ‘jump’ both at upon cloaking, and when coming out of cloak.

With that said, as a nice quality of life adjustment. Could there be a small bar somewhere when you use Bandit’s cloak? Indicating how much time you have left before uncloaking naturally? This would not only be generally useful knowledge, but also help time it so you can parkour around easier and make smoother use out of the extra jump from uncloaking.

fickle belfry
#

!feedback

Add a solid collision plane on top of the chains in the final level. Trying to hop over them and falling through them is quite frustrating.

neon coyote
#

!feedback I like that the drones stay closer to you now but they're a bit too clingy. Have a couple of healing drones and they just horde around my character like a group hug, pushing me around and even blocking some of my shots.

Perhaps could increase the distance they follow close to the player so that they don't end up right on top of them, as it gets irritating being pushed around and having my shots blocked by the drones.

still lion
#

!feedback

Planula (Boss Item)

It's poopy. It's like the old Desk Plant of Boss Items.

My suggestions are give it a heal % amount, or let it boost healing by a set %. Maybe boost healing by 25% on top of its main effect. 15 HP is good in the first few stages but you don't even get it in the first few stages so that's moot, and the longer you go on the more you wish Planula did better or did more.

The only upside of it is that it being a heal means it's good if you someone get a ridiculous amount of Rejuvenation Racks lmao.

ancient moth
#

!feedback
you could totally make an achievement for bandit for staying airborn for a certain amount of time without any items (just using smoke grenade and resetting cooldowns fast enough to not touch ground)

abstract halo
#

!feedback make it possible to spawn as the heratic i never want to play as any other character ever again

stray wyvern
#

!feedback

||Light's Out should not be cancelled by sprint, or other abilities. (This should also apply to Artificer's Flamethrower.)||

wanton sun
#

!feedback
||Change to Bandit's alternate M1:
Starts with only 3 maximum shots in the "clip," but this maximum grows by one for each consecutive successful Lights Out. Resets to 3 on a "failed" Lights Out (sprint cancelling Lights Out would not count as a failure).

Reasons:

  • Make it more distinct from the default M1 by adding further synergy with Lights Out
  • Give more incentive for hitting consecutive cooldown resets, after getting the achievement
  • Add extra "theming" between the unlock and its required achievement, which also involves chaining successful Lights Out kills||
rigid terrace
#

!feedback
Idea: Upon starting a teleporter event post-loop on any level except sky meadows, there’s a chance that the teleporter will sprout legs and begin walking around, taking the teleporter zone with it. Damaging it enough will cause the legs to crouch down, and it will act like normal again.

odd falcon
#

!feedback
Character-specific key bindings. There are some abilities on some characters that I want bound to specific buttons that wouldn't work on other characters. Would it be possible to have character-specific settings and keybind menus?

short sky
#

!feedback keep it so that healing drones ram into the ground its cute

quick swan
#

!feedback make the crap launcher propel yourself forward like rocket jumping so its actually useful

hot barn
#

!feedback new Rusted Key kind of amplifies the only real problem that old Rusted Key had: the endgame.

Before, the usefulness of Keys dropped off at the end of a run, since there's only one Lockbox per stage. They still did something - every key you had improved every last lockbox - but they did less. Now, though, every Lockbox is the same and there's only one per stage, which means that finding more Keys than there are remaining stages is worthless. I see a change that could fix this: just spawn multiple Lockboxes on Commencement (and A Moment: Fractured), so that there's an opportunity to spend all your Keys if you happen to find several on the second-last stage.

cobalt breach
#

!feedback
pressing shift again while cloaked as bandit cancels the cloak

olive spoke
#

!feedback With all that the game has taught the player while going through Commencement, purple/blue objects are to be associated with danger and avoided (especially with the newly added enemy). So when after killing Mithrix the invisible wall still remains and the arena is filled with floating purple orbs, it's likely that the first thoughts to occur are that the orbs will kill you and that you're softlocked. The time limit and whatnot are probably fine as they are, but in that case I believe some clarity as to where to go next wouldn't hurt.

short fog
#

!feedback make the revolver on bandits mastery skin the 10mm from Deadbolt

eager plume
#

!feedback Bandit is Bonkers powerful, you can essentially melt through bosses and enemies extremely quickly, even on monsoon difficulty. Its like playing a more powerful version of Loader. I think a nerf is in order, on m1 and m2, on m1, just reduce the damage by a bit, and on m2, it needs to deal about 200% damage. Hemorrhage can stay the same. I think Bandit wouldn't melt through things quite as fast with these changes.

next swan
#

!feedback ||The Heretic is great, that much we all can seem to agree on. They do have a very specific issue with Wake of Vultures, however. If you have Wake and kill the new type of Elite (Perfected) you instantly Die, seemingly from them setting your health bar to 1 health+the rest as shields. Combine this with the Heretics passive Health drain, and you get Instagibbed with no warning. I haven't tested this yet, but I assume this works the same with Transcendence. Is there any way to make this not happen without sacrificing the flavor of the character or are those items just going to be unusable on them?||

carmine mulch
#

!feedback
First off, Great work with the update, the redesigned Finale is awesome(the drop ship defense could go faster), Bandit is amazing so far, the new abilities for the others look fun.
But im abit bummed out about how Bandit is pratically just a better Artificer(M1-wise that is), Bandit Deals more damage with either M1 in total, than Artificer, while his M1 actually cools down faster and scales with attack speed.
so im really starting to feel that Arti is neglected abit.

  • Actual feedback for vote!
    so i'd wish that we'd either get a much higher scaling on her abilities to keep her as a cooldown based mage character(or slightly higher scaling with a recharge system similar to Vission of Heresy or Mul-T's M1-3), or give her attackspeed scaling cooldowns on her M1 similar to Bandit's M1.
midnight roost
#

!feedback The update is very good in most aspects, but I feel like drones have been rendered kind of annoying now. Especially Healing Drones. They always seem to kind of awkwardly float in front of my character, often bumping into the character, and very often blocking my line of fire. It's especially annoying when you're trying to use Lights Out with Bandit and the drone suddenly yeets itself in front of your revolver to block the shot. Maybe consider making your own shots go through friendly constructs when the friendly fire artifact isn't enabled? Or alternatively, alter the drone pathing a little?

uneven badger
#

!feedback while i think the focused convergence item working on void cells i dont think it was good to make it so when 3 are stacked the chargable area becomes smaller than the player

main atlas
#

!feedback I'm noticing that the healing drone I have likes to snap back to me into the path of my crosshairs. While trying to get my bandit 15 resets in a row, I'll notice the drone teleporting into the space near the gun, eating the hit. I don't have proof, but I have a suspicion its snapping back to me while its already closer than the 400m mentioned in the update report. Since I'm not moving quickly yet in this early run. But perhaps having it teleport to being more behind the character than in the path of an attack.

shrewd wedge
#

!feedback perma cripple is not fun. not fun at all

candid mural
#

!feedback

Adjust multishop hitboxes so you buy the item in front of you and not the item behind it

ivory cypress
#

!feedback add heretic role

wide valve
#

Couple of items:1) as mentioned above, healing drones are very attached to my character and frequently get in the way of shots. 2) I'm not sure if spawn rates were changed but I feel like there are always at least 2 or 3 of each enemy type that appear infrequently, basically enemies spawn less frequently and when they do there are more of them, makes for difficult wave feeling play, but very quickly you can get overrun by a dozen beetles, even on the first or second boss, maybe a more fluid spawn rate rather than waves. 3) On the wetlands aspect map on one of the central bridges there seems to be a spot where land based enemies get stuck, I only noticed because I had a couple drones and generally use sacrifice and there were like 4 items there and on another run later I saw a couple lemurians stuck in that same spot. It it on the central bridge on the side closer to the elevated platform only accessible via jump pad

river reef
#

!feedback

After unlocking Heretic once, add him as a selectable character that costs 4 lunar coins to play, like Gungeon.

jolly summit
#

!feedback
Bandit's Alternate M2 (ranged dagger throw ability) feels like it has a really (like really really) small hitbox.
It's impressive how good the enemies hitboxes are to have a dagger pass inches from their armpits.
But it requires an unnecessarily wonky level of precision to use beyond close range and I end up just using his default M2 instead as a result.

Maybe that's just me, but I'll post this here in case it isn't so the Dagger might get a larger hitbox.

little barn
#

Put an orange hat on the alternate skin for bandit. (or some color)

hardy matrix
#

!feedback

Hopefully this is the right channel to say this. This update vastly surpassed any expectations my friends and I had. ||My absolute favorite thing is the Heretic. Such a creative secret from both a gameplay perspective and even a lore perspective. I so deeply appreciate how creative the content of this game is and I'm looking forward to the content packs in the future because I'm confident you'll surpass my expectations just as you have every update.||

past terrace
#

!feedback Make the stacking of desperado weaker but make it persist, since its very fun to use early in the game but as the run goes later on it becomes difficult to stack it up. Making the stacks persistent but weaker would alleviate the scaling problem.

safe prairie
#

!feedback

Put an orange hat on the alternate skin for bandit. (or some color)
@little barn

narrow kernel
#

!feedback Playing as the heretic feels.. REALLY good. However.. most, if not all of their damage comes from their visions. and their essence. When in strides you lose a decent amount of the damage. AND If you pick up too many stride items... the stacks of ruin.. dispensary before your able to come out of the ability at all. Maybe adding a passive to strides that makes Ruin stacks last longer so that no matter the number of stride items you have you dont lose the damage from the ruin stacks with your essence ability.

undone mulch
#

!feedback

I don't know if this has been said before, if so I apologize but ||For Bandit's alternate M2, Maybe if you held Mouse2 while having the ability equipped, Bandit should hold the knife by the handle, readying the throw, displaying an arc line or some form of calculation. Not needed just something I thought would be really cool||

heavy glen
#

!feedback the Solus Unit allies from the Empathy Cores make a nauseating thrumming sound, please tweak it a little. It's especially noticeable if you have multiple copies.

little barn
#

!feedback
Item displays on Heretic plz

abstract halo
#

PLEASE GOD NO

compact solstice
#

!feedback The alternative skin of the bandit holds a shotgun even if you are using the rifle mode, change it

lilac silo
#

Was gonna ask for this but someone already has asked, so bump.

plain valve
#

!feedback Commando's new grenades are worse than the old one. You yeet these things so far that it's near-impossible to hit enemies that are close to you. Even throwing it at your feet the grenades will fly for miles

undone mulch
#

!feedback

Let Bandit's alternate M2 hold down the buttons in the desert stage. 😳

(I'm sorry I forgot what it's called don't bully me 😭)

random pagoda
#

!feedback Make the desperado effect weaker but permanent.

quick swan
#

!feedback make grandfather the guaranteed boss for sky meadows

worthy kelp
#

!feedback

mithrix can drop stacks of ruin debuff when he does some of his attacks/dashes/whatever and it kind of sucks, ruins the whole "build up to a big hit with the ruin" on him, and it just discourages heretic and/or heretic items against him, and while this is mostly fine, i feel he should only drop ruin on things like his super groundpound. as of right now you cant really get much ruin on phase 1/3 which sucks

split pike
#

!feedback

Aesthetic change: Mul-T's alt skin should have unique weapon models.

static hawk
#

!feedback Me and my friends would love a multiple Save file feature. We've all been playing since the start of early access and often talk about how it would be cool to re-xperience unlocking stuff, just to have something to do or to see how the early game has changed over the years. Nevermind this is already a thing. you can create new profiles in the top right of the main menu. Thanks @undone mulch !

compact solstice
#

!feedback Predatory instincts buff effect completely bugs the texture of the bandit's cape making it start flashing In orange like crazy

static gorge
#

!feedback
Their should be a little symbol or some signal so you know when bandits special is guaranteed to kill something. This would help prevent situations where you go to finish off a enemy with it but they are left with a staggeringly low amount of hp and ruin your streak

loud osprey
#

!feedback Lights Out's cooldown reset should also proc when it kills something with a band. It's very weird to get a kill and try to go for another quick one but you didn't get a reset at all.

brazen plume
#

!feedback Give Commando's model some touchups to bring him up to date with the quality of the newer models

sage ravine
#

!feedback Bandit feels great! I'd like to see a variable fire rate feature on the primary attack though:

Hold: Fires automatically, but slower.
Tapping: Fires semi-automatically, but faster.

worldly steeple
#

!feedback add an option to mirror mouse button UI elements (i.e. Captain's Supply Beacon) so it's less confusing for us lefties.

distant hatch
#

!feedback wheres the discord Heretic roll i wanna show I main her already

willow sky
#

!feedback give my boi acrid an animation when using visions of heresy so the meme build looks a little cleaner

pearl trail
#

Major spoilers!!

||allow for the heretic to be a unlockable character if you beat the game on monsoon with him and remove the passive hp drain once unlocked||

shadow lily
#

!feedback
Revert Bison Steak to Fresh Meat's stats, and if you really need a health increase item, add a different white item that increases your health.

Fresh Meat helped get a run going, and continued to be a decent item into the midgame, especially when using builds surrounding Forgive Me Please. With Bison Steak, the 25 hp is basically nothing if you have no way to heal it back. The only other item that really fills the purpose of healing from kills is Monster Tooth, which is way less consistent, and any other healing you can receive early on isn't very strong. Some of the best healing items are things like the Leeching Seed or Harvester's Scythe, but there's hardly any other healing until you can get there. Even then, the healing is still far less consistent between characters such as Huntress and Loader, where Huntress can benefit from the fast attack speed to get a decent amount of healing from procs, where Loader cannot.

Into the late game, Bison Steak can also get you killed more often than it saves you, due to OSP. It takes so much longer to heal up to max health if you have a few Steaks, especially without the option of Fresh Meat on characters like Artificer and Loader. I think having a max health increase item can be fine, and interesting in a few cases, but removing a healing item is a very strange decision. I can definitely see another white item filling the role of additional health, or even a different item that works in the same way Fresh Meat did.

shadow valve
#

!feedback Please, add an option to disable aim assist for controllers on pc. Since it's useful for some people and annoying for others there should be an on/off toggle in the settings. Right now to work around that you have to dig into console parameters and those just reset when closing the game.

weak plinth
#

!feedback The "physics changes" to the commando's grenade alt are very bad for precision grenade tosses. Please reconsider these changes.

viral narwhal
#

!feedback It might be a little late, but seeing as though the heretic character has no skins it would be neat if they dressed up/had an item visually representing the character that transformed into them. Bandit? Cowboy hat. Captain? Maybe a probe lodged in the back of heretic (that would also shoot off projectiles while you had the red item). etc.

thorn wadi
#

!feedback I like the new moon but i think it still needs some reworking. Enemies spawn way to often and with the pillars so far apart, so many spawn. Maybe if enemies only spawned once you activated a pillar or something.

cursive blaze
#

!feedback
Mercenary's new utility Focused Assault should properly benefit from Focus Crystals, as it is a focal item to his character. Currently since the damage is delayed, the "pop" damage does not actually proc focus crystal unless you are in the appropriate range which is very difficult to do after the dash. If you have enough movement speed, you will go flying past the enemy without a chance to R back in to make sure FC procs.

Come mid-late game, Focused Assault is a large source of damage being 700% and also proccing the bands, but it does not feel right being a melee-based ability not benefitting from crystals naturally. My suggestion is to change Focused Assault's interaction so that it is guaranteed to proc Focus Crystal on the dash HIT, rather than where your position is during the dash POP damage.

loud osprey
#

!feedback
Pressing ESC on the Scrap menus is still showing up the menu instead of leaving it, which is, still, pretty annoying. I feel like that should've been something to be taken care of.

compact solstice
#

!feedback add a custom entrance to commando in the character selection.
Every character have animation and sound effect except commando, this is obious when you quickly change between survivors in the character selection, but for some reason commando is totaly silent, he just appears like POP!

Huntress have a cool blink teleport, engi turret start activating, mercenary does a cool katana something, MUL-T turns from box to robot, Bandit looks like he landed in the floor, REX does a step forward, Acrid breaks the cage, Captain have a cool cloth sound effect and have some motion and same for Artificer.
Then commando is like, Hi im here im the character no one likes

pearl trail
#

!feedback this is a update to my previous post. Spoilers still be warned.

||have the heretic be a unlockable character by beating / obliterating on monsoon difficulty while using them.

The heretic doesn't lose hp passively once unlocked and gains a maximum of 1% hp per second while in the void arena

The heretic could have a entire new skill set or could start with the full Heresy Set.

If the heretic starts out with a brand new set of skills picking up Heresy items could instead transform into more powerful versions of them||

vast lotus
#

!feedback ||heretic is cool, but i fell like it would be better if it changed depending on character, this would replace his double jump passive and then replace it with an altered version of the original characters passive, (ie if captain became heretic you would have a heretic orb that could stop projectiles, scrap barrier causes you to abrubtly stop when about to hit ground from a fall and gives extra barrier)||

On top of that to make this usable, give every character a passive of some sort, this will add more diversity and reason to play the lesser used characters

covert tide
#

RoR2 Steam cards and Badges. We're out of early access and still no steam cards and badges.

supple kelp
#

!feedback

MUL-T's new skill is great, but I feel like it'd be a better fit for the Utility slot rather than the Special slot, since it prevents access to your passive (second equipment slot).

white ivy
#

!feedback I think a practice/firing range would be really cool just to try out a survivor and their different combos. Maybe a range with immobile enemies of our choice would be cool, something like that

neon orchid
#

!feedback The physics on Commando's grenades make them way harder to use. They're super bouncy and travel too far. Previously they had a bit more weight to them and acted as you would expect. If you jump and throw a grenade straight downward (which used to be useful when in the middle of a mob) it jets forward instead of bouncing straight up. I really hope this can be reverted to how they were previously.

I noticed this on Loader's default R attack as well, it goes way farther now.

stuck yew
#

!feedback

Have Bandit's Alternate primary to be able to zoom in as you press and hold M1, but add more time between each shot. That would make it so the 1st primary can be shot out quickly to dish out damage, and the alternative primary can be used for sniping.

hot barn
#

!feedback Bandit's Smoke Bomb needs a longer cooldown. I've played four runs as him, and two of the biggest things I notice are:

First, he's stronger than he needs to be. I'm inexperienced with him, I feel inexperienced with him, and I'm still dealing a huge amount of damage. He could definitely sustain a nerf.

Second, Lights Out's cooldown reset feels very unimpressive. In RoR, Bandit's entire thing was chaining together his cooldown reset and his stealth. If you missed a Lights Out, you noticed it; you'd be caught out for a significant amount of time waiting for your next Smoke Bomb. In RoR2, though, Smoke Bomb's cooldown is reduced from 13 to 6 seconds, including the 3-second stealth duration. By the time you've used up your stealth and missed your reset, you're only a second or two away from your next stealth. Consistently landing resets is nice, but he can easily do without it at the moment, which makes him feel a lot less interesting than he would otherwise.

vast lotus
#

!feedback going off of my last post here are ideas for a "passive" for every character trying to build on their playstyles and character theme. "passive" in this case meaning an extra perk for very character that isnt linked to an ability but is just a skill, for example backstab on bandit isn't linked to a specific move, but the holding two equip and weapons is linked to an ability on Mul-t, so bandit would have a passive in this case but mul-t would not

Commando - Stacked Crit - every consecutive hit on an enemy increases crit chance by 2%

Huntress - Adrenaline Boost - while sprinting your speed will increase by 5% per second capping at 150% max speed then return to normal when the sprint ends

Mul-t - Push through - increase your attack speed depending on your current health (+50% X HP% less than your max) for example if at 40% hp youd be missing 60% hp, half of that is 30 so you get a 30% attack speed increase

Engineer - Technological Prowess - allies will now respond to pings, and will target enemies pinged or go towards an area marked by the player (emergency and heal drones will heal from lowest hp allies to highest, players first then other ai, and prioritize allies closest to the ping

Acrid - Frenzied Beast - Upon Killing an enemy gain a small berserker mode (SUPER nerfed tonic with no downside, and scales with enemy type, so a boss would give you a better boost than a beetle) for 3 seconds

onyx folio
#

!feedback in some way shape or form make heretic unlockable

unborn wasp
#

!feedback Thank you Hopoo for finally adding what seems to be proper Triple-Buffered VSYNC to the game.

Although the implementation is definitely "green" and could definitely use some cleanup on frame queuing, it allows those of us who prefer consistency and smoothness to play at higher refresh rates. I am now able to properly play at 1440p 120 Hz on my 2080 Ti without massive Double-Buffer drops to 60 and sometimes worse for little to no reason at all. Again, it could use some further tailoring, but what is here with this update is a massive improvement.

The last thing I'd recommend from a graphics/performance standpoint is a form of Anti-Aliasing. It is odd that a game this recently released, with such a large profile, built with Unity tools no less, does not have this option. Given the need for performance expediency and the nature of the game itself, I think SMAA is a great fit. Quality Anti-Aliasing without a major performance hit and very good when in motion. Please consider SMAA for the game. Thanks.

gusty torrent
#

!feedback can the desperado ability not reset thru stages

plain valve
#

!feedback Pinging a Newt Altar should display the Lunar Coin symbol, not a ?

late basalt
#

!feedback
Thanks a bunch for this update Team Hopoo! I'd just like to note a thing I discovered with the update to commencement's finale.
The Purple orbs have already been addressed as being something that the players ought to be pointed towards. Though I feel like the the ship defence timer needs to be faster. It felt kind of unsatisfying knowing that if the ship isn't reached in time whilst the detonation timer is counting down, the players are basically doomed already and can only watch as the run ends and they lose.

harsh forum
#

!feedback

Current bandit feels very fun to play, but certain aspects of him feel too powerful.

Passive:
Bandits passive melts bosses incredibly fast, 100% crit on backshots is very easy when your invisibility has almost constant uptime, allowing you to go behind bosses and shred their health in seconds. I would change it to 25% or 50% to encourage backshots while not making them mindbreakingly overpowered.

M1:
Its better than the alt m1 because it deals more damage and isnt that much harder to aim than the alt, feel it should have a kind of captain buckshot aim given that the gun is triple-barrel and it logically should not shoot a horizontal slit of 5 bullets.

Cloak:
Change the cooldown to 8 seconds and make it not reduce while you are cloaked. Currently if you wait out the cloak it effectively has a 3 second cooldown time which is absurd for such a safe ability that means easy backshots for 100% crit and being able to heal in a corner while nothing can hurt you.

blazing tulip
#

!feedback

Bandit's alt Primary ability is absolutely useless; low damage with seemingly random spread (if firing quickly), making using his default Primary the obvious choice.

I think it would be a great buff to keep the ability name in line with its unlock name "Classic Man" and keep it more consistent with RoR1's Bandit Primary. That is, infinite ammo and lower damage to compensate if needed, with a lil' extra touch of autofire (albeit slowly).

restive citrus
#

!feedback quick idea regarding the super-secret spoilery thing in this update: ||The Heretic.
The issue with this character... well, existing, is that you only ever play her for the novelty. There's no unlocks associated with her or anything, she's just kinda there for the sake of being there. And if you do actually like playing as her, well, you'll probably have to cheat in Lunar Coins to even get a chance at consistently playing as her. Now, I don't really think making her selectable from the character select screen is the way to go about solving this issue - as the way her skills work (being Lunar items) wouldn't mesh well with the skill alts every other survivor has.
Instead what I was thinking is that, after playing (and potentially beating the game) as her the first time via using all the Heresy items, the transformation could become available in the Bazaar just straight-up. No having to get every heresy item, it's just there for you to use. Whether this would cost a handful of lunar coins or not would be up to you as the devs, but I think this idea sorta keeps the feeling of having a secret character and yet still allowing people who like playing as her to actually play her without using a fortune on the lunar shop every single time.||

gusty torrent
#

!feedback desperado buff

cosmic remnant
#

!feedback Update bungus description, since it still says 2 seconds when it got buffed to 1

worldly furnace
#

^was just about to type that

zealous basin
#

!feedback Could we possibly get the drones to not quite be so friendly. I have almost gotten completely stuck several times.

vast lotus
#

!feedback buff engi turrets a bit, their health is just laughably low and theyre engis main source of dps, imagine if captains shotgun lost like 80% of its damage out of nowhere,

magic light
#

!feedback in scorched acres the portal particle should appear above all the walls, because sometimes they spawn in places so hard to see the particles, even if you are in a high altitude you still cannot see the particule and sometimes you take ages to find the portal

severe galleon
#

!feedback let desperado keep stacks between stages. reduce its stack increase to compensate

turbid cape
#

!feedback Bandit's serrated dagger should have the agile tag, since it can be used without breaking sprint

keen fjord
#

!feedback The new 4th skill for Loader should increase radius based on distance traveled through the air before landing.

analog sleet
#

!feedback Mul-T's heavy mode attachable arms should match his skin variant when he's using it, rather than be the default yellow. ||I don't think there is any meaningful reason for the Heretic not having items appear on herself like every other survivor in the game. Would also be cool if a sort of song or leit motif played when you transformed completely.||

crisp storm
#

!feedback i think need to give huntress unlock again. I think Commando -- a only stars character. No huntress. Just commando... Its like if from start you unlock artifact of swarm... Its... Don't broke a balance, but this some... Boring... Oh...

P. S. Sorry for my English, i speak it very bad...

jolly anchor
#

!feedback ||Change Merc's ending text back to his old one, the new one seriously doesn't hit anywhere near as hard. "...and so he left, with terrible power in shaking hands." is a lot more impactful than "...and so he left, with dreams of good food and a peaceful night." which feels a bit too feel-goody for ror's setting in all honestly.||

subtle orchid
#

!feedback Elder Lemurians should not be able to shoot their flame breath directly behind them. Getting toasted by a jet of flame from right below its crotch when I'm trying to get that sweet Backstab damage is awfully jarring and unintuitive. I've noticed that the Stone Titan's laser attack exhibits this trait as well, so this feedback pretty much applies to any enemies that also happen to exhibit this trait.

little barn
#

Add the ability to un-ready in multiplayer, and then also make the timer go down equal to 1/x with x = the player count

that way the timer goes faster if 3/4 people are ready and the last guy is afk or something

supple kelp
#

!feedback
||Mithrix removing Ruin stacks constantly make the fight absolutely awful as Heretic. Phase 1 alone took 5 minutes because of the lack of DPS without Ruin.||

north dragon
#

!feedback
||I think, once the player has transformed into Heretic at least once (or even beaten Mithrix with Heretic), the player should be able to pick Heretic to play from character selection. ||

analog sleet
#

!feedback If you select the alternate special skill as Mul-T and select both weapons as saws you should get to use Han-D's hammer in heavy mode.

obtuse lagoon
#

!feedback Change Bandit's "Lights Out" to reset by killing an enemy within a quarter of a second even if the initial shot doesn't kill. I was playing Bandit with Runald's Band and the shot wouldn't kill but Runald's iceblast would but "Lights Out" would still remain on cooldown and that is a little frustrating.

frosty egret
#

!feedback i think this is a bug, but when i had enough bison steak to get myself to 1000hp, i put all of the steak in a cauldron on commencement but didnt lose any health. let me know if im dumb and this is intentional

plain valve
past terrace
#

!feedback a clay themed skin for rex would make a lot of sense, and be pretty cool.

lone fern
#

!feedback add more clarity to the bandit's Melee Secondary due to how unclear it is to A. hit and B. tell that it had hit.

gritty sierra
#

!feedback update on console please

hollow basin
#

!feedback Please give our poster boy Commando a select animation to match everyone else. Maybe let him spin his guns or quickly aim at the surroundings. Just do something to give him some personality

cosmic remnant
#

!feedback Water should put out fires

west heart
#

!feedback Remove the "capture the point" aspect of running to the ship in Commencement. It's like doing the Warthog Run in Halo CE and Cortana saying "Wait chief, I have to fix the Longsword!" as you finally make it on board. It serves no point other than ruining the flow of the escape and the massive timer saying "Moon Detonation". Great free update though, I'm very happy with everything else!

high walrus
#

!feedback ||Allow heretic to be selected from the menu after reaching mastery with her (or strictly Mythrix since that is the crux of her story arc), ensuring she wouldn't be easy to obtain as the super secret character, but making it much less annoying to try fun builds with her from the start.||

dense orbit
#

!feedback Love Bandit so far, but I think there are 2 big things for me that could make them way better.

  1. There isn't much reason to switch their primary other than aesthetic. The normal primary does more damage, is easier to hit and has the same amount of range (with low spread). I think what would make his primaries really cool would be if his normal had more of a spread but less range and his alt is the long range choice.
  2. I have no idea what is happening when I use smoke bomb. They do a little pose but there isn't an actual smoke bomb being dropped? It also doesn't really make any noise. Their revolver has a really cool sound design and it feels weird that his bomb makes a small hissing noise and that's it. Really just make it look/sound like they're actually doing something.

Love the character a lot so far (they were one of my favorites in RoR1). I know that they literally just came out, so I feel kinda jerky saying this right away, but I think it would make their play style waaay better.

light jewel
#

!feedback Can you add an option to hold the sprint button to sprint instead of toggle?

simple hearth
#

!feedback we can disable the distortion of spinel, so when can we disable the blue tint which is the actual problem for me?

little barn
#

Self-Sufficient Battery [Legendary]

On successful boss killing in a teleporter event, place a minion on the teleporter that will charge at 50% power of a player, multiplied by how many players are in the current lobby. Stacking this item allows it to add an additional 10% charging power.

the exact stats are (player count)(0.4 + 0.1x) = [output charging capacity] with x being the stack of the item
The item itself would be a small critter on a hamster wheel connected to a battery with wires on a small platform.

This item idea came from a game I had a while ago with some friends, where we were all stuck in the teleporter charging area trying to finish it to get the remaining chests on a level, then leading to us walking half way across the map and then finally walking all the way back. This costed us about 3 minutes of time total, and was a big annoyance more than anything, so I thought up an idea. This guy would allow for faster charging time equal to 6 people, then when the teleporter is at 85% you can walk out to the chests and once the teleporter is done charging, we'll be at the chests and ready to collect. Lots of time saved, and lots of annoyance avoided :)

jolly willow
#

!feedback Add a cooldown to MUL-T's rebar puncher for the reloading phase of it. The cooldown changes with the attack speed and not cooldown reduction items, so as to have it act the same way when used as the main weapon, but when used with MUL-T's new alternate special you it can be affected by backup mags and you can shoot multiple in a row. (cooldown should only reload one at a time)

safe prairie
#

!feedback
After fighting Grandparent a few times, I feel it could use a buff.

As intimidating as it is, you can really just hang around near it and mindlessly avoid its attacks. I feel it could use a little more impact.

modest pendant
#

!feedback
I feel like Desperado feels a little to focused in single target nuke and would like to sugjest that as a QOL all proced effects from the desperado can add to gaining a token.

open tartan
#

!feedback
The new Rusted Key has numerous problems.
1: There’s a cap on how useful it is. Every Key beyond 4 is worse than white scrap if you’re going for Mithrix, and every Key beyond 7 is if you’re going to obliterate ASAP. Even for players who loop and loop, having more than a few at a time feels like a waste.
2: White items are great. They might not have interesting effects, but the consistent mobility, regen, and damage from ol’ reliable additive white items is good on every survivor, whereas niche greens like Bandolier, Bauble, Daisy, Death Mark, Whip, Stealthkit, Tome, and so on don’t get much better when you stack them, especially with hyperbolic effects or otherwise hitting a practical limit.
3: When I get a Key, I know to start looking for the lockbox on future maps. When I use a Key, and ONLY if that was the last Key I had and ONLY if I don’t pick another one up that stage, now I have to remember to not waste time looking for a lockbox until I find another. It’s an unnecessary hassle.
4: Getting a ton of Keys was the only way to get a diverse number of red items. Cauldrons only have 1 type per visit to the Bazaar, and you need to grind green scrap to get them. Finding a Key printer used to be my favorite thing, but the much-more-consistent Key scrapper feels like a better use of my time.

Turn Key back to normal. Have one lockbox per player, and each player with a Key can open one per stage. Gets rid of all these problems, plus some of the ones it had before.
stray violet
#

!feedback Love, love, love LOVE Bandit (||Ibzan|| reference as his alt skin made me nut), but have a few suggestions.

I really, really want to love Desperado, but the fact that stacks reset at each stage make its benefits far, far worse than Lights Out's utility. I would adore it if Desperado's stacks were present throughout the entire run, and the damage scaling was tuned down (maybe to only 3-5%?). You can't tell me it wouldn't be crazy fun to slowly build up Desperado throughout an entire run, just to walk up to Mythrix and inform him that he has, indeed, yee'd his law haw.

Serrated Dagger can be very frustrating to use due to its deceptively short range and, most importantly, the fact that its hitbox appears to be purely horizontal, directly in front of you. Adding a bit of verticality to the hitbox to ensure you slice up something you're standing on or juuuust beneath would make it far less headache-inducing.

This has been suggested before, but to reiterate what others have said, things like bands not proccing Lights Out's reset feels very counterintuitive. A very short window (like 0.2 seconds) to allow procced items to finish off what might be a sliver of health that the main shot left them at would help keep the gameplay flow feeling much smoother and more enjoyable.

split needle
#

!feedback

Bandit's revolver is facing the wrong way in-game. In his character-select pose, it's correctly angled for a left-handed draw, but in-game it's backwards. Images: https://imgur.com/a/F3g9UwP

Not sure if this would be considered a bug or an oversight of some sort.

little barn
#

Bison Steak [Common] (Rework)

+) Gain 10(+10 per stack) base health
#

!feedback
It'd be pretty neat if Infusion scaled. Right now, an individual stack makes almost no difference to your health except for the earliest of stages.

viscid bronze
#

!feedback

Fungus on engineer doesn't apply correctly to the turrets if they are placed on pillars in the last patch. Previously they would also apply to the center of the circle even if the turrets were placed on a thin pillar. With the last patch this is no longer possible, eliminating some strategic spots for turrets. It is especially noticeable if you place them on pillars with their only one foot connecting to the pillar

serene solstice
#

!feedback
REALLY disappointed to find out that, despite Engineer Turrets now carrying equipment properly, they don't even activate it with Gesture. Why? I wanna make my infinite Spinel Tonic turret dreams a reality, dammit.

unique zealot
#

!feedback
healing drones get too close to you and when you stand on top of a high ground, they carry you a few feet forward and completely drop you right into a pit of enemies. i found this really annoying, like i need my space bro.

limber tundra
#

!feedback
Golem survivor yes/no?

winged lantern
#

!feedback Love the new update, especially the new Drone AI actually being there when I need it.
However... drones shouldn't push the player or collide with their bullets, with them now hanging around so close to the player it's become quite the nuisance the more I've noticed it.
Examples:
• Standing on a perch, your healing drone picks you up and drops you off.
• Prepared to finish off an enemy with Lights Out to restore my cooldowns, gunner takes a bullet for the enemy team.
• Got a lot of drones, then they limply ramming into you and knocking you around.
• Even saw a screenshot of someone almost stuck in place from the drones crowding them further up in this suggestion channel

split needle
#

!feedback

The beams of light from the pillars on the moon (particularly, the Pillars of Mass) should contrast more with the sky. As can be seen in this screenshot, they're virtually invisible in this area (and would likely be completely invisible to those with certain types of colorblindness)

placid marlin
#

!feedback
Any chance for Vulkan support, makes a big difference for the frames as I commonly get some FPS drops that cause me to miss shots

eager wyvern
#

!feedback
I just had an occurrence on bandit where I went invisible twice, and enemies tracked me exactly where I was and chased me exactly where I was (I was not standing still, I was sprinting around) This hasn't happened again yet, but it is a bug and depending on it's occurrence to other players, should be looked into

compact solstice
#

!feedback
Remove the Engi turrets from the [minion damage dealt as]
Because 99.7% of the damage was dealt by the turrets since both turrets are the strongest allies in the game

flat monolith
#

!feedback
Give us a way to select the Heretic survivor once you unlock it the first time! It's such a cool idea but it feels a bit gone to waste because having 4 specific lunar items is something that happens very very rarely, and it's not worth the price.

cosmic remnant
#

!feedback Captain shock beacon should deal ludicrous amounts of damage to enemies it stunlocks for more than 20 seconds or so

little barn
#

In situations with enemies where healing items are too strong or proc items are too effective (specifically mithrix or ||twisted scavengers|| since they're end game bosses), I think there should be a new rule. I'll call this the "better-than" rule.

Since all enemies scale up to level 99, and special cases scale past that (Mithrix, ||Twisted Scavengers||; probably a couple others), enemies can get pretty tanky. This leads to Mithrix's health pool being leagues higher than yours- and with good reason. He's the boss; he should be better than the player, forcing skill to be at play for the players to win.

However, this leads to complications when he takes your healing items and damage dealing items that are percentage based (medkit, shield... bleed, crit, etc.). What I suggest is for every x times mithrix has more than the player, reduce the effectiveness of the items he stole by 1 (displayed as 10/(10+x) with x being the reduction). As a nickname, this can be called the "Better Than" rule for obvious reasons.

With this, medkit doesn't make him able to heal a ton if you forget to hit him, bleed doesn't force you to dodge everything or die instantly, and crit chance is drastically reduced

little barn
#

!feedback

Implement cross save/progression between PC and consoles, this will for sure not only raise the player base on switch, but also people will be more willing to buy the game a second time to play on the go. This will ensure a revenue increase of the overall game. To implement this, it is necessary to have a Gearbox account (or Shift account). Existing players will have the option to migrate one ROR2 data to the servers from any system of which they own. There is absolutely no downside to this as It can allow players to fully enjoy the game on any platform without any restrictions. Not to mention some PC players do not have the specs required to fully enjoy the game. NOTE: This is not talking about cross play, only cross save.

lilac silo
#

!feedback An option to reduce the polygon count of enemies and particles of enemies if the fps gets below a certain threshold, at least for console. Elites seems to be the main cause of lag so particles could work, but large amounts of enemies also causes issues, and I don't think people are trying to admire the models when trying to dodge over a hundred enemies.

humble cargo
#

!feedback Have a chance that the full heresy item set spawns as a set in the bazar between time making it easier to get all of them.

sturdy isle
#

!feedback Bandit's alternate primary attack is a little weak. I suggest upping the amount of shots he can carry with it from 4 to 6, and to reduce the spread increase when fired in quick succession. Currently it is only effective at long to medium range if you tap fire it rather slowly to maintain full accuracy. The traditional shotgun blast is always a fixed pattern and does significantly more damage, even when shot quickly.

dim hamlet
#

!feedback
Revert the name change of Bison Steak to Fresh Meat. The effect can stay as it is, but Fresh Meat just sounds better and is what most people are used to.

faint gyro
#

!feedback
Captain's alternate utility can be a terrifying tool of destruction, however I think the 20 second delay means that a large number of enemies are able to dodge the attack with ease as well as making the 40000% damage a lot less impressive than it actually is. I suggest delaying the cooldown to 15 or perhaps even 10 seconds, so there's less time for the enemies to dodge the attack or die before the attack hits. If this ends up being too powerful, you can slightly increase the activation cooldown.

static hawk
#

! feedback challenges/item unlocks for ||The heretic|| would be cool. Adds in extra incentive to go for the ||transformation||

small vine
clever pine
#

!feedback Bandit's dagger abilities are terrible, they have impossibly thin hitboxes and the damage is lack luster, increasing the hitbox of these attacks would go a long way to improve viability. I'd also like his old Dynamite to be available as an unlockable skill replacement on this cooldown for an AOE skill that's different than the Commando grenades.

lusty lantern
#

!feedback

Captain's Alternate Utility

While the ability has a solid radius and damage, the only thing holding it back is the very long launch time. 20 seconds is more then enough time for many various monsters to walk or move out of the DIABLO Strike, even the slowest of monsters like Stone Titans, Grove Tenders, and Wandering Vagrants can simply move away from the circle, forcing the Captain to have to move around and bait them in the circle while its charging to launch. In other cases, you can probably kill whatever is infront of you with in the 20 seconds with your basic M1 before the strike even comes down! Not to metion that without his Orbital Probe, he will struggle through stages and against monsters.

For as tedious as the requirement is to even unlock this skill, it should be changed around a bit. Give it a higher cooldown, but make the inital launch time 10 seconds instead of 20, 20 is just to much time to leave Captain vulnerable and for monsters to move out the way.

TL:DR, Buff Captain's DIABLO Strike. Make it so thats a viable choice alongside his Orbital Probes.

summer cargo
#

!feedback please let us keep Desperado stacks between stages, as it is it shouldn't be viable past stage ~4-5

ruby ravine
#

!feedback

You can cancel bandit's special by sprinting during it. The bullet doesn't fire and it goes on cooldown. Pretty annoying if you're trying to be as mobile as possible.

brazen plume
#

!feedback

Make the artificer's M1 recharge more like the bandit's default m1, would make it feel much better to use

dull swallow
#

!feedback
I love the desperado effect, but i must admit, it feels really bad stacking it all to then lose it on the next stage, especially when the cooldown doesnt reset on kills. It would be cool if the desperado stack/base damage would be reduced, but the desperado gets a reset on kill or perhaps a really small damage increase, but the stacks are permanent.

fringe pendant
#

!feedback
make newt a discord role

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.

little aspen
#

!feedback introduce an artifact that limits or removes shop re-rolls. would help to preserve the integrity of online lobbies and the agency of players to choose whether or not they want to play with lunar coin exploits

static hawk
#

!feedback challenges/item unlocks for ||The heretic|| would be cool. It would add in extra incentive to go for the ||transformation, which is very cool but can feel a little lackluster when you are forgoing standard unlocks to play as her||

narrow kernel
#

!feedback playing as the heratic feels really nice, however.. getting more stacks of strides of herasy, tend to make the duration so long that you lose your ruin stacks. Maybe add a passive to the heratic where ruin stacks last longer, in relation to your stride duration? Or just have a passive on strides itself that increases the ruin duration?

loud osprey
#

!feedback This is probably gonna get downvoted to hell, but.
I feel like putting a Spinel Tonic in a cleansing pool should get rid of some [if not all] of your Tonic Afflictions. It's a cleansing pool after all.
If not, maybe getting an Irradiant Pearl could get rid of them, either way.
I really just hate the afflictions maybe i'm just biased.

real birch
#

!feedback

Make a auto record feature for prismatic trials, so that during every trial it would record a video that you can watch later or share. Maybe devs would be able to watch, but it is not shared unless they want to.
You would do this for:

  1. making sure there are no hackers.
  2. being able to study what you did wrong
  3. adding some conversation into #prismatic-trials apart from frogobj.

Personally what the top 10% are doing to get such high scores and like the idea of prismatic trials.

queen mural
#

!feedback The Refresh Shop button should be moved a little, it's too close to the where the 4th shop item drops, making it very easy to accidentally waste lunar coins

static hawk
#

!feedback while i know you guys are transitioning to more extensive paid content packs, i think it would greatly benefit the game if small non-paid updates still released. Something including perhaps an item or 2, ability alternates here and there. Things that fill in little gaps where the game feels like its missing something, and keeps players engaged between larger updates/dlcs. One of my bigger gripes with other games is when things like this are locked in a dlc, even if i end up getting the dlc anyway.

strong saffron
#

!feedback Bandit's serrated knife's hitbox feels deceptively small, and I find myself missing very often. Maybe extend the hitbox a bit forward or something.

night sluice
#

!feedback Give every survivor an achievement where they can obtain another alternate skin if they beat Eclipse 8

glacial token
#

!feedback

So my feedback and experience with the Anniversary Update so far is practically

Well done. This is a super well done update for a final hoorah of free content. Excellent job with Bandit, practically perfect job with the Commencement rework (albeit one issue I'll mention below with spoiler tags), and a damn fine job on the alternate skills so far not being absolute wastes of time by not being viable.

I havent experienced Grandparent yet, I'm not gonna give much other than the community seems to like the aesthetic and gameplay for the boss.

Bandit being a different version of the modded in Bandit was a great idea. Not to mention the character feels fluid and well put together. Granted the alt secondary is a little hard to get if you're not stacking certain items, but that's a niche issue as other characters have alt skills with similar prereqs.

Commencement being changed to look way better, and have actual content and stuff to do and not being a dragged out walking sim, is fantastic. The different pillars having different mechanics and all the different areas being reachable is great. The new Lunar Chimera is also neat, nice little mix of pesky but not too pesky, and the semi dangerous AoE on death.
My only issue with the rework is ||defending the ship. not many issues with it while playing solo, as it's just another teleporter event but with some instakill threats. but in multiplayer this can entirely ruin a run, because it's a teleporter event, if not everyone is there helping charge it, it charges slower and can fuck over the timer.||

Regarding secret boi, he looks cool as shit, and it would be cool to start with him instead of having to spend the lunar coins to get him each run. It's like if you paid for Artificer everytime you wanted to play as her.

loud osprey
#

!feedback
Final Stage spoilers, nothing special tho
||Make these giant blue fire things deal damage
Not enough to instakill you if you're curious, but just to be like "oh cool" when you try it out.
It'd make it feel more alive, I think, i dunno its cool i really like this stage now||

final matrix
#

!feedback I've had some enemies doing this recently (Stone Golems and Elder Lemurians mostly) where they turn their entire head and just shotgun me, Stone Titans they turn rapidly and clap, and it doesn't make sense to me in the way the game is played.

The point is that enemies are always consistent right? Cause this happens and it's frustrating. It seems like once they acquire a target they aim at it before firing, period. Cause he was facing the other way when I died.

This happened again yesterday so I'm reposting it

https://streamable.com/cmilob

fiery fjord
#

!feedback
Improve the 'backstab' mechanic, for example, don't make it a literal backstab, it is better if the enemies had weak points that if you land an attack on those specific points it will crit. The reason is, the wandering vagrant, for example, doesn't have a 'back', so to backstab it, you need to shoot in a random part of it, which makes way less sense than if your shot critted when hitting the 'belly' of that thing.

native pulsar
#

will there be cards and badges for ROR 2 on the steam store?

small vine
#

!feedback Disable sprint cancelling for lights out

snow ibex
#

!feedback make heresy a playable(pickable) character and unlock him through defeating the game with the heresy set in monsoon or smth

faint ridge
#

!feedback
Please make it so that enemies don't track you/aggro on you while you're invisible as Bandit. While it's not too big of a problem, it's caused me some pretty frustrating moments.
1: Lunar Chimera may as well be impossible to backstab (I mean the big, missile battery looking ones.) since they keep trying to turn around to face me. While it's not a big problem since they can be killed normally, it's still frustrating.
2: Beetles seemingly ignore the fact i'm invisible and run at me anyway, and if i'm remembering right one of them tried attacking me. Not too big of a problem since i can use the stun from Smokebomb to backstab them anyway, but still pretty annoying.

dense pollen
#

!feedback with some enemies, specifically clay dunestrider and the wandering vagrant, it’s difficult to know what side is their “back” when playing bandit. Maybe there could be a glow or some other sort of marker on enemies when you play bandit to know what their “back” is?

gusty torrent
#

!feedback desperado buff

fathom pasture
#

!feedback
With run history, there should be a timeline of items you've collected along with it. That way you can see what stages you picked a certain amount of items on.

...I somehow went from 5 Tonic afflictions to 28 despite having a perma-Tonic build.

iron crater
#

!feedback
I wish that the #poll channel was used more, it would be cool if we could use it again.

pure pebble
#

!feedback would be cool if becoming bird man “heretic”, then using beads of fealty on the obliterate urself obelisk gets you an extra event. Something special good or bad for trying to cleanse lunar items after becoming a bird man would be interesting.

umbral crescent
#

!feedback

really minor but can we get a "mark all as read" option for unlock notifications? Because the new lore logs caused all the items to be flashing again and its a bit annoying having to click all of them

tough pendant
#

!feedback Bandit Change

Make the backstab crits on Bandit only increase damage by 50%, being overridden by crit glasses when possible. This would prevent Bandit from destroying bosses as easily, while still providing the benefits of hitting them from behind.

versed sandal
#

!feedback
make captains new Diablo ability not damage allies
urn targeting allies was just removed, so why would you add a 40,000% damage attack that can teamkill if someone accidentally dodges at the wrong time? seems a bit weird tbh
also why do we need a lunar ability

near quartz
#

!feedback

Have chests discolor like unactiavted sentries and drones when opened

azure plaza
#

!feedback
Raise the proc coefficient of Bandit's rifle. It is severely outclassed by Shotgun currently, seeing as Shotgun has higher dps, and they both have a coefficient of 0.5, but Shotgun hits 5 times.

elfin pecan
#

!feedback
An item or character that deals more damage the lower your health is

full mauve
#

!feedback

Revert the change made to Scrap Launcher in CU6 (each rocket you fire no longer resets the cooldown like it used to), as it means that the cooldown isn't even a factor at all. You can endlessly spam rockets with no delay between each 4-rocket clip, which means that it has ludicrously high amounts of DPS that makes every other primary of MUL-T's essentially obsolete, as well as making a Double Scrap/Retool build entirely pointless now.

This change wasn't even listed in the patch notes, so it might very well be unintentional. Scrap Launcher needs to be buffed in some other way instead, like upping the damage to 400% to have it able to proc bands as well as adding rocket jumping (like what the ScrapLauncherMobility mod by @merry trail offers).

sudden igloo
#

!feedback
Please allow Merc to interrupt his new Utility skill: Focused Assault, by using M2 like he can with Blinding Assault.

dusty swift
#

!feedback
Maybe... Would it be cool to celebrate the anniversary edition or steam remote play and put ROR1 on sale?

midnight roost
#

!feedback I think Bandit's alternate R (Desperado) would be a lot cooler if it started out weaker, and the scaling was a bit slower, but the stacking bonus damage from killing targets with it carried over from stage to stage.

cerulean laurel
#

!feedback add an artifact called heretics artifact (name can be changed) that makes you start off as the lunar heretic

late beacon
#

!feedback have an option for the game to remember which character, difficulty, artifacts, etc you were last playing on so that you dont need to change them back every time you start up the game

little barn
#

!feedback Make it so backup magazine goes to where the magazine actually is on Commando's mesh

glacial yoke
#

!feedback we should be able to quickly select artifacts by clicking on their icons in character select

boreal sierra
#

!feedback
Please remove the need to defend the rescue ship in the final stage

azure sorrel
#

!feedback
the captian alt util stats makes it look like a tryhard atempted to make a meme move viable i feel like it should be less viable and more of a meme
also it can kind of troll engineers due to turrets have no osp and 75% of engineers use stationary turrets and turrets cant take 40,000% damage in one hit
time before strike 20s --> 10s
recharge time 40s-->25s
damage vs enemies 40,000% --> 9,001%
damage vs allies 40,000% --> 1,337%
P.S.
i mainly hope this change happens because although its a 20s delay before drop and you need to be careful the dps is much greater compared to probe with its insane blast radius and it deals 1K dps to single targets, probe is 3x1,000% every 11-13 seconds depending how fast you deploy the probes, while the diablo strike does 40,000% every 40-41 seconds that hits anything in a large area. another thing is its glowing meteorite 2.0 for any engineer playing with you if you got the equiped.

torn bramble
#

!feedback Drones now follow you too closely. Often times, they will ram into you (when you're still) and make you get stuck, launch you, or stop your Bustling Fungus from working.

gusty torrent
#

!feedback desparado buff

north stump
#

!feedback please let us ride and pilot beetle guards (queen's gland) to attack and scout maps

dawn copper
#

!feedback bandits alt primary is just weaker than his shotgun, to compensate it should have a larger ammo capacity. maybe 6 instead of 4?

winter sky
#

!feedback encourage mod support with steam workshop

tough pendant
#

!feedback Enemy Balance

Add more enemies that try to stay away from the player, somewhat like Hermit Crabs. My idea was an enemy that perches on a higher up place and tries to hit the player from there. It would have a regular ranged attack, so it would have to have line-of-sight with the player to really hit them, which would keep them from being as annoying as Hermit Crabs.

Why?
Many long-range abilities and characters built around longer range abilities seem to not be as good as the rest. Perhaps it's because they just aren't that good of characters, but I think a bigger factor is the fact that long range isn't really needed in this game because all the enemies come to you (sans Hermit Crabs). Adding more long-range enemies would give more value to long-range abilities, thus indirectly buffing characters like Artificer or Commando's Phase Round.

stray wyvern
#

!feedback

Captain Skill Spoiler:
||Captain's new orbital nuke should stay in the ground after it lands. It's kind of weird to see it just disappear.||

pearl trail
#

!feedback spoilers again

||if heretic does become a unlockable character via doing a challenge while using her a unique idea would be adding a entirely new secret area that is unlockable by buying a item from the shop keeper himself and finding a secret on the moon. Instead of leaving the moon you get teleported back to the bazaar and offer the shop keeper the secret quest item you obtained from the moon and it opens up the blocked force field behind him with a new portal that leads to the heretics trial beat the trial and unlock the heretic as a playable character||

narrow kite
#

!feedback make void cells in void fields heal you/increase your regeneration before activation. Considering that you lose quite a bit of health while stabilizing cell and travelling to the next one the best strategy is always to simply wait until you regenerate to full health before starting a new wave, especially considering the timer is stopped while in void fields, so you don't suffer any penalty for that. I personally don't see it adding anything to the game and it just makes it frustrating to have to wait 5-6 minutes to play more

wind laurel
#

!feedback
the lunar utility skill (shadow fade) or the heretic's utility skill is pretty broken in my eyes i get that he heals because he constantly takes damage but very good healing on command and complete invincibility is broken in monsoon, so i think you should get a lot of armor instead invincibility.

silver cosmos
#

!feedback I think it would be neat if bandit’s alt special increased the damage by 1% per stack but stacks carried between stages, it’s hard to justify chasing down stacks past stage 3 or 4 and getting stacks on the moon also proves to be quite difficult if you want to fight the boss

lilac silo
#

!feedback make toggle sprint truely toggles sprint, as in using abilities or bumping into walls doesn't stop the sprint. I have had to calibrate my control stick multiple times, and the prolems only arise when playing RoR2.

junior nova
#

!feedback
Spoilers for Anniversary Update content
||When playing as the Heretic, the passive HP decay doesn't affect shields, this means that if you get a transcendence or the perfected elite type via wake of vultures, your 1 hp gets drained to 0, killing you instantly. The only way to counter is to have enough regen items to get positive HP regen. I propose that it affects shields so you don't get punished for picking up an item/killing a mob that would have killed you if you didn't kill it.||

fleet moat
#

!feedback
Please make it so you unlock the lore log for Captain's Defensive Microbots when you unlock/first play him. It's practically impossible to get the log for the item as the only way it can drop is a CHANCE using the artifact of Vengeance.

mortal moth
#

!feedback
Spoilers for anniversary update final area
||The new addition of the void balls you have to jump into are not signposted very well, especially for players who played previously. They look like they will kill you, ala the void reavers, but you have to jump into them to be able to escape. It could be nice for them to either be a different color, or maybe even look sort of like moving versions of the portals in the shop.||

wind laurel
#

!feedback
when captain kills himself with the nuke or whatever the new utility skill is called it says instead of killed by captain make it say the killed by UES safe travels

uneven badger
#

!feedback why is this possible

rustic nest
#

!feedback
new items for the new devs :)

white ivy
#

!feedback have the ESC key let us exit a menu or screen, please

cobalt breach
#

!feedback
give the final version of the future updates early to the creators of very large / popular mods so that there can be day 1 mods. concernedape did this with stardew valley and it worked amazingly

rotund stirrup
#

!feedback update the console ver, its just sad seeing everyone play the new update knowing you will not get to play it until 8 months later or getting a 10k pc rebuy the game and start from scratch

remote dome
#

!feedback tweak the moon again, I just wanna fight mithrix not go through a bunch of beacons. It's neat the first time but after a few runs it becomes a huge chore.

spare night
#

!feedback
Spoiler for the secret character shhhh ||I love how esoteric The Heretic is as a character and I love the challenge of collecting her items, and I think part of her intrigue is that she cannot be selected from the start menu as a character. However, I do think that she is a little difficult to play as - it takes a lot of lunar coins and planning. I think a good middle ground would be an artifact that makes the player start with the four Heresy items. That allows for fast and convenient play as Heretic while still keeping her as a "secret character" It also keeps the challenge of collecting her items intact, because artifacts are in themselves an unbalanced, sandbox-type thing. ||

safe prairie
#

!feedback
It would be nice if we could have an option to reset character stats.

serene solstice
#

!feedback (secret char spoilers)
||Have now heard from a dev that, apparently, the interaction where Heretic dies when she becomes a Perfect elite via Wake of Vultures is... intentional?? This is extremely bizarre to me, and I feel like it should be changed. I understand the logic behind wanting to make specific moments in the game "memorable", but this particular interaction really sucks, and doesn't feel intentional at all.

By taking WoV as Heretic, you are literally disallowed from killing any perfected elites, which makes the moon significantly harder for no reason. This is made worse by the fact that it's otherwise super fun to run WoV with Heretic, because of the way her M1 and M2 are designed and their interaction with the overloading or blazing elite aspects.

If, for some reason, the lore must be upheld (because apparently lore is part of this), can you just make it so heretic specifically can't become Perfected? It's 100% less intrusive and less bullshit.||

cobalt breach
#

!feedback
buff spawn rates on the moon. whenever i'm charging the teleporter, even with artifact of sacrifice on monsoon, enamies are only there for 25% of the time. please correct me if that was just a glitch or is very uncommon

white ivy
#

!feedback if the player is holding one or several fuel cells, have a cooldown for each equipment piece the player has

subtle orchid
#

!feedback Stages shouldn't generate more than one 3D printer with the same output.

hard gate
#

!feedback

Buff suppressive so it has higher damage and pps than m1 again. Right now due to the m1 buffs double tap will literally deal more damage in one second while also having a greater pps(procs per second) than suppressive fire does.(667% damage in a second vs 600% for suppressive, and 6.67 procs vs 6 procs for suppressive)

velvet ginkgo
#

!feedback moon spoilers ||I think a fun way to fix the problem with the portals after the Mithrix fight is to maybe instead of having the player use jump pads up to the arena (I’m assuming the portals are there to stop fall damage from being an issue), when you charge all the pillars, the arena shifts down so you can easily just go into it. I think this would be clearer than the jump pads appearing and would eliminate the need for the portals. It would probably be too much work for this, though, and not the most necessary thing. I just think it would be cool||

slim temple
#

!feedback could we have a UI option to disable external gamepads/joysticks in the controls? I prefer mouse and keyboard on PC, but find that the game is unusable when unused controllers (joysticks, etc) are connected, even if they aren't being used.

compact solstice
#

!feedback
Change the new Captain orbital strike so you now need to charge the attack by holding it for more damage, more time to arrive, more radius and more cooldown for the skill to recharge.

-Lvl1: 5.000% damage 10 seconds to arrive 20 sec cooldown, -25% radius [0-2seconds charging]

-Lvl2: 15.000% damage 15 seconds to arrive 30 sec cooldown, default radius [2-5seconds charging]

-Lvl3: 40.000% damage 20 seconds to arrive 40 sec cooldown, +25% radius [5+ seconds charging]

When you charged the attack enought so it changed the lvl of the projectile you will hear a little sound, see the radius increase and other visual details will change.

Also please change the friendly fire with just masive knockback instead.
Is almost imposible to properly lure enemies inside the radious without getting yourself or your minions killed.

Did you forgot that drones are actually ESSENTIAL to captain because they get defensive microbots? Well, not if they are just smashed because they are dumb.

spring violet
#

!feedback We should be able to hold Bandit's special ability (by holding the key) and then release it to fire. Just pressing it will do the same thing it does now. Just a QoL change :)

hollow dust
#

!feedback i kind of would really love Ifrit to come back, it was a really cool boss idea, the whole "forming a cage around the player" idea could really work

uneven badger
#

!feedback ?

mental otter
#

!feedback I would like it if there was an addition for a button to drop the equipment that you are holding because sometimes I don't want the equipment I have and I can't get rid of it because no equipment barrels show up and shrines refuse to drop them.

normal anchor
#

!feedback Please give Commando his roll/dodge invulnerability frames back. It was a staple of his playstyle in RoR, he isn't as mobile or damaging or versatile as the others, and he needs his fully-powered-roll to be more useful and survive longer without relying on a specific set of items.

little barn
#

!feedback
I see a trend of people being confused by the portals out of Mithrix's Arena, and for good reason. I have 2 ideas for ways to fix this

  1. replace the jump pads with identical, stationary portals
  2. tell people about the portals in the top right, where the teleporter stuff often goes
granite haven
#

!feedback add a number on top of desperado ability for bandit to show how many stacks you have on it

heady nexus
#

!feedback
due to legitimately getting heretic in a run being super rare, there should be an extra hidden realm where you either:

  1. go around and either fight a bunch of waves of enemies like in the void fields, just minus the going around to different "cells" part or

  2. go around to 4 little shrine areas like in the final stage and get 1 piece of the heretic set after completing the shrine

white ivy
#

!feedback I think it would be cool if Bandit's Lights Out could pierce enemies, kinda like Commando's phase beam, but only have it pierce a max of maybe 2 or 3 enemies with no extra damage since it's already pretty powerful

little barn
#

!feedback
MUL-T's alternate special should change color to match his skin. the yellow does not match at all

rapid halo
#

!feedback I'm not sure if this has been brought up before or not, but mouse and keyboard support for consoles would be neat to have.

sharp flower
#

!feedback
Remove bloom on Bandit's Blast primary. A precision rifle with that insane of bloom is never fun to use.

With no bloom, it becomes a weaker option than Burst in close range, but beyond that it becomes a good pin-point long-range damage option in a game where long range options are limited to basically Captain's charged shotgun and MUL-T's Rebar Puncher.

hollow brook
#

!feedback I think it would be funny if managing to get 25 or more kills with one Diablo strike (new captain skill) instantly refreshes the skill.

Please tell me that reference isn’t too old

autumn prawn
#

!feedback

Synergy of some sort on the new Loader's slam + H3AD-5T V2.

boreal slate
#

!feedback
Currently loving the new final stage, but the new elites need some kind of damage nerf, as they absolutely shred you without mercy and are really tough to take down, and they are honestly way harder than mithrix himself at this point.

coral vault
#

!feedback Drones shouldn't block player projectiles. I've been playing Bandit for a bit and the number of times one of my drones blocks a Lights Out is already really frustrating.

azure plaza
past acorn
#

!feedback The new final stage's music loops as if it were timed for the old final stage. It feels weird to be halfway through charging pillars and the music stops and starts again.

past dune
#

!feedback too many people cheated out infinite lunar coins in multiplayer which makes the new "reset the bazaar store slab" monopolized by them more than people who got coins legitly. I advocate removing lunar coins from the game if not making an alternative temporary currency that resets per run.

topaz cargo
#

hello hopoo thanks for the new charecter and all the work you guys do

honest prairie
#

!feedback With the new drone AI (massive improvement, honestly good job guys), the drones seem to "reset" to the player. Drones bump into players, moving them. Maybe it's just because I had constant uptime of Back-up, but it was hard to get my Bustling Fungus up because every 2 or three seconds I would be bumped, causing Bungus to stop. The little drones (Besides the big boy) shouldn't push players around, ie have collision.

civic star
#

!feedback I've been thinking about ideas for heratic since I spent like 40 of my 50 lunar coins trying to get them only to die cause I'm bad. The one I keep coming back to is to have some kind of heratic that's choosable from the menu, and after collecting the items required becomes the true heratic or something. I really love heratic concept it's just very hard for us players who didn't cheat the coins to play as them reliably

lime fox
#

!feedback Please make it so you can exit the scrapper by pressing [ESC]. I've gotten stuck on menu when trying to escape from monsters so many times.

uncut igloo
#

!feedback make drones follow a point above the head of the player rather than the player themself, to stop the annoying shot blocking and nudging they're currently doing

fickle belfry
#

!feedback Add loot to the final level. If we're gonna be going around holding zones and killing enemies, something to spend the money on would be nice.

split pike
#

!feedback

Red Item Concept: "Overclocked Processor". All non player allies (drones, turrets, probes, etc) gains a natural health degeneration, but has increased attack speed and damage proportional to their missing health. Upon their death, trigger On-kill effects.

lofty shadow
#

!feedback

Getting to the ship in time with the new ending, but not having enough time to charge it feels bad.

clear mauve
#

!feedback

Make MUL-T immune to knockback from enemy attacks when in Power Mode (his new special)

coral obsidian
#

!feedback Make bandit's Lights Out skill cooldown reset proc off of the Kjaro's and Runald's bands that it spawns. Its a bit sad to kill an enemy using it, and see that the skill cooldown didn't take effect because bands stole the kill.

mighty raptor
#

I remembered I posted that a while ago, I still like the idea and don’t feel like reposting so there’s that

grand dragon
#

!feedback Bandit should wear the 57-leaf clover like a corsage

severe ore
#

!feedback The new captain artillery is AMAZING BUT when i predict or set something up and the boss is a flying boss it always spawns just abit too high to be hit.

Whatever you do to the Diablos, make it do damage above itself too in some way, be it extra hitboxes or a pill shape hitbox so it goes 2x taller or just have it drag flying things with it on it's way down.

zealous elk
#

!feedback ||please make the heretic a normal selectable character, i ain't got that many coins to play her through buying in the market||

fallow arrow
#

!feedback make blade hemorrhage without crit :D

snow ibex
#

!feedback make it so focused convergion(the thingy that makes the boss area smaller) doesnt influence pillars. i ahve 3 of them and its literally impossible to do any pillars on the moon. Ive been stuck on those push out pillars for 20 minutes now

autumn trail
#

!feedback on the new Rusted Key:
I think the new Rusted Key mechanic is a really bad idea because of how fantastic they were late game.
It all has to do with the red item count. The old rusted key was by far the most effective way to get a good amount of reds in a run, especially on command. Late game when I had a decent stockpile of white item scrap, I would usually dump it all into a key printer whenever I had the chance. On command, I would usually pick up a minimum of two per stage, and often more late game. You start getting pretty consistent reds after about 30 or so keys. After a couple loops, I would usually get about .9 reds per level from keys alone. Often times the key more than doubles the amount of reds you encounter in any given game.

The absolute last thing I need late game is more greens. After a few stacks, most green items don't need to be collected any more and I always end up with way more than I need. Now that the lockbox always has an 80% chance of giving me just another green, the key is virtually useless beyond collecting one or two now and then.
Reds on the other hand, I almost never have enough of - especially in multiplayer when you are sharing them.

One last thing: I never found the rarity scaling mechanic confusing. I looked it up on the wiki and figured it out. In practice it was pretty simple too. Not getting red items fast enough? Well, pick up more keys! On top of that, this is how white items are supposed to work - by stacking them like crazy. You never really need more than a handful at a time in the current patch, and for the extremely little benefit they add, the rusted key has gone from one of the most useful to one of the most useLESS items in the game.

It seems to me the problem with it was that people were not willing to figure out how it worked, rather than it being useless. I think the key should be reverted back to how it was and given a better explaination for the mechanic.

west tendon
#

!feedback As someone who loved playing Bandit in Risk of Rain 1 and playing modded Bandit, it makes me a little sad that his dynamite/bomb isn't present in his moveset anymore. In a future update I'd love to see it come back, as it synergized wonderfully with his smoke bomb AoE if you threw it at your feet and also gave him a fun extra ranged option. It fit his cowboy aesthetic perfectly, too, and letting you stack stacks of burning on enemies by resetting with Lights Out could be a fun mechanic similar to his hemorrhaging that he already has.

flint lark
#

!feedback on the new secret with this update

||Make the Heritic a permanent unlock after you defeat the final boss with her in a normal run. I can understand what hoppo was going for here, in Binding of isaac you can get transformations by getting multiple items of the same theme. The thing is, in isaac, when you get these transformations, you get new passives for free but you're still the same character. It's not gonna mess up your run with the forgotten if you become guppy halfway through. You'll still be the forgotten so you'll get unlocks as them. Not to mention in isaac, every playable character is actually an alternate personality to isaac, and not a separate established character in the "lore"||

||In Risk of Rain, I'm deliberately picking a certain survivor because of their kit, their unique playstyle, and yes, the lore surrounding them. Every character feels so distinct from each other. This isn't like isaac where every character just has a different starting item and base stats. It sucks that an entirely unique character is something that is so rare to get in normal runs without a ridiculous amount of lunar coins. It'd be awesome to see her as a starting character, with unique unlocks. It's a really awesome idea on paper, but in practice it just kind of feels like really cool content that you'll never get to play. Especially for the poor guys on console who can't hack lunar coins in like pc can.||

abstract anchor
#

!feedback Make Gunner Turrets spawn where the rescue ship is. This way they can be useful on the Moon and not feel like a waste of money. Thank you ❤️

tired briar
#

!feedback For the new secret character. ||unless you're using Artifact of Command, trying to play as Heretic can be extremely consuming for lunar coins. A good way to offset this without completely trivializing it would be adding another passive to the Heretic; an increased drop rate for lunar coins.||

little barn
#

Slugs should have a debuff that shows you how long until it activates, and then a buff (for each slug) to show how much you're getting

medkit has something, fresh meat used to have something, so why not slug?

stray wyvern
#

!feedback

a more detailed patch notes; i've noticed many subtle changes to character skills that were not in the patch notes, and I personally would like to see the full balance changes.

hot barn
#

!feedback the old Rusted Key was way more interesting and fun than the new Rusted Key.

The old Key was great, with its free items every stage and permanent rarity increase when stacking. Getting one on the first stage was a huge advantage, and printing 20 on stage 3 or 4 was a fun risk with a more-fun reward. Its mechanics were simple (more Keys = better items), and that scaling made sense in a Risk of Rain kind of way (Keys open locks without being consumed, more = better).

If it needed a buff, a simple scaling increase would have been way better than reducing it to "pick this up so you can trade it in for a real item next stage", and a late-game buff (to compensate for running out of Lockboxes at the end of your run) would have been even better. Now, there's nothing to look forward to with it, no broken high-stack nonsense like massive bleed stacks or proc chains, just "free Large Chest next stage".

cerulean tinsel
#

!feedback
Desperado should gain tokens on non-monster objects like Eggs in Siren's Call and Pots. It feels weird that despite these non-monsters triggering other on kill effects like Will o the Wisp and Gasoline, it doesn't trigger this one ability.

boreal sierra
#

!feedback
Make it so that you can't skip the pillars just by jumping up to mitrix and starting the fight.

wild pecan
#

!feedback
Delete Mithrix.

tall pollen
#

!feedback the area for the ship on eclipse is way too small. You barley can walk around the ship

azure sorrel
#

!feedback
although this is more of a suggestion for the discord,
we need an engineer turret emote for both types named ":turret:" and ":walker:" respectively (might not be the names as either mods/ devs have to decide on it)

stray wyvern
#

!feedback

drones staying closer to you was a nice change, but now they stay so close that some of them (healing drones mostly) try to get you to stand on them. I think they should just hover a few meters around you, rather than as close as possible.

candid mural
#

!feedback

Warning: Heretic spoilers below

||So I got heretic. He's a blast to play. Perhaps a bit too powerful, but that requires further testing. Would love to see a permanently unlocked version of him that behaves and scales like a normal survivor (IE none of the crazy health bullshit that he does).||

ashen oar
#

!feedback It's really difficult to see when the perfected lunar chimeras are charging their one-shot ball because of the bright perfected circle effect in front of them, it feels like something could be done about the visual clarity on these enemies because I've died a few times to just not being able to see the move charging even though I'm staring straight at them. Maybe a change to the attack itself where it looks more like a black hole orb similar to the exit portals after the Mithrix fight?

hot barn
#

!feedback the Nano-Bomb QoL change (0.5x tendril damage, 2x tendril rate, so that tendrils can't waste Bands) is more trouble than it's worth.

The change does a good job of what it was meant for, but it has an annoying and much-more-noticeable side effect: Nano-Bomb's ability to BFG-one-shot Lesser Wisps, which was one of its best features, is now very inconsistent. Before, a single tendril would one-shot them; now, you need two, and the Bomb can only re-hit the same target after a 1-second cooldown, at which point it will usually be out of range.

Potential fix #1: reduce the same-target cooldown so that you can usually get two hits. If the time between same-target shots equals 0.89*(tendril range)/(Nano-Bomb speed), it'll do the same single-target damage as before the update, and get two hits through 80% of its cross section.

Potential fix #2: revert to 1.0 Nano-Bomb and make Band activation take proc coefficient into account, so that tendrils effectively deal 0.3x400%. As far as I can tell, the only adverse effect of this would be removing Laser Glaive's ability to activate Bands, which is important, but could easily be restored by buffing Glaive's damage increase on bounce (from 10% to 15%) or its proc coefficient (from 0.8 to 1).

tulip vale
#

!feedback Hello team, love you all. Curious if there were thoughts about being able to choose the heretic from the character menu? Perhaps with a cost of luner coins?

stray wyvern
#

!feedback

New Loader Special Spoiler
||Loader's Thunderslam should have the "Heavy" Keyword, and it's damage should be balanced around that accordingly.

Loader's Style is momentum; moving fast, flying fast, punching fast, everything. Her slam just doing a 2000% flat, whether from right on top of an enemy or thousands of feet in the air, is a bit disappointing for the rest of her kit.

Having Thunderslam have "Heavy" would allow loader to do things like fly into the air really high with her grapple+gauntlet, and then use the slam for big damage.

Alternatively, to not step on Headstomper's toes, it could keep the 2000% flat damage but reward you somehow for the added momentum. Maybe more barrier, or a bigger area of effect?||

candid mural
#

!feedback

As much as I want to love artificer, she's just so bad. Irredeemably so. Her aoe isnt even that good, and it's her best feature. She's like roy from melee. An easy change would be to remove the charge system from her m1. It doesn't deal enough damage to warrant being time-restricted as heavily as it is.

feral dock
#

!feedback

Heretic takes damage in normal environments, make her immune to Void fields.

brazen plume
#

!Feedback

Promote the planula to a red item. It negates so many debuffs that it's too strong to be a yellow item, but just nerfing it would make it another underwhelming survivability item.

edgy plover
#

!feedback You can fall through the loops of the chain bridges in Commencement. You shouldn't be able to.

candid mural
rocky bay
#

!feedback give i-frames on mercenary's focused assault while waiting for the delayed hit

little barn
fickle grove
#

!feedback

amazing game, almost perfect. but one problem i have that the ally beetle guards and the ally solus prob targeting sucks. they attack me wayyyy to much its annoying. at this point they are just moving walls that screw me over, especially in the void
they legit just followed my teammate around the map attacking him instead of helping do anything

subtle orchid
#

!feedback Prevent environmental entities with health (Sky Meadow flying rocks; Abandoned Aqueduct tar pots, etc.) from being a valid lock on target (or at least lowest priority) for the Engineer's Thermal Harpoons, and prevent them from being a valid target for any other "auto-target" abilities or items like Bundle of Fireworks or the aforementioned Thermal Harpoons when their target dies before they hit and so look for a new one. It's really annoying to have those abilities or items wasted on those.

cinder tusk
#

Spoilers below involving the secret of equipping all heresy items

||Please allow the Heretic to be an unlockable survivor (with balances of course). I love the concept of transforming into her by acquiring all the heresy items. Super cool feature, but even so, it’s kind of unfortunate that getting the chance to play such an awesome character as her, is behind quite a strict method which without the command artifact, would require many lunar coins. I do understand that the Heretic is meant to be a rare and unique character and that you probably want to preserve that, but many others, not just me, would prefer to be able to play as her at the very least in a more “affordable” and reliable way.||

candid mural
outer rock
#

!feedback
sandbox mode to test stuff
could possibly have:
-give yourself any amount of items
-able to swap survivors
-able to swap stages
-swap alt abilities/skins
-spawn enemies/drones/chests/other stuff in
-cause certain events to happen

basically like Minecraft creative mode without the building and more the spawning stuff in.

obviously wouldn’t count towards your stats page or achievements, just would be for fun or for statistics towards enemy spawn rates and stuff like that.

strong sierra
#

!feedback
make heretic M2 have a moving indicator as to where it will land upon release depending on charge

little barn
dusty wyvern
#

!feedback
probably already suggested, but please have REX's mastery skin's abilities change color to match their plant color (lime) and not have it still be pink
edit:typos

candid mural
#

!feedback

Make the area where you teleport back up the to the surface higher on commencement. you're basically guaranteed to lose all of your health up to OSP if you fall off, which is a bit harsh considering how easy it is to fall off of the map. (for commencement specifically)

ivory thorn
#

!feedback when you lose to the timer in the moon sequence, play the video clip of the moon getting exploded, change the death message to "Killed By: The Moon"

candid mural
#

!feedback

||Captains new ability unlock condition is actually atrocious. You can't do it outside of a perfectly controlled environment, a single dot, a single proc, or in my case, a single TC-280 results in a waste of an hour.

The same thing applies to bandit. Almost any teleporter event will be too hectic to get 20 stacks of hemmorhage, between the boss killing you or the boss dying.

tl;dr unlocks that require vaccum environments (IE bandit M2 and captain Utility) aren't good||

golden swift
#

!feedback

||Collecting all 4 heresy items makes you forfeit your equipment for a heresy equipment. You can use the equipment to switch between heresy and normal, including abilities. ie: You pick up all 4 items, you become heresy boi with yes hp and burn, you use the heresy equipment and you no longer have heresy skills, have normal hp, and no burn damage

tldr: Make Heretic toggleable||

glacial token
#

!feedback

||Collecting all 4 heresy items makes you forfeit your equipment for a heresy equipment. You can use the equipment to switch between heresy and normal, including abilities. ie: You pick up all 4 items, you become heresy boi with yes hp and burn, you use the heresy equipment and you no longer have heresy skills, have normal hp, and no burn damage

tldr: Make Heretic toggleable||

via @golden swift

orchid nymph
#

!feedback

so the new boss's sun attack is very good at killing drones
it's a bit disappointing to have 10, 20 drones vaporized because it seems like there is nothing you can do to prevent it
The drones might need the aoe resistance back, or maybe a resistance to that specific attack.

cosmic remnant
#

!feedback Rename Foreign Fruit to Nutapple, because logbook

tame bobcat
#

!feedback I've played a TON since this patch came out and have loved it so far, but I gotta say I'm pretty let down with some of the new abilities. Both of the finale alternates are surprisingly underwhelming, especially for the effort you gotta put in to get them. Don't get me wrong, they both look rad (love the effect of Desperado and Diablo is INSANE) but they are really ineffective to the point of being near useless. I think a change to Desperado that I honestly thought would be the case before unlocking it would be to make the stacks permanent in your item bar like Tonic stacks. Of course, this would mean you should nerf the percentage gained on kill pretty significantly, but it would make the attack a lot more powerful and unique and would fill the niche of giving infinite scaling. As for Diablo, it's just really impossible to line up and use effectively. The fact it self damages is enough of a setback, but the absurdly long 20 second lock-on just makes it totally useless against even the slowest moving of enemies. I'd say the change to make for Diablo would be to let it slowly track an enemy. I'd say the whole design mentality for these hard-to-get alternates should be to give us something we'd rather have over the default - both of these replace some of their respective survivors' strongest abilities to the point where I couldn't see a single situation where I'd rather have them over the defaults. For the difficulty it takes to get them, they should really do something insane. Think the Hand Cannon (finger gun) in Dead Space. The fact that this isn't a competitive game gives so much more liberty with making OP fun stuff, so especially when it comes to the hardest achievements to get, go ham a little more. The visuals and feeling of the abilities are already there, but the power level is not.

plush umbra
#

!feedback echoing what @tame bobcat said, the Rex's new ability, despite having a fairly simple unlock, is just a really bad ability. Usually with alternate abilities, there's a reason to pick them over the default for at least some situations. The problem with DIRECTIVE: Harvest is that it's objectively worse in every way than Tangling Growth. Tangling Growth has root, which is a CC, which also stacks a debuff, which also gives you healing over time. DIRECTIVE: Harvest is only beneficial upon killing one enemy and then you have to go over and pick up the fruit to get the healing. Although this can get you back to full in a pinch and stacks a debuff, it doesn't really compare to the usefulness and effectiveness of Tangling Growth at all because you have to manually get the healing item it doesn't have the utility of rooting enemies and giving you constant sustain over time. I think this ability may need to be removed or completely reworked because right now I'd say its genuinely useless.

hidden plank
#

!feedback A logbook section that talks about the things you find in the world, like the shrines, the lunar pods, teleporter, etc. I love the worldbuilding the logs add and I think those things are important inclusions

candid mural
#

!feedback

Loaders pylon has way too much velocity, to the point of it clipping through the ground 10 times out of 10.

pearl veldt
#

!feedback

Item Idea: Riot Gear [Uncommon]

Stacks Hyperbolically (i.e. like Tougher Times, Old Guillotine, etc.)```
Numbers could be adjusted/reworked I just spitballed them out there.
hidden plank
#

!feedback add Agile to Serrated Dagger description

candid mural
mystic seal
#

!feedback

bandits desperado skill would be cooler and feel better if its stacks didn't get lost upon leaving the stage. you could probably just lower the damage stacking and let it stack throughout the stages. as for captains diablo ability it would feel better to use if attack speed reduced the charge up before it goes off so targets are less likely to just walk out of the area of effect.

little barn
#

!feedback
Captain's diablo ability would feel better to use if attack speed reduced the charge up before it goes off so targets are less likely to just walk out of the area of effect. Feels bad man when an ability that takes almost a minute to recharge misses simply because the stone golem leisurely walked over to a turret or something.
@mystic seal, sorry for the plagarism, but individual ideas get better attention, though I like both things you said.

upper lake
#

!feedback make bands count towards Bandit "Lights out" skill. it feels like the later you go on the harder it is to get good use out of it, this will make him scale better overall

cosmic remnant
#

!feedback Item descriptions should say exact stats, like in logbook descriptions.

cerulean tinsel
#

!feedback
Prevent Bandit's Backstab from triggering a Preon Crit.
Preon Accumulator is a powerful active item that becomes even more powerful when combined with crits, giving it double the damage. The downside to this synergy is it usually takes a while to build, or luck. However, with Bandit, neither of these apply. You simply Smokebomb, go behind the boss, and press your active item button to beat any teleporter. Getting a stage one preon with Bandit can completely stomp early game.

winged lantern
# pearl trail !feedback spoilers again ||if heretic does become a unlockable character via do...

!feedback (Had to drop this in an unorthodox way due to Discord's character limits. Apologies.)
On the many ideas supporting ||unlockable "survivor" Kur-Skan the Heretic,
In current gameplay, by the time you can acquire Kur-Skan, she's already pointless. Unless you've instantly visited newt and burned 100 coins in re-rolls to play as her for one run, you'll naturally acquire her parts in the far late-game. This might not be a big deal except for one key issue: late-game as it stands hinges entirely on your item kit, and whatever survivor you picked is so buried under said items, crushed under spam amounts of elite bosses to the point that their kit is nigh meaningless (save for Mithrix stage 4, which in itself has many issues that result in people just finding cheese strats. Problems of it's own that need addressing, but I digress). All the uniqueness and amazement of this shiny new super-secret character is made almost worthless outside of a "Wow! It's just like in the lore!" that you get from doing this the first time only.
A character shines their brightest right when they hit the stage in the beginning of the run. Here, you have no items, no drones, nothing to support you. The survivor and their skillset is your everything. This is where they are best appreciated.||
To resolve this, I propose the following (see attached image):

orchid nymph
#

!feedback
-final boss information-
||I have some more Mithrix complaining, but it's not the popular item stealing related complaint you have seen here before.||
||I think stage 1 and 3 have some problems, namely, some big ramp related problems. Cheesing the boss with the ramps is boring, anticlimactic, and takes forever. Fighting him fair and square is a good way to get oneshot right at the end of an hours long run. I don't think I have ever seen someone not cheese the boss, which is disappointing but understandable, especially considering how erratic and unpredictable his movement is.||
||I think it would be awesome if you could remove the ramps, but make the fight easier in some other way to compensate.||
||As a sidenote, characters that can stay airborne for an extended period of time experience a similar problem, where Mithrix simply cant reach them. This is pretty much a different iteration of the same problem.||
New content is super good though.

light jewel
#

!feedback
Could we please please get any kind of unlock for Engi's M1?

dusk marsh
#

!feedback when using the bustling fungus, drones often cancel the healing by bumping into me. It'd be neat if only the player's own movement inputs would cancel it

cosmic remnant
#

!feedback The bot should subtract upvote counts by 1, to accurately represent actual votes, since the bot votes for itself to create the votes

wheat trout
#

!feedback Artificer should be able to toggle her glide, especially while using a controller

cerulean tinsel
#

!feedback
Buff Desperado's Tokens
Desperado's Tokens are a great idea and concept to mirror the cooldown resetting of Light's Out, however it scales very poorly due to the fact you don't mantain anything about desperado between stages. One proposed idea is to mantain Desperado Stacks in some portion across stages, but my proposed solution is to make every kill gain 1 extra token in subsequent stages, until the previous highest number is reached.

cosmic remnant
#

!feedback My take on desperato buff: Persist through stages, BUT entering low health removes all stacks

zealous prism
#

!feedback

One time drones managed to lift me off a cliff while i was standing still selecting an item (command)

funny, but pls fix

minor stirrup
#

!feedback

I feel like the new Planula boss item does nothing. I suggest some kind of buff for it.

crude radish
umbral crescent
#

!feedback

bandit is missing an item display for clover

royal pine
#

Drones should either always be up in the air or not block your shots. I swear the gunner drone KEEPS coming down and blocking my shots. Why are you even down here? Stupid drone.

velvet path
#

!feedback There is really no need to have the empty space on the right of the logbook. Would be much better to have all items on a single page and/or put the item info in that box so you easily scan over items to see what they do without having to click one by one.

grand breach
#

The devs clearly like the modding community, which they stated for bandit: "They wanted a different kind of bandit, not a carbon copy of the old one, so the modded bandits are still viable to play", so implementing a Risk of Rain 2 Workshop to install mods and update them easier would be pleasant to see.
I mean the modmanager for RoR2 is absolutely stunning with how great it is
but being able to pop into steam and clicking on workshop for newer players would be a gift from the heavens. Or do i not see the full picture, or is steams workshop not that great?
Maybe have a tab for mods in game like the game "Conan Exiles" to disable mods from the workshop in game.

little barn
shy comet
#

!feedback

I think that bandit's alternate R should work differently, being the first ability to not scale off of the damage stat, but should be able to keep tokens between stages. Imagine it having a flat amount of damage which increases with each execution but not scaling any other way, good use could result in it out-performing the base R but if it fell behind not only would it do less damage but it also wouldn't have the utility of being a reset

sturdy raft
#

!feedback
Major spoiler regarding the update

||The heretic is a really neat character, but they have no unlockables. What if we made it so alternate heresy items were available via challenges done on the Heretic character?||

|| These would be something you choose on a selection screen similar to artifact of command when you pick up the original item. ||

||This is all theoretical, but let's say that a new heresy item called "Blaster of Heresy" is added. It takes up the primary slot similar to Visions of heresy, but comes with a laser beam instead. When the player picks up visions, they get an artifact of command menu screen that allows them to choose between visions and blaster; This is ONLY if they have blaster unlocked, if they only have visions then the item will just be picked up as normal. Now apply this concept to all of the alternative heretic ability items.||

somber chasm
#

!feedback

I reccomend adding a "Camera mode" which removes all the hud ( and pauses the game without displaying the menu, but this one is optional ) so you can easily take screen shots of the game without the hud interfering on the way, this could be a great feature because ror2 has great artstyle and some people might have found some great spots or moments they want to nice capture it, but the hud simply gets in the way, this feature could also be great for youtubers for making thumbnails since with the standard steam screen shot, you have to crop out all the hud, which basically makes the image way too smaller and less interesting to look at.

tawdry cliff
#

!feedback
Please make it so Captain can use his abilities in Hidden Realms. The lore should not get in the way of the gameplay that drastically. The update when Captain came out me and my friends wanted to do a bunch of Hidden Realms with Captain and we get to the secret level and find out you can only use his shots and taser and thats it. Thats not to say its impossible to do hidden realms with the Captain its just not fun not being able to use your abilities. You could easily write in a lore reason to explain this if you care about the lore so much but imo I'd just make the change and ignore the lore. Especially considering Captain's airstrikes can go through ceilings with no issue.

plush raft
steady shuttle
#

!feedback

i feel like bandit crits should have a different color compared to normal crits, so you can easily distinguish between what is a backstab hit and what is pure crit damage

slender jewel
#

!feedback

Im not sure if this would work with his playstyle, but i still wanted to share it :p

Lingering Smoke Bomb

Smoke Bomb alt

Toss a capsule that creates a 6.5m radius area that makes you invisible, damaging enemies for 22% damage three times a second. Leaving the area keeps you invisible for 3 seconds.

If enemies go inside of it, their aggro range is reduced to a 20m radius. Their movement speed is also halved.

The Smoke Cloud lingers for 7 seconds.

-13s Cooldown, 6s after the other Smoke Cloud disappears-

little barn
#

Yesterday I suggested that bandit's backstab ability works a bit differently when you get full crit chance through other items, and people didn't like it (it was a bit overpowered)

So instead, I came up with a compromise...
Backstabbing now does a "bandit crit" which is a 1.5 times damage multiplier instead of a 2.0 times. This way you can stack the two for more rewarding crits at 300%, but can still do both hemorrhage on backstab and normal crit with no issues.

hollow basin
#

!feedback When in the Monster Logbook, allow us to see the monster next to Commando, just to get a reference for how massive they really are compared to us

spiral thicket
#

!feedback
Commando got better with the changes, but it still has some problems.

The grenade is so much better right now, the 700% damage buff makes is so much better to use it and when you get more items that increases the damage, for example the bands, makes it a really good Crowd Control in the late game. But there is one annoyance, the physics, most of the time when I throw the grenade it feels like I am actually throwing a marble ball, it bounces so much and can have too much momentum that when you throw it the grenade just go somewhere completely different from where you wanted it.

Phase rounds still kinda sucks. The damage is a little weak and even when hitting multiple enemies with the 40% doesn't change much.

fathom wave
#

when playing on eclipse the radius you get for defending the rescue ship is absurdly small

frail trench
#

!feedback
A couple things about Bandit's primaries:
I feel as though blast, his unlockable alt primary, shouldn't get less accurate when you spam click. If the point of the ability is to have a longer range, more accurate shot, the accuracy loss feels counter intuitive.
Also, with both primaries, reloading can weirdly interrupt firing if you get the timing just wrong, which results in lots of eaten inputs when trying to maintain accuracy. This problem becomes a lot more noticeable at higher attack speeds, since Bandit starts to reload sooner.

leaden storm
#

!feedback
I'm not suggesting this to be changed by default, but I think Lights Out would feel much better as M2 instead of R.
Of course, I could just change the keybind for this, but needing to change the keybind back and forth is a bit of an odd solution when I'm satisfied with every other character's kit settings.
TL;DR Character-specific keybinds might be a nice QoL addition?

lucid mulch
#

!feedback To be honest, the alternative R for the loader is bad. I suggest that she make a larger radius and that she would jump up when you use the skill

midnight flax
#

!feedback It would be great to see a toy chef in front of a rescue ship.

strong saffron
#

!feedback If bandit gets an ammo counter on his reticle, I think that Arti should get one too

loud osprey
#

!feedback Add a way to get more guaranteed red items for more players in stages other than Siren's Call
It's a bit weird that that's the only stage where you can get that

EDIT: For Sundered Grove, add an extra chest in the spots where they can appear, and in Abyssal Depths either hide more chests in more places or just put them next to eachother?

cobalt breach
#

!feedback
make a small aoe around the player that drones try not to enter unless required. this will lead to less bumping with the player. the drones can still enter this aoe, but will try to leave it if they can

chilly crag
#

!feedback
That's... not a chest...

steady shoal
#

!feedback
Would be fantastic to have the option to save a run and come back to it later. I hate having to leave the game open when I'm an hour into a run before bed and have to come back to it the following morning.

green totem
#

!feedback
Make you hold E to even do the large jump with H3AD-5T v2

The constant large jump makes it feel sluggish and can hinder movement items such as wax quail. If i see it in a run i sometimes just ignore it, which isn't something you want to do with a legendary item.
A legendary can decide how good your run will be, since they have a big impact, and for one to be negative on most classes isn't fun.

spiral thicket
#

!feedback
I don't know if you guys really agree with the concept of saving a run, but it can really help if the game crashes and you are on a god run. And recently I've lost a god run because of a random crash that happened right before the fight with Mithrix.

hollow basin
#

!feedback Have the jump vents on Rallypoint Delta not cost money and be available to hop on from the start. Several other maps have free jump pads, why should these cost money? When's the last time you bought one?

trim star
#

!feedback
Wanted to refrain from saying this for a long time since it was mostly counterable, but now I gotta since Focused Convergence now works in the Void.

Mini Mushrums in the Void are now an absolute pain to deal with if they get rolled after you've taken the aforementioned lunar item, since now their acid attack forces you out of the cell field if you have max stacks. I don't wanna say outright blacklist the enemy, but at least make the Void Cell field around the same size as a teleporter field so the item that's supposed to make it go by faster doesn't do the opposite because you were unlucky enough to have these guys appear in your Void run.
Just look at this. This is what max stacks of Convergence does to a void cell. How are we supposed to both dodge everything and charge the cell if the area to do so is smaller than the character's model? This is unreasonably stupid.

tough pendant
#

!feedback Mithrix Change

Add an indicator to Mithrix's dash attack, as well as a bit of time before he actually does it. One idea would be after-images where he's going to dash to, followed by the dash.

Why?
The dash attack is one of the main reasons people cheese Mithrix. You have no time to react to it coming out, and it often deals enough damage to kill someone when OSP isn't active. This change would encourage players to do the fight fairly, because right now, Mithrix doesn't really allow for that. Removing the ramps would help too, but fighting Mithrix up-close is sort of a death sentence right now anyways.

little barn
#

!feedback
Saving runs would be amazing

small vine
#

!feedback Desperado is a bit annoying to use due to its high cooldown. Either reduce its cooldown a bit by base or add 0.1 seconds of cooldown reduction to desperado stacks

frank plinth
#

!feedback
Perhaps Focused Convergence should not have such powerful effect on smaller zones of Pillars on Commencement and Void Cells in Void Fields.
Lessen the area decrease they apply, and maybe lessen the charge speedup with that, too.

brittle apex
#

!feedback pillar of mass should get soul's "shrinking" effect and pillar of soul should keep its effect of regressing when no survivors are present

Right now it feels like mass doesn't really have an effect, and soul is arguably the hardest pillar (especially with E2 and focused convergence), I feel this change would balance the two out

fervent onyx
#

!feedback Make it to where drones will no longer charge up and ram into the player if the player is sitting still, this makes Bustling Fungus a fair bit worse, and in some cases (like what just happened to me) they can literally fly under your feet and drag you away from stuff like Scrappers, which makes them far more of a nuisance.

brittle shale
#

!feedback
can you make it so that heretic doesn't only take damage from health and not sheilds?
I just instantly died from killing a perfected elite with wake of vultures, in a run that took me 2 hours to get going.

hybrid current
#

!feedback
Make it so artificer can actually survive

thorn sable
#

!feedback Siren's call's ability to give all players legendaries requiring a bossfight is a really good feature that isn't shared between the other 4th stage maps. Sure, one player gets a guaranteed legendary on either Abyssal Depths or Sundered Grove, but that just makes these maps less desirable on multiplayer runs.

sturdy isle
#

!feedback As a character that relies very heavily on his combos, Bandit's Lights Out combo is frustratingly difficult to pull off late into a run due enemies' high health pool. More often than not the status effects you inflict by shooting the enemy is going to kill it first. One thing I might do to make it easier to work with late-game is to make it automatically kill enemies below a health threshold much like ice or guillotines, or wait a small moment to reset cooldowns to register the damage dealt by status effects.

late orchid
#

!feedback
I am a fan of non-linearity and allowing the player to choose their course of action. I believe something similar could be done with the ||pillars on Commencement||. What if there was nothing stopping you from going straight to ||Mithrix||, but for each ||pillar|| you don't destroy, a mechanic would be added to the fight to make it harder. ||For example, if you don't get rid of the blood pillar you constantly lose hp in the actual Mithrix fight||

Not only would this allow people to challenge themselves by increasing the difficulty, it would make speedruns less tedious (granted, game changes shouldn't revolve around speedrunning unless the game was specifically made for it, but it's worth mentioning)

Here is a list of effects I came up with

Mass: Could go with anything on this, I would just say "mithrix has more hp" but I dunno
Design: The shockwaves now appear during the ||Mithrix|| fight, and function similarly
Soul: The shield around the arena shrinks as the fight goes on, reducing the amount of room the player has to move. Alternatively, it could give ||Mithrix|| self-healing if you spend too much time far away from him
Blood: Constant HP drain throughout the fight, exact number TBD

These could be tweaked if they give too much or too little incentive to skip pillars

little barn
#

!feedback
Add enforcer

hollow basin
#

!feedback

Bandit’s alt R should retain a percentage of the stacks it accrues throughout stages, maybe 10-20%.

While it’s great early on where there are plenty of wisps and lemmys to farm stacks off of, it becomes extremely hard to get high stacks past stage ~7 as the enemies are usually finished off by item procs instead of the ability itself. Being able to start with a few stacks from last stage would go a long ways without incentivizing players to farm stacks all day long on wisps stage 1. You could also add a cap of 5-10 stacks carried on if this turns out to be too powerful.

hollow brook
#

!feedback Not the biggest priority, but I think Commando should get his character select animation changed. Right now he kinda just appears whereas everybody else is badass and makes a cool entrance.

versed drift
#

!feedback option to hide the items your character wears

latent root
#

!feedback
Share the Captain's passive with his beacons, just like with drones.

weak sparrow
#

!feedback Fresh Meat is better, bring it back, at least nerf it by making it green

candid mural
#

!feedback

Artifact idea

Basically the opposite of swarms, enemies have double hp and spawn half as much. There could only be one teleporter boss per event, but it would have the combined health of all of the bosses that would have spawned normally.

tough pendant
#

!feedback Bandit Blast Buff

Raise the proc-coefficient of Bandit's alternate primary.

Why?
It doesn't really make sense to me why it would be so low. 0.5 is the same proc-coefficient for the shotgun primary, yet it has the same 0.5 for the single shot primary. Increasing that would be a reasonable buff for Blast, which isn't the best compared to the default.

EDIT: Looks like Blast already has a 1.0 coefficient, the wiki was wrong for a bit. Please ignore this post.

subtle orchid
#

!feedback Add an option to have some sort of icons around your crosshair, one for each ability, that indicate when those abilities are on or off cooldown. The game is pretty fast-paced at later stages so a way to see when abilities are available without having to take your focus off the center of the screen would be very helpful.

snow lodge
#

!feedback Hidden character and interaction with energy shields

The ||Heretic|| has a weird interaction with energy shields. My reason for even bringing this up as an issue is that their interaction with the ||perfection|| mod from elites on the final stage acquired by the wake of vultures instantly kills you. The innate degen seems to bypass energy shield and since the elite mod transforms all your hp into energy shield the degen tries to remove your hp which is 0 and you instantly die to the planet. I'm not sure if this is a interaction with the character and transcendance as well or if it's just wake of vultures and the perfection mod.

Wake of vultures is already a mediocre red item and this interaction feels terrible. I understand the degen bypassing ES there so the ES can still work on the character but this interaction should be fixed for this case somehow.

dim hamlet
#

!feedback
Add the Visions/Wings/Essence of Heresy as emotes
We already have strides and they make for good memes
Loader Strides_of_Heresy

little barn
#

!feedback
Add emotes/taunts for every character
would be cute

crimson topaz
#

!feedback
make heretic still able to use crowdfunder

chilly crag
#

!feedback Make MUL-T immune to knockback while standing still ||during Power Mode (alt special)|| (ALT SPECIAL SPOILERS!)

indigo bear
#

!feedback
|in the last stage, let the gunner turrets spawn at holdout position when you defend the ship after the boss fight|

past dune
#

!feedback temporarily increase MUL-T's power saw damage the longer it's continuously damaging something until the saws whiff

cinder tusk
#

!feedback
The pillar of soul’s progression regression when outside the zone is way too fast. It needs be slowed down at least a little bit.

grim stirrup
#

!feedback
Bandit's Desperado stacks are reset to 0 after entering the teleporter or portal to the next stage, if this isn't a bug then I think bandit should keep his desperado stacks for the whole game and not reset ever stage.

weak sparrow
#

!feedback New item idea:
Name: Sniper's Scope
Quality: Green
Effect: Increase damage drop off range (and for limit range characters like huntress and the turrets it increases their attack range)

autumn trail
#

!feedback
The items in the command menu were completely rearranged. This was entirely unnecessary and incredibly irritating. Please change it back and never change it again or implement a system to customize it.

cerulean tinsel
#

!feedback
Nerf Mult’s Armor in Power Mode
Mul-T’s power mode grants armor and dual wielding in exchange for vastly lower movement speed. The armor is meant to balance out how many extra hits you take, but it currently gives way too much. For example, Jade Elephant gives you 83% damage reduction for five seconds with a massive cooldown. Mul-T’s power mode gives you a permanent 68% damage reduction, which (when combined with some healing) basically makes his power form a better Jade Elephant that also pumps out damage. Nerfing the armor gain would make it much more of an actual trade off than it currently is.

normal anchor
#

!feedback
Option to use the soundtrack of Risk of Rain 1 instead of 2 during the runs (nothing against it, I love it, I just thought it could be an interesting idea). Optionally player can collect itens to unlock the alternate tracks.

open tartan
#

!feedback
Make Overloading Alloy Worship Unit lose the temporary shield it gains from Alloy Supercharge Detonation. Right now it just refills its shield, which can make it unkillable.

woven ermine
#

!feedback
add a "no sundered grove" option to the setting to disable the map

restive citrus
#

!feedback allow Bandit's Lights Out activate with the initial proc of bands.
Reason I saw this is because the utility of Lights Out (with resetting cooldowns n all that) tends to really fall off by the end of a run, and the fact that bands take over most of the damage anyways gets a bit frustrating because you never seem to know the actual damage threshold the enemy needs to be at. Overall, I believe this change would just make Bandit feel a lot better to play later into a run.

azure sorrel
#

!feedback
engineer grenades should charge a bit faster (20% to 25%)
mainly this is for co-op, engineer is either useless or busted in co op depending if he can find bungus+n'kuhanas or not
in single/duo this would be more of a direct buff but in tri-op or quad-op (or even mass multiplayer)
it would allow engineer to have more of a fight option against things that the engineer would have to avoid because of his low dps without turrets

timber blade
#

!feedback Please make it so drones bumping into you can’t push you back, as it can deactivate Bustling Fungus

normal anchor
#

!feedback
Option to disable the intro. It's nice and all, but waiting for the intro to load, then press start twice may be a bit annoying.

silent talon
#

!feedback
Make it so bandit gets his r reset from kajaro and runald's bands that proc from using his r

verbal summit
#

!feedback
Nearly 40 minutes spent to get to the third phase of mithrix solo in a two man game on monsoon. I didn't make it, but that's just unacceptable. Especially with the spectator simply idling as I fight in vain. He needs a rework, not sure what, but most of us can't deny that something needs to be done.

sage ravine
#

!feedback
I think Bandit could use a small tweak to his Primary attack.

**Holding **the primary attack button should fire full-auto, but at a slower rate of fire.
**Tapping **the primary attack button should fire semi-auto, but with a higher rate of fire.

This would match his Risk of Rain 1 kit, and also destroy less controllers and mouses lol.

stray wyvern
#

!feedback

mercenary's expose should only be activated and spent by him, and should only be seen by them.

This way if there are multiple mercenaries, they will be the only ones to see their expose debuff and be the only ones to spend them.

rapid thorn
#

!feedback

Make Captain/Engineer's Primary Attack less sticky and unresponsive.

In the current iteration of Risk of Rain 2, both Captain and Engineer have sticky and unresponsive primary attacks that make the simple process of dealing damage cumbersome and annoying. Captain can charge up his shotgun to tighten the spread, but when the spread is fully tightened, he just... sits there, waiting for the player to let go of LMB. Why? There is no benefit to holding Captain's basic attack past the point of max charge; it cannot be overcharged, and having to let go of LMB to fire it just makes his basic damage rotation (especially with high attack speed) cumbersome and in some cases painful.

Engineer has a similar problem. His basic attack needs to be fully charged to deal maximum damage, but if the player holds leftclick, the Engineer will sit there will fully-charged grenades for ~2 seconds before releasing them. This makes no sense; like Captain, there is no benefit to holding Engineer's grenades longer than needed, and it merely introduces a frustrating speed bump into an otherwise smooth attack.

Let these characters fire their basic attacks automatically as soon as they are fully charged, in order to smooth out their basic attack patterns (and prevent Carpel Tunnel Syndrome I suppose). This is similar to how Artificer's Nano-Bomb and Nano-spear fire automatically when fully charged, minimizing downtime and button presses.

little barn
#

!feedback
I've been enjoying the update, especially the Commando changes. It feels really good, but there are some things that still confuse me. Double tap's rate of fire is actually higher than suppressive fire now, resulting in that skill just being a stun on a 9 second cooldown that sacrifices some damage. Frag grenades has always been better in terms of both damage and cooldowns, at the cost of some consistency and difficulty with air enemies; and I would just default to them, but the bouncing is awkward and can feel unpredictable at times. Right now if you don't like frag grenades, it feels like Commando doesn't really have a special skill. Besides this, love the update.

umbral scarab
#

!feedback
more of an idea than feedback
so you know how there are game directors, who basically have points to purchase chests and enemies to spawn into the game or events.
would it be possible to make it so a human can take control in some kind to direct a director to influence the game?
for example, a fifth player joins as some kind of "gamemaster" and controls spawn etc. instead of the directors?
like have him float around the map and choose cards to activate, mostly enemy spawns probably. or at the beginning some time for this gamemaster to influence the chest and shrine spawns in some way
basically like a pvp mode, where one guy tries to stop the others from beating the game of course

lost escarp
#

!feedback Risk of Rain 2 Character idea: Legionary
140 Base health, 40 per level. 7m/s speed, NO EQUIPMENT SLOT
Passive: Gains an energy tower shield that takes place of equipment; Activate to equip shield in hands, activate again to holster it on back
While holstered, reduces damage from behind by 50%
While held, reduces damage taken by 70% and lowers movement speed by 60%.
Has 400 base health, raises by 45 per level.
Attack that would destroy shield has all damage absorbed(including damage greater than the shield’s remaining health)
When shield is depleted, it is automatically holstered(while holstered, shield recharges HP), and the player is briefly stunned.

-While Shield is Holstered
Primary: Stabs with a spear for 150% in a 3 hit combo. Hitting multiple enemies in 1 stab guarantees critical hits.
Secondary: Throws a javelin for 350% damage, enemies killed by it explode death. Holds 2 charges, 7 second cooldown each.
Utility: Charges forward with the spear, ignoring knockback and gaining temporary armor. One charge, 10 second cooldown
Special: Flaming artillery: Calls in a trebuchet shot that hits in a medium radius, dealing 2000% damage, stuns enemies and leaves a flaming aura. One charge, 30 second cooldown
-While Shield is Active:
Primary: Strikes with a gladius for 150% damage in a 3 hit combo. Crits on stunned enemies
Secondary: Shoots a short-range pulse from the shield, dealing 75% damage and stunning enemies in the radius. 2 charges, 8 second cooldown.
Utility: charge forward with the shield, going through enemies, dealing 400% damage and causing a brief stun on anything hit directly.
Special: Warcry: Enter a short animation(during which you are still susceptible to damage) at the end of which, you gain 100% increased attack speed, each successful attack adds a small amount of barrier to your health pool, and you take 40% increased damage. (sry for repost, last one didn't have voting enabled)

meager dome
#

!feedback
||Remove "defend the rescue ship" event. Go back to entering ship = win. I lost an entire run because the moon detonated exactly as I completed the event (shown). Half a second's difference (and no other factors) shouldn't decide a whole run.||

subtle orchid
#

!feedback Phase Round isn't talked about a lot but general consensus seems to be that it is still a bit underwhelming. I was thinking that an initial buff would be to have it have 2 charges to start with by default; one for each gun. Probably needs other buffs as well but again it's a start.

nimble zodiac
#

!feedback Bandit seems to be a bit strong so far. Maybe this is just early impression, but i feel like a small nerf to his smoke bomb could be appropriate. Something like increasing the cooldown by 1~2 seconds, or making the cooldown start only when you exit stealth.

tame agate
#

!feedback Desperado kills grant stacking 10% damage, resets on new level -> kills grant stacking 4% damage, never resets

latent root
#

!feedback
Sundered Grove rework as an alternate 5th stage.

The sudden energy from the moon seemed to have allowed the trees to grow to immense heights, all the way to the upper atmosphere.

The entirety of the map could be around several enormous trees. The map would have several large platform-like areas like it has now, and huge branches in-between that also allow for a lot of vertical movement. It should also have several jumpy-pads that take you across a large part of the map.

It would be nice to have an alternate stage 5, especially since several (character) unlocks are tied to getting lucky with which 4th stage you get, while the 4th stage currently has the most alt stages. An alternative artifact portal could possibly be hidden inside of a hollow part of a massive tree on sundered grove.

It would also be great to have some unique enemies for sundered grove, instead of just every single difficult enemy thrown in there. The stage's signature boss could be the Grovetender, it makes sense design-wise, and the poor lad doesn't get anything else.
The stage could possibly have some unique more powerful wisp-like enemies, to go with the Grovetender theme.

sudden geode
#

!feedback
captain's nuke ability should cause a nuke siren as it's charging up

rustic nest
#

!feedback
allow the corpse of my enemies to press the plates on aqueduct

viscid yew
#

!feedback
give ruin some SFX its completely silent as far as i can tell

cobalt breach
#

!feedback remove empathy cores particle effect. i keep confusing it for teleporter particle effects

radiant dove
#

!feedback
Make the ESC key exit out of the command item selection

somber crypt
#

!feedback
Remove Commando damage fall off. It has no reason to exist as its like the only character with it, Commando as a whole is like weakest character in the entire game, and the damage fall off is excessive. Commando straight up the worse bandit at this point, Bandit got better m1s, better secondary, better utility, and a better ult. No reason to be commando if you can be bandit.

hollow basin
#

||!feedback||
Bandit alt Utility Idea: Dynamite Fling

Bandit rolls a short distance, becoming invisible for a second while throwing a stick of dynamite that explodes after 2 seconds for 450% damage in a wide radius. Shooting the dynamite stick mid air causes it to explode instantly. Holds 2 charges but takes 7s to recharge.

This ability's power and mobility comes at the cost of not allowing the near constant invisibility of smoke bomb, only allowing a tiny amount of invisibility for Bandit to break aggro, meaning he will have to use the roll and short invisibility creatively to get behind enemies, or shoot the dynamite to explode behind enemies for backstab damage.

subtle orchid
#

!feedback Drones seem to think that Void Reavers that have lost all health but are about to detonate are still "alive" and so continue to stick around and shoot at it.
This kills the drones.
I don't enjoy losing a massive chunk of my drone force to a single explosion and have to repair them and/or find replacement equipment.

upper lake
#

!feedback Artificer's abilities currently don't charge while they are in use. This hinders her kit a whole lot and I have two solutions.

  1. Remove the feature altogether and artificer has cool downs while using your ability
  2. Make the cool down longer, but make it charge while it's being used.
    (I know other characters have this, but for Artificer it's her whole kit)
little python
#

!feedback Make Dio's best friend activating more obvious... I often forget I have it and then don't realize I've come back before it's too late. Maybe something along the lines of Minecraft's Totem of Undying, where it pops up on the screen for a second or two.

sharp flower
#

!feedback

Not sure if this has been said before, but Bandit's Mastery skin doesn't have his leg removed for Paul's Goat Hoof. Unsure about Bandit's regular skin.

viscid yew
#

!feedback
give the SECRET CHARACTER item displays. it makes crowdfunder not work, breaks preon animation, and gives milky chrysalis infinite flight

sage ravine
#

!feedback

Bustling Fungus gets disrupted when my own drones bump into me. Please change drones so they don't push players around.

finite glade
#

!feedback
It feels really terrible to have a fantastic run going for mithrix to then butcher you with your own items.
You can't exactly play around it either, his glass shards attack just shreds you the moment he sees you, jumping/strafing etc just dont work.
And even if you do make it away, you have to chip at his health bar slowly, and if you dont have an equipment for it its even more un fun.
Overall its just dangerous for your run if you go to kill him in a long run, its even worse off since had I managed to kill he had taken my dios as well
His first few phases are really fun, duking it out in the arena frantically dodging fair, TELEGRPAHED attacks that mean if you die, it feels like your fuck up, as opposed to be being obliterated upon his eye seeing you.
I think telegraphing his shard attack would do wonders, wherein theres a huge blue line telling you where they're gonna go, so you can just avoid that or change up how he takes items. Since for me at least, the last stage has been a source of constant annoyance and I forgo it in order to dps check the twisted scavengers instead.

hasty zealot
#

!feedback for the dozens of us who play with a controller on PC, can we get an option in settings to set the Artificer's hover to toggle on/off rather than holding down jump? I know this is already an option for the console ports and it would be a huge QOL improvement for PC

little barn
#

!feedback
Some of us play with console in ror..so...can we get bug fixes? Its kinda trash that the teleporter sometimes doesnt spawn.

clear mauve
#

!feedback
allow multiple rusty lockboxes to spawn per stage based on the number of keys you are carrying. right now getting even just 3 keys is kind of useless (if you are planning to kill mithrix first loop) since you only get one lockbox per stage. And key printers in general will pretty much never pay off

past dune
#

!feedback I feel like one of the most important aspects of rogue-likes is RNG pick ups. Everytime I go into the new bazaar store online, it's literally an artifact of command for blue items with so many players having millions of hacked lunar coins. Especially after this patch, alot of infinite lunar coin players go for builds based off having specific blues (most op being gestures and tonics) which is now guaranteed no RNG anymore. Some limitations to this function are needed.

tough pendant
#

!feedback Rusty Lockbox Change

Make Rusty Lockboxes part of the miscellaneous spawn pool for interactables, albeit with a very small cost.

Why?
This would make the usage of Rusted Keys more reliable, and also allow you to use one the stage you get it. This would also allow multiple Rusty Lockboxes to spawn without taking out the other interactables. Overall, this prevents getting multiple Rusted Keys from being a bad thing. Though, if it were to happen, the lockboxes may need to be made a bit less noticeable again.

tight kiln
#

!feedback Remodel the Foreign Fruit to match the quality of other assets

The Anniversary update reworked the models of a few items to match the quality of the rest of the game's assets. It feels like the Foreign Fruit was left out here as its model feels very amateurish in comparison to everything else.

frank rose
#

!feedback Desperado
The ability itself sounds cool untill you try it and see that your stacks are rest to 0 at the beginning of a new lvl. I think you should make it that every new lvl we keep half of the current stacks (or less) so the ability won't feel underwhelming late game. Or you can make us get more than 1 stack for killing elites or boss that spawns as mobs so the stacking would be faster on higher stages.

wind laurel
#

!feedback
when acrid spawns make it so he can control his character sooner because me and my friends play with artifact of glass and acrid gets one shot before he can stand up

tight kiln
#

!feedback
Adding onto @wind laurel's suggestion, all survivors should be invincible until the player is given direct control of their character. My friends and I had plenty of instances where someone would get sniped by a golem laser during the escape pod open animation, taking half or more of their HP in a situation they had no control of.

loud osprey
#

!feedback
Make it so the cooldown for Lights Out just happens after you take the shot, I've sprint cancelled it accidentally more than I'd like to count.

limber wyvern
#

New Survivor Idea:

little lava
#

!feedback can we charge up Loaders new ability instead for more damage? ||(Can it float in mid-air for a second before slamming?)||

neon dagger
#

!feedback
Make Bandit's alt skin have a brown or tan trench coat, so as to better fit the DEADBOLT theme and the colour palette implied in the unlock

compact solstice
#

!feedback

The problem with Planula.

15 flat healing is extremely OP in early stages, but the grandparent appear in stage 5 so you cant use it early, unless....
You have artifact of command.

Change it so it scales, not as much as medkit but add scaling.
So is not extremely OP in early and is not extremely crappy in late game.

gentle spade
#

!feedback I'd love if Essence of Heresy had an easier way to see stacks on enemies (maybe changing color and size of particle effect at certain stack levels?) or showed when an enemy would die if it was popped at the time.

midnight badge
#

!feedback highlight the respective stat in the profile stats. for instance, underneath "Damage Dealt As" when you hover over a survivor, highlight "Damage Dealt" in the tooltip. looking through the tooltip for the specific info i want is a bit cumbersome, i think this would help make navigating the different charts a little smoother experience

loud osprey
#

!feedback
Make Stun count as a debuff, solely to buff Death Mark a little bit.
Stun Grenades too, those are... situational as hell.

azure sorrel
#

!feedback
allow grovetender to spawn as boss and enemy on sundered grove, this should allow you have occasinally have a second shot at getting little disiple (which its availibility is super limited)

iron crater
#

!feedback You should not be able to fall through the chains on the final stage, it was very frustrating when I died from that.

past dune
#

!feedback: add a toggle on/off function for (lunar items) in the lobby character selection menu

slender jewel
#

!feedback

just did this for fun, but i still wanted to share it :p

--==---==--
Idea for a new tier of items: Solar Items

A Solar Item will start purifying itself during teleporter events.
It will give a debuff for the entirety of a teleporter event,
but it will then give a buff for the rest of the run.
Choose wisely if it is worth grabbing!
Solar Items that weren't picked up when the teleporter event is started will disappear.
Unpurified Solar Items cannot be stacked.
--==---==--
Examples;

Shard of Prowess

Solar Item

Unpurified: Reduce base damage by 33%.
Purified: Increase base damage by 1 (+0.5 per stack) for every level.
--==---==--

Star Famine

Solar Item

Unpurified: A homing orb will slowly follow each player holding this item, doing damage equal to 20% of your max health once close enough.
Purified: Using an ability creates one (+1 per stack) homing orb that will shoot itself at enemies, doing 160% TOTAL damage.
Each orb has a 0.7 proc coefficient.

pliant swan
#

!feedback
I've been talking about commando for a while with my friends and we generally feel that commando is such a fun character but he feels inherently weak compared to all the other survivors. I've thought up a couple of ideas that might solve this problem in a way that still feels like commando stays the same character and is a great starter character

Commando doesn't have a passive ability. He's one of 4 survivors (Commando, Huntress, MUL-T, Engineer) who don't. I would like to propose a passive ability to Commando that helps him feel a bit more power. Basically, Commando would have a +5% on all chance items (after all modifiers and whatnot). You have to have the item first, before this 5% will be added. Let's say you have 2 tri-tip daggers - your chance for bleed would be 25% (10+10+5). This wouldn't affect tougher times, as luck doesn't affect it. In the tri-tip dagger example, having a 57 leaf clover would take the 25% chance and re-roll it for a 20% chance on the second roll (the re-roll wouldn't be affected by this passive), and purity would have the same affect, except for an unfavorable outcome of course.

clear mauve
#

!feedback
add difficulty icons in the 'Run History' list portion of the logbook to see the difficulty of each run at a glance

bleak apex
#

An option to start as a random character without having to turn the artifact of metamorphosis on

pliant swan
#

!feedback
In response to my previous message, this would be the second idea I had for commando:

Make commando's grenades impact grenades. This has probably been said already, and I apologize if I'm saying the same things. Commando's grenades are a fantastic ability, but they often bounce away from where you need them to go and don't do what you need them to. You can lower the damage to 400% damage at the middle (to still be able to proc bands) and make the grenade a impact ability.

timid trail
#

!feedback
I was vibin in the logbooks when I noticed that bandit and mul-t don't have breathing animations and it made me very nervous

It would be nice if bandit and mul-t had passive animations like the other survivors

little barn
#

Bandit's Desperado is a bit disheartening compared to the original lights out. I think if it got rid of a second or two on successful kill, but only for itself, it would feel a bit better. The 600% damage plus 10% per kill is really cool, though. I think the mechanic put into Bandit's hands was an amazing choice given his tightly-knit skill set relying on combining skills and items to feel overpowered, instead of just being overpowered.

Like I mentioned earlier, I think the way to fix this would be to make it feel chain-worthy and feel like you're actually utilizing something in Bandit's arsenal instead of forcing a cool mechanic into the kit just because.

One of three ways would be good in my opinion:
1) Completely get rid of the cooldown for Desperado only
2) Reduce the cooldown by a certain amount like purity (again, only for Desperado)
3) Reduce the cooldown by an amount that depends on how much damage you do

little lava
#

!feedback make in-game chat scrollables

sage ravine
#

!Feedback Item Idea

Dio's Cousin (Red Rarity)
While held, any healing you receive is also applied to nearby allies.
This Item can be consumed to revive a fallen ally.

hollow brook
#

!feedback

I think it would be super cool if Commando did a Revolver Ocelot-type spin with his two guns when you select him. Dude deserves more flavor.

rugged fox
#

!feedback let you review what your character looked like after a run with all the items on them

plush shuttle
#

!feedback

Missed an opportunity to say that the ukulele was electric in the charged perforator's lore

urban ore
#

!feedback

bandit is really cool!
i think he'd be a lot cooler if the utility actually did what it says it does.

crimson topaz
#

!feedback
make the bustling fungus description in game not say "2 seconds to activate" anymore, as it is currently outdated

lost willow
#

!feedback A heretic role would be nice

stray violet
#

!feedback Gonna post this here too. I don't know if this is a mistake, but who the quote that the royal capacitor's item log is attributed to doesn't make any sense.

jolly anchor
#

!feedback - ||Bandit's mastery skin should have his chest-armor stylized to be a ribcage, to better resemble Ibzan.||

covert solar
#

!feedback
You did a great job with this update and I love everything you did! ❤️

glad ledge
#

!feedback
Maybe it's just me, but I'm kind of conflicted over the loss of the "Run Back" to the ship at the end of Commencement. To be clear, I ABSOLUTE LOVE the way you start Commencement now before the Mithrix fight, from a lore, challenge and over all game design perspective. Running to Mithrix before was long, boring and tedious and having something to basically give you a warm up going into Mithrix makes the actual Mithrix fight more impactful. But having an extra "Push" at the end of defending the ship feels almost like a bit too much design wise.

It kind of undercuts the Mithrix battle, which is well crafted enough as a boss to be deserving of the "Final Fight" moniker while simultaneously robbing us of what always kind of felt like our "victory lap". I liked the way the Void Reavers attacks formed this natural obstacle course at the end with their slow locks and made it so movement items pulled double duty in ensuring you actually completed the game.

I'm probably asking a bit too much at this point, but I kind of wish we could get a "best of both worlds" type scenario, keeping the initial pillar stage at the beginning but then having the portals after beating Mithrix take you to one long stretch of "Lunar Highway" more akin to what Commencement originally was, maybe dumping you off from over the top of the exit to Commencements spawn room.

viscid yew
#

!feedback
make wandering vagrant nuke cast shadows like the ||grandparent solar flare ability||

slim timber
#

!feedback
echoing what people have said about the drone ai, their tendency to fly straight into you has caused me a lot of grief already, getting in the way of my shots, pushing me while i’m in the middle of fungus healing etc. it’s been my one gripe with what has otherwise been an amazing update

improving the drone ai would certainly help lower the chances of this happening but i also think these problems would be fixed entirely if drones were made intangible so that they cant push you around or block your shots. at least for the little drones and not the tc-280 where its size would justify that

open tartan
#

!feedback
Not sure who's noticed, but on Merc if you make your third Laser Sword attack then immediately Whirlwind, Whirlwind also applies Expose (and can consume it, since it hits twice).
This 1-2-3-ability combo makes Merc more fun to play; trying to line up enemies and time Whirlwind correctly makes him more engaging, especially at low levels. However, Exposing twice and consuming both in less time than the animation of Whirlwind is way too strong.

Please keep this combo mechanic as a feature, but balance it. Make the ability used after Laser Sword 3 only Expose enemies that weren't before (unless it's already an Expose ability), and not trigger its own Expose.
slim gate
#

!feedback
Loader's alternative R is not easy to land and hard to predict. Having an indicator on the ground that would show where Loader is going to land would improve the usefulness and consistency of the ability.

umbral crescent
#

!feedback

hey i just wanted to say i absolutely adore the grandparent and i hope you guys add more cosmic horror/spooky designs into the game in the future

covert tide
#

!feedback

Steam cards and Badges please!!! MonsoonSaiyan

crimson saddle
#

!feedback

While in Artifact of Command menu, pause the game in singleplayer, and invincibility in multiplayer. Maybe have monsters not target you in MP as to not cheese by pulling aggro. It's quite frustrating to get murdered while deciding if I want another f%$king ATG or another f#@king ukulele.

latent root
#

!feedback
The Captain's passive descriptions says ''Passively gain microbots that shoot down nearby enemy projectiles'', even though you don't actually passively gain more microbots. It would be nice if the description was changed, or if you actually passively gained more of them.

olive spoke
#

!feedback This is simply ridiculous.

snow ibex
#

!feedback make loaders new special have larger AOE the higher up u smashed down from. helps with wisps in early

split pike
#

!feedback

The Grandparent should have a ground pound attack similar to that of the Parent. It would be stronger and knock players up if they are on the ground.

worthy holly
nimble elbow
#

!feedback make bandit have a half-circle effect near the backs of enemies similar to the new focus crystalFocus_Crystal/ Frost Relic Aura FrostRelic (for flying enemies, such as greater wisps.) to tell players if they are within back stab range.

teal mural
#

!feedback Captain's shotgun's knockback scales too much. If you do a few loops then a charged shotgun shot on an elite wisp can quite literally knock them to the other side of the map, making it impossible to finish off.

warped charm
#

!feedback Make Loader's Thunderslam have the Heavy property--it feels so good to rocket upwards with a punch and come slamming down, but there's no real point to it since it doesn't do additional damage

worn delta
#

!feedback Let Huntress have the ability to sprint backwards as a passive

plain hemlock
#

!feedback Artifact of Maze (or Memory), that randomises locations for every stages.
Exceptions:
Hidden realms will not be affected.
Every 6 stage normal teleporter will be replaced to Moon Teleporter.
You cant get the same location from the previous stage
Description: How did I get here?

little barn
#

!feedback
But of an odd /op suggestion here

When starting a stage each players starts with the same amount of gold as lunar coins on stage 1 this allows for cleaner starts to those who invest and stop stage 1 bring so hard based kn rng

pearl trail
#

!feedback

Allow the host to ban artifacts.

Tired of randoms toggling command :twistedscavenger:

little barn
#

!feedback
I feel like the changes to the final stage are welcome, but they have some major issues. The run up the ramp and corridor feel even more boring now. Before, the whole aesthetic of the moon was the isolation, the feeling of a ghost town/planet. Now that there are actual challenges and more enemies, it feels more like an actual stage rather than a setpiece. That may be good but it makes the prelude to the stage feel completely arbitrary. Like it's there only for the sake of wasting time and making the difficulty bar go up a specific amount without it having anything to do with the player's agency or skill.

I also feel like the lunar pillars that push you back are busted. If you have a single focused convergence, they push you out faster than you can run in, and since the push is harder the closer you are to the center, you get blasted out without a hope of charging the shrine. The only thing you can do at that point is to jump up over and over because that makes you invulnerable to the push. But that pretty much erases the whole point of that pillar, since enemy spawns during the charge are few and far between.

Another problem I have is that it seems that the vagrant nuke has been broken. I have died 9 times to that ever. 7 happened two days ago. I'd be behind a wall that encompassed not just me but literally the whole screen between me and the vagrant, and it seemed to just ignore it and hit me anyway. Aoe attacks overall seem to have been broken in some ways. I'd be out of a cold elite's death explosion by a foot or so, but i'd still be hit. As if the character is out, but not the hitbox. I tested it and i'd get out of the aoe, then come back and sit next to it, just to check if it'd hit me, and it does. The aoe is seemingly bigger than it actually is.

Another one that people have already noticed is that the Captain cannot use his utility or special when fighting Aurelionite because of a bug that disables his use in any non stage level.

plain hemlock
#

!feedback
When player disconnects from the game, instead from removing him from the game his character will get "frozen in time" status. If player reconnects, this status will be removed from him in 5-10 seconds and he will be able to continue playing.
Frozen in Time status will make player not able to move, deal or get any damage and agro enemies on himself, as if he was just removed from the game.
This will help when somebody got kicked by connection loss or power cut.
If player havent returned till the end of the stage, his character will be removed.

hollow basin
#

!feedback With the new allied minion scaling, Happiest Mask ghost Dunestriders will near instantly kill players when their degrading up gets low. Please disable the ghost’s ability to harm allies, or from using this attack entirely

livid creek
#

!feedback
Not sure how to say this, if you are playing traitor and happen to pick up the crown that steals enemy elites, the perfected elite status instantly kills you. Now i get this is technically the mechanics functioning as intended, but atm it just means if you pick up the crown you almost cannot beat Mithrix anymore and are forced to obliterate instead. I understand transcendance killing you, as you have to specifically choose those items together and the effect is obvious, immediate, and can be learned from, but the crown makes everything look like normal and then you just die on the final level out of nowhere, which is Not Fun.

wind laurel
#

!feedback
when loader does his charge up utility skill he can use his alternate special (the big electric groundpound thing) i think since he only uses one arm to groundpund as he's charging it should have reduced damage it doesn't have to be 50% less because of the fact he's only using one arm but maybe some damage reduction

glacial token
#

!feedback

Just a thought to help with the issue some people are having with new Commencement just "feeling like another stage".
Perhaps make it so that you can skip the pillar step entirely and go right to Mithrix, but for every pillar you skipped, makes the defend the ship escape sequence harder.
Have it be in a sense that with each of the pillars, you're "lowering" the defenses to keep the ship on the moon.
And without all the defenses lowered, you're just fighting enemies that are more abundant or stronger in general.

urban ore
#

!feedback

so yesterday i played heretic the first time...
i didnt notice the health drain, fell off a cliff, and died of health drain 1 minute after getting them.
yeah maybe reconsider having fall damage be effectively lethal on them, maybe give em what loader has, i think it'd be better than losing 10 coins to a ledge outside the place you're most likely to get them.

little barn
#

!feedback

The pillars of Mass and Design seem mostly pointless to me. Pillars of Blood and Soul have their own gimmick to keep your head in the game while charging them, and even without many enemies, pillars of Soul will sometimes catch you off guard and you'll notice you're out of the area, so it keeps you focused. Pillars of mass aren't harder, they just waste your time. That isn't fun unless you gain something from it or you're being challenged. Killing all of the enemies within a second of them spawning but having to waste time standing around isn't much fun. On the other hand, Pillars of Design are pointless because it's not much fun to just jump up and down non stop while charging them. The enemies don't make that more or less of a hustle, it just is there. Still better than Mass because it's faster, but not much of a challenge other than jumping in place Maybe replace the pillar of mass to one that takes 15 seconds to charge but spawns 2-4 times more enemies. Or add one where enemies spawn throughout the event and you charge the pillar with each kill you get. Anything to keep your mind in the game instead of sitting back and waiting, knowing that there is no struggle.

Spawning at the bottom of the ramp each time is a time waster. Spawn at the bottom of the ramp only the first time you get there, every other time you spawn at the end of the corridor that's up from the ramp. Saves 1 minute of down time at the final stage. Not incredible but it's something.

#

!feedback

Hi, I test mercenary: flash of blades skill, and it feel really nice, but i think it can be up by making cooldown reset on kill, like 2 or 3 times (3 is maybe to much).

sharp turret
#

!feedback I realized at how little I used artificer's ice wall move in my runs, I don't really use it for enemies at low health since it would just be faster with a flamethrower or nanobomb. Sure it does help in the early parts of the stages when you have to fight elites but when you have the items you need to get going it basically becomes obsolete, and it doesn't help that it has the slowest cooldown in their moveset. Maybe to counteract that it can oneshot almost any enemy, excluding bosses.

spark osprey
weak sparrow
#

!feedback Can we get unique log entries for the alternate skins for characters. Unlock by beating the game wearing the skin.

vivid shuttle
#

!feedback

Skip Cutscene Setting and Detailed Description Setting

There's technically a way to do this already, but it involves going out of your way to edit the games files. In Settings, there should be an option to auto-skip the opening cutscene. There should also be an option for more detailed descriptions of items.
Detailed Descriptions would change the description of an item, for example lets use the ukulele, from "...and his music was electric." to "25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack)."

barren meadow
#

!feedback

let newt speak. he has much to say.

subtle orchid
marble wasp
#

!feedback I like the new stage 6 ||and conceptually I like needing to save the ship, but I hate how much the new stage's geometry and size punishes not having good movement in stage 6 even more than the boss fight already does. I've scraped by fighting Mithrix as Captain without movement several times just to get shafted by the moon timer. Even if I get to the ship, I know I already lost, and there's nothing I can do at that point. Including one time where I even saw the checkmark for "defend the ship" go off just after the screen went white go the planet blowing up, and I died.||

azure sorrel
#

!feedback
slow down time scaling factor in commencement due to it takes alot more time to do the objectives before mithrix by the time you end mithrix fight the monsters and about 10 lvls higher than when you entered comencement

cinder tusk
#

!feedback Please, for the love of god, have some sort of immediate penalty for players who purposely quit and leave a run right after they die. They literally die just once and immediately leave. It feels like every single run I play, there’s always that one person who does something reckless and gets them self killed, and they decide to just leave everyone behind. It feels like miracle at this point to actually keep a run going without someone leaving.

cobalt breach
#

!feedback make an aoe around the player that drones will try their best not to enter. they can still enter it, but only if they are forced to, and try to find a way out of that aoe if they can

little barn
#

Make each lunar coin you have increase the chance of dropping a lunar coin in the game you're playing by 0.01% per.
On top of that they add 0.01% always, so when the chance is halved, they still have an extra 0.01% per
that way people who are grinding are rewarded more, and don't have to obliterate just to get a decent amount of coins

warm edge
#

!feedback Final Stage Mechanic: ||Adjust or rework pillar of soul. The radius shrinks as it charges, and it is capable of losing charge, so knockback effects severely dampen progress and cause more enemy spawns (which can knock you back, causing an infinite loop). With even a single focused convergence, even if a player is capable of tanking the damage, knockback makes the pillar near impossible to complete. Even just removing the progress reversion would help greatly. ||

vivid shuttle
marble wasp
#

!feedback I get wanting variance among equipment, to make rng significant, and wanting chase equipment, but I hate how good the Royal Capacitor is relative to other equipment. It's really centralizing and pushes out other equipment.

Related, I think there are too few equipment and it's too easy to all but ensure having a specific equipment by the time stage 5 is done.

little barn
#

I've wanted to suggest this for a while

when you pick up a bunch of one item (any more than 1), the description at the bottom shouldn't appear again until the original description is gone

Basically what I mean is this
> you pick up a
> the thing pops up at the bottom telling you the description of a
> you pick up another couple a's
> the bottom of your screen is now forever covered in a: does this
> never goes away until you finish the level

Becomes this...
> you pick up a
> the thing pops up with the description
> you pick up another couple a's
> a counter at the top right of the description says x4
> it goes away after 3 seconds (or whatever the normal amount of time is)

this is mostly for those using massive amounts of anything to test things, or who are into starting items or related mods. There's a good chance this won't affect too many people in vanilla games unless you hit, like, five mountain shrines in multiplayer and are the only one who survived

fluid nest
#

!feedback Bandit's spread with the Rifle kind of makes the rifle worthless

cinder tusk
#

!feedback How about customizable quick chats, binded to whatever key or button you want? Would be nice to be able to quickly and conveniently tell everyone you’re ready for the teleporter event.

slim talon
#

!feedback Mul-T's alt special (Power Mode) should be retooled (heh) somewhat if it wants to actually compete with the options presented by Retool. Perhaps it needs more time to shine but right now it seems like a downgrade for a lot of Mul-T's kit as having two equip items is very strong and it locks you out of easily switching to his alt weapon, which has been a part of his kit for so long. I'm not an expert at balance so these are simply spitball ideas, but here are a few suggestions:
-Shorten the cooldown time even further from five seconds
-Buff fire-rate and possibly damage as well to make it more of a berserk mode
-Do something with your equipment like speeding it's cooldown when you're in this mode or having a chance to fire it twice if used while in this mode
-Maybe give his weapons or his utility and secondary special properties while in this mode? More rocket stock, stronger/faster nailgun, railgun has a crit chance, etc.
-A revenge property to go along with the defense buff, like maybe you get stronger or you send out a damaging shockwave based on damage taken once you leave the mode

As I said, these are just small suggestions from a guy with no experience balancing a game, but right now Power Mode seems more like a situational and overall weaker option in comparison to Retool as it is right now.

gray pewter
#

!feedback Re-Design bandit's master skin, the man needs his hat.

pulsar sphinx
#

!feedback Rework the Desperado into 1% damage per stack but no stack loss per stage, as it stands now, it doesn't hold up to lights out in terms of late game play (credit for the idea comes from @swift quartz )

rotund stirrup
#

!feedback Make friendly shots go through drones.
MANY times ive played with huntress and the drones block all the shots from her unlockable special

blazing tulip
#

Remove the comma from the "40,000%", it's inconsistent with every other numeric value in the thousands which all don't have commas

marble wasp
thin ledge
#

!feedback

Huntress was really powerful in RoR, because she could sprint and shoot backwards. (so ability for huntress to sprint backwards as well)
The reason is because currently she is pretty rely on items / active skills

wind laurel
#

!feedback
the perfect elites do too much knockback i was playing bandit and the new chimera just carried me into the sky and when i played heretic the chimera wisp just carried me and i just can't get down

teal mural
#

!feedback I think Bandit's Desperado should be able to keep a small amount (1-10%) of the stacked damage through stages. Stacking damage is super satisfying but it's always a little demotivating to know you're going to lose all of it when you teleport.

dense summit
#

!feedback
Add Tharson as a playable survivor because apparently e can survive fucking everything

plush shuttle
#

!feedback
As for the 'bandit blast is bad' problem, turn blast into rocket slugs which start slowish but accelerate over time increasing damage with speed to solidify its role as a long range weapon

proven pendant
#

!feedback

blissful raft
#

!feedback Mercenary: Flash of Blades is hilariously too easy to complete. 1 Soldier's Syringe is all it takes, along with holding down M1. I would suggest either increasing the number of abilities needed to achieve this, lower the number and remove his Primary Attack from counting toward it (or perhaps only the third hit?), or require a mixed variety of abilities.

marble wasp
#

!feedback I've loved having 3 potential maps for stage 4 and wish there were 3 potential maps for every stage. The difference between variants and starting location is minimal for changing how a specific map feels in the long run, and going to the same few areas is really tiring.

little barn
#

!feedback the secret survivor immediately dies upon either picking up the perfection aspect or getting it from wake of vultures, I really hope this isn't another lore predicament because it's completely unfair.

#

!feedback Enemies with "melee attacks" can still detect bandit while cloaked when he is close to them, such as elder lemurians, stone golems, etc. Is this intentional, because its screwing me up a TON.

#

Mini Music Box [Equipment]

On Activation
+) Trick all "when out of combat" items into always being active
*  When attacking: 50% effectiveness for all "when out of combat" items
*  When not attacking (and not out of combat): 100% effectiveness
*  When actually out of combat: 150% usefulness
dapper abyss
#

!feedback
Bandit's Desperado is in my opinion a downgrade. The stacks are a cool idea, however loosing them, when you go through the teleporter makes it feels a bit useless to stack them in the first place.

New Desperado idea: On kill: reset cooldowns and get a stack, that increases Desperado dmg. If a desperado shot doesn't kill, you'll loose all your stacks. You don't loose them on by going through the teleporter. Making lights out playable too is a matter of inital & dmg increase balancing. E.g: 500 dmg + 10 dmg per Kill Stack --> If you kill 11 or more enemies with desperado it is better, otherwise it is equal or worse.

With this skill change the loss of stacks is more of a players fault instead of an unavoidable act.

lavish stratus
#

!feedback
Planula needs a buff. It's currently a worse and rarer version of the medkit. Either increase the HP gain from it, or change it entirely

proven pendant
#

!feedback CROSS PLATFORM BABY

strong spruce
#

!feedback

Moonforged Skins
Beating the ||twisted scavenger|| on monsoon grants you the moonforged skin for that character. The moonforged skin would have a similar transparent texture to the ||frog.obj|| and would have lunar spikes on it.

bold schooner
#

!Feedback
Bandit's passive is fun, but it becomes increasingly irrelevant as a run goes on and you get more and more passive crit chance from items. I propose backstab being a normal damage modifier rather than a crit, so Lens Maker's glasses don't invalidate it. Serrated Dagger in this instance could trigger a hemorrhage off of both crits and back stabs, so it wouldn't be nerfed at the same time.

glossy nimbus
#

!feedback
Please make the 'Screen Distortion' setting include the Spinel Tonic's effect

cobalt breach
#

!feedback
make leech seed scale with time in some way so that its a good side-grade to scythe

fickle temple
#

!feedback
make drone AI follow a point above the player instead of directly the player

small vine
#

!feedback Scavengers should drop some random scrap on top of their current drops for extra flavor

blazing tulip
#

!feedback

If you have two Gnarled Woodsprites as MUL-T, allow each one to be healing a different entity at once

lavish stratus
#

!feedback
Please update the text for things like focused convergence and lepton daisy to say 'in holdout zones' and not just 'during the Teleporter event'

feral dock
#

!feedback
In addition with increased stats (objectively speaking) like it is now. How about adding new move sets for bosses?

A tiered attack pattern can distinguish between different difficulties and perhaps senses of achievements. Of course that requires lots of work and I suppose that could be dlc content

cosmic remnant
#

!feedback Beetle guards shouldn't be able to attack backwards

keen nymph
#

!feedback
some more Easter eggs and secrets because they are funny :))))))))))))))))))

cerulean shore
#

!feedback
get rid of the constant ticking in the void fields when you're taking damage as it's very annoying

marble wasp
#

!feedback I would love a boss rush ending/mode

real birch
#

!feedback

Make rusty lockbox always locked, so that if you get a key during the level you can use it.

edit: to clarify, getting keys on sky meadow is useless, but if you were able to pay the keys you get in the stage not only would it be better but it would make sense.

crimson topaz
#

!feedback
have it be that you can see your final amount of drones, turrets, etc. in a run in run history
also have it so that you can see your final equipment in run history

stray wyvern
#

!feedback

insteas of vagrant's backside being defined as the "side facing away from you when it spawns", make it be more intuitive or something. Maybe the bottom of them is considered the "back"? or the very top? or the tendrils? Unlike other enemies where the 'back' is easily defined, vagrant is frustrating to pull off backstab with.

mellow dome
#

!feedback

in the logbook's profile stats page, for the damage stats pie chart (all the pie charts really), would it be possible to make the damage stats visible in a mouse over. Not on the pie chart itself, but the legend for the pie chart. I had a crazy run where I apparently dealt 500 trillion damage on the worship unit, and it's skewed the stats...

granite elm
#

!feedback

make artificer's m1 charge cooldown time scale with attack speed ala bandit's m1

tough pendant
#

!feedback Mithrix Fight Changes

Predictability
Make what Mithrix is going to do more predictable. Sometimes, he dash attacks and then stays there, while other times he'll immediately cancel the endlag. Perhaps make a system where Mithrix will do 4 regular attacks and then be stuck in endlag, or something along the lines of it so that players can predict when he'll be open to attack. You could have a few mix-ups here and there, though. Just make it mostly predictable.

Regarding the Spinning Star attack, it at its base is unpredictable. A way to fix this would be to add more legs to the star, but make it move more slowly. This would make it more predictable up close, but with more empty space further out. The player can choose which upside they like more.

Indication
Mithrix's attacks come out very quickly, with little to no indication of what will happen. If the pattern of attacking itself is made more predictable, this won't be much of an issue. However, if it remains unpredictable, at least provide indication of what Mithrix will do, such as after-images preceding a dash attack, or his face shining when he's about to fire the shards. The hammer slam is fine.

Hazards
A lot could be done with the environment to make it more interesting to play with. Perhaps whenever Mithrix does the ground-pound, pillars could rise out of the ground, which get replaced with new pillars on the next ground pound or can get destroyed by his hammer. Perhaps the shards he shoots could stick around and deal damage to anybody that touches them.

Regarding the pillars idea, the pillars could stick around for the final phase to make it easier for close-range characters to approach.

Why?
Those are my thoughts on how to make it so not everybody cheeses Mithrix. I did it recently on Monsoon (console) with no cheese, so it's possible. I did get lucky with 6 Goat Hooves as Artificer, though. After doing it, those were the problems I noticed.

glossy nimbus
#

!feedback
an Advanced HUD that would let us look at our exact stats and show exact item stats so we're not flying in the dark as to precise thresholds and such

cerulean shore
#

!feedback
please make grenades impact but weaker, or introduce that as an alt as they're annoying to aim as they are

marble wasp
#

!feedback I would love an elite (or just specific type of enemy) that you kill to create a small healing burst, sort of like a reverse frost elite. I think things like that in 3D combat make fights way more dynamic.

real birch
#

!feedback

Make Loader’s Knuckleboom heavy, but maybe reduce the normal damage to 200%.
It would make it feel better when you’re going 200+ mp/h and would make sense.

chilly crag
#

!feedback Greater Wisps being able to be stunned and frozen is cool and all,
but when are Brass Contraptions going to be able to be stunned?

hollow basin
#

!feedback After killing the teleporter boss, the teleporter should charge 50% faster, or killing the boss fills up 25% of the charge instantly.

feral copper
#

Not the biggest problem in the world, but would it be possible to raise the height that Bandit's shotgun shoots at? It seems to hang under the crosshair at closer distances.

mystic quarry
#

!feedback the elite aspect items should be in the logbook

quick sedge
#

!feedback
Change Gesture of the Drowned Exponential Stacking to Hyperbolic Stacking
This would
A) Mean that fuel cells are more effective in the long run
B) Discourage players from taking any more than 2 or 3 due to the ineffective nature
C) Mean that players with mass lunar tokens would not longer get "free fuel cells" every stage

glossy nimbus
#

!feedback
make Bandit's Blast hold 7 shots, or in any case, more than the Burst

timid trail
#

!feedback
I don't know if people has suggested this already, but a lot of people seem to be crashing from the Mithrix's final stage
A hotfix for this would be nice :)

cerulean shore
#

!feedback
Fix the description of Rising Thunder, it does 550% damage, not 450%.

past dune
#

!feedback Be able to toggle on/off the Lunar Shop Refresher in the character selection/ stage difficulty menu.

safe prairie
#

!feedback
Lower the gravity in A Moment, Fractured and possibly A Moment, Whole for immersion, possibly the same as the moon.
Raise the lower bounds in A Moment, Fractured to compensate so you don't fall for 20 years.

leaden token
#

!feedback can hoopo do a survey/collect data on how many people main which character?

glad ledge
#

!feedback
The Hooks of Heresy aka Slicing Maelstrom feel... weird. Not bad, just weird. Mostly because it's awkward to tell how far the maelstrom will actually go versus how long you charge it, and because the maelstrom doesn't seem to actually collide with enemies whatsoever. It does sort of collide / bounce off of walls and objects, but it's also somewhat inconsistent in terms of where it will go after it does (raise your hand if your maelstroms ever bumped the edge of terrain and took off into the sky for some reason).

I'd personally appreciate it if Hooks either had a very slight pull effect on them (like a noticeably weaker Cube gravity ball) or stopped upon colliding with an enemy. Less for the sake of power as Maelstrom is honestly crazy strong as is, and more for game feel and ability control. I'd even take some damage downscaling on Maelstrom if it meant being able to control it better.

cobalt tangle
#

!feedback
Add a scrapper to the bazaar

timber blade
#

!feedback I love the redesigns on many of the Monsoon skins for the characters and I would love to see of that in the future

cobalt tangle
#

!feedback
Make caustic leap regenerative whilst within the acid pool as well as make frenzied leap give increased attack speed upon landing for x number of seconds

little barn
#

!feedback
Add more terrain variants to levels like how Distant Roost and Titanic Plains have 2 versions of themselves. Any map that appears on stage 2, 3, 4, and 5 could use more of these terrain variants to spice up runs. Each stage should have at least 5 variants tbh

nova ravine
#

!feedback
Add an underwater style map???

cosmic remnant
#

!feedback Cease fire button, to prevent all allies from attacking enemies

slender jewel
#

!feedback

Rapid Tap

Double Tap alt

Rapidly press the trigger for 115% damage. Can hold 10 bullets.

[When empty, or when the weapon is not fired, it will take 1.2 seconds to completely refill.]
[0.8 proc coefficient]

little barn
#

I'm not sure if this already is in place and I just haven't seen it in action, but

Make friendly minions prioritize bosses and high-health elites

I can't tell you how many times I've been attacking a boss and my drones are half way across the map attacking a beetle that's running into a wall or something.

Attack list could be pretty simple.
-Bosses
-High health (left) elites
-all other elites
-all other monsters

Or add the attack on ping like people have been asking for.. that's cool too

long zenith
#

!feedback

Only one person should have to be near the ship to leave the moon in multiplayer. The run back is really tight now and you shouldn't lose because one player didn't have the right movement items and is bad at platforming (or because someone left to go look at the glass frog and couldn't make it back in time). You can take the teleporter without everyone being there; you shouldn't be forced to lose the run because someone wasn't standing right outside the ship.

little barn
#

Make this channel more user friendly

The two things I think would help are

A) set up the channel so any message sent immediately gets the three reactions. It's a pain when you forget or copy/pasted something from another channel and didn't add it, and not very user friendly
(let's be honest. No one reads the description of the channel on their first viewing)

B) make the bot send a dm on join detailing the server, but then also detailing the feedback area. This would remove all "but I didn't know how it works!" or at least make the argument invalid.

fallow arrow
#

!feedback give me back my fresh meat

plush shuttle
#

!feedback

replace blast with a mac10 smg
-limited mag 15-30, scales with atk speed
-low proc coefficient
-pitiful damage with high speed
-very high bloom, but tap fireable
-can be reloaded in stealth, does not scale with atk speed

feral copper
#

!feedback

The ability to blacklist a couple of stages. And by a couple of stages I mean Sundered Grove.

hollow basin
#

!feedback Old War Stealthkit Buff: Also provides 100 temporary barrier (+100 per stack) upon activation.

This item is never anyone's first choice, so giving it an extra way to save players who suddenly reach critical health would really improve its usage as a survival tool.

dreamy plinth
#

!feedback

Make shrine of order appear more often in the early stages, no one is gonna want to use it at the end of a stage 4 or 5. better yet, in a future update, add a map that has a guaranteed spawn for it. you've done it with equipment and red chests before, why not a shrine like this?

plain hemlock
#

!feedback
Bandit's Desperado small rework
Stacks will be saved between stages to help to deal with enemies on late stages, but for exchange instead of 10% of bonus damage per stack, it can give a fixed amount of damage, like 10-50 per stack (as example).
Desperado not so usefull as it sounds because you need to stack it at every single stage again to get damage, that is mostly a trouble on lategame, when you can't deal any damage without items like 20 Crowbars, 2 Shaped Glasses (with extra Glass Artifact) and 100% of crit chance, or just abusing voodoo doll with catalist, batteries and a lot of gasoline with will'o'wisps

dense widget
#

!feedback
Would it be possible to get a guaranteed scrapper at commencement? It's annoying to loop just to get rid of my crowbars before the final battle.

tropic spoke
#

!feedback
Give us more skins!!11!1 (Paid skins are fine so we can support the gaem)

gentle spade
#

!feedback Mul-T's rebar launcher shouldn't have recoil (move the screen up, charge time/spread should still happen) because with high attack speed its...a bit sickening

little barn
#

!feedback
Please either revert invisibility or find a middle ground between how it was and how it is. It feels almost useless against ebemies because the can just retarget you, making it almost pointless.

plain hemlock
#

!feedback
New Bandit's Ult
Ocelot. Bandit takes two revolvers and then you need to mark 12 enemies (maybe by using the same autoaiming system as Huntress' main attack) and then character will shoot them all in a fast sequence by himself. You can target the same enemy for only 3 times, so it wont be able to oneshot bosses on early stages.
This skill have 12-18 seconds cooldown (or higher), but kills with this skill reduces a cooldown of itself by 0.5-1 second.

fading elm
#

!feedback
Make Drones work like they did in Risk of Rain, they'd either be stuck to your shoulder, or stuck somewhere where they dont get in the way of the camera, then when an enemy approaches, they'll adjust their height and fire, Incenerary should get close up to the enemy and missiles should just not move and just fire away, the "super drone" could probably stay higher up and shoot down on enemies to avoid it getting in the way, while still following your position, just high up.

woeful rune
#

!feedback
Let's bring Sniper back... But we can make him a stance-switching type of character.

  • Primary attack could be to just plink a shot with a sniper rifle, and same as RoR1, it could have the active reload mechanic to buff the next shot if successful.
  • Secondary can be like TF2 sniper where you raise the rifle, and the longer you hold up the rifle, the more a shot charges, which can also stack with the active reload perk. A fully charged shot may potentially have piercing properties.
  • Utility skill would be the stance swap, more on that in a bit.
  • Ultimate could be something like a Deadeye mode, where you pull out a magnum pistol loaded with special rounds, and deliver strong shots to enemies. This mode could start out with, say, a magazine of 6/a timer, and if you manage to kill a target with a shot you reload 1 round/partially refill timer and get a temporary damage buff for the rest of that cast.
    --- Now, for the alternate stance. This would use the Magnum pistol suggested for the ultimate, just without the special rounds. It would function like something between base uncharged sniper shots and commando's pistols.
    This stance would be more focused around mobility and setup mechanics.
  • The primary skill would be to simply fire with the magnum. Perhaps with the 'Agile' property.
  • Secondary could be his backflip from RoR1.
  • Utility would swap back to sniper mode
  • Second ult could be a grid-style trap system where you have charges of electric fence pylons that extend upwards off a surface and can connect to each other. When an enemy passes through it they may get shocked/weakened/slowed/whatever seems fitting.
    I feel that 'headshots' make no sense in this kind of game, so we can just throw that out the window.
sharp flower
#

!feedback

Now that Engineer's turrets can gain Elite Aspects from the Engineer himself, I think it'd be fun to have a more consistent way to get the equipments. Perhaps a new hidden realm with a secret boss you can kill that drops one of the aspects at random?

woeful rune
#

!feedback
The improved pathing for drones is a good step in the right direction, but now we have another problem-
Drones will now bump into you and throw you off objectives/cliffs.
Put a "personal space bubble" around the player that the drones will try to avoid so you don't get dunked on by your mechanical friends D:

formal fossil
#

!feedback
While running a build that uses perma Helfire Tincture (the lunar equipment that constantly damages you), what I assume is the new Crowbar animation keeps being triggered with every tic of the equipment. Seeing this flashy lightning-like animation on my character 3 times per second is really annoying, especially when combined with the never-ending tic sounds from the equipment. Can we please make it so this animation is not triggered on our characters?

little barn
#

!feedback

Ferocious Mirror

New Legendary Item
Visual of a hand mirror with some vines around the base

Summons a doppleganger ally that revives your items and has your exact stats. Will work by killing anything opposing it however it does not respawn.

Stacking the mirror will allow the dopleganger to respawn once for every one past the first.

haughty sage
#

!feedback make Bandits Desperado stack less with each kill but allow the stacks to be carried though stages

little barn
#

Newt-on's Fifteenth Law [Lunar]

+) Gain Attack speed based on speed above base at a 1(+1 per stack) to 5 ratio
-) Lose 30%(+30% per stack) speed boost; stacks exponentially
stiff vessel
#

!feedback
feature of money transfering in coop games
The idea of transferring money in coop is useful for using expensive shrines or the situations, when your teammate is far away from you, but he has a chest, but not the moneyHopoo

marble wasp
#

!feedback I would love it if you could rarely find elite drones/turrets. It would make them super interesting depending on the aspect, and it would just be an exciting thing to see in general.

wary shell
#

!feedback Make Bandit's Desperado give more stacks on more dangerous enemies , like chimeras , bosses , clay templars etc. Right now taking desperado on mithrix feels weak , since the final stage has less monsters overall , but they are more threatening and considerably harder to kill with it

knotty chasm
#

!feedback
As much as I love calling down literal bolts of lightning to strike my foes, the Royal Capacitor feels extremely overpowered. It combines stupidly well with other items, like the bands and crowbars and especially the Gesture of the Drowned.

I'm not calling for nerfing the Capacitor. I love it, everyone loves it, and it's amazing. However, I do feel like the other items are rather pitiful in comparison. The disposable missile launcher and so many others just get extremely meh. Once you get the Royal Capacitor, why would you ever not use it? At least the Preon Accumulator is balanced by the really long cooldown and charge time.

I think the best course of action would be buffing other equipment in general, so that they're at least comparable to the absolutely absurd Royal Capacitor. Or failing that, just increase the Royal Capacity's cooldown.

past terrace
#

!feedback make desperado stacks less damage but persist, since it would be a much more fun gameplay loop, than just wasting your time doing it on one stage then having it be useless the next. It’s a single player game why not allow the player to have fun with stuff like this?

marble wasp
#

!feedback I wish shrines spawned a bit more often.

marble wasp
#

!feedback I wish forest shrines healed more, and/or had a larger radius. They feel really really underwhelming.

lilac silo
#

!feedback

Equipment idea: Overcharged Defibrillators

This is an item that has two purposes, dealing massive damage, and reviving allies, but leaving you very vulnerable while you do so.

Using it will have a three second, uninterruptable animation(except by dying) of the character using the defibrillators which will leave them exposed, and will harm all enemies in a short radius for massive damage, and if there is a player's body close enough, the animation will target that player to revive them instead of the nearest enemy or a clap.

The downside is that you and any ally in the radius(inclusing the person you revived) will recieve a debuff for 30 seconds called electric burns, which prevents(or severely reduces, as others have suggested) healing and reduces damage, so that it isn't overpowered.

Due to the defibrillators having a debuff, it could be suited as either a lunar item(with a different name probably) or being something you get from the pod you fall out of, similar to the unstable fuel array.

past terrace
#

!feedback two ideas for artificer abilities: Ice shards (primary) fires smaller ice shards closer to how the heretic m1 does so more ammo and all that jazz, but if the target is hit with 10 or so they are frozen and if they are already frozen maybe it does a burst of damage. Cauterize (utility) cleanses debuffs on a decent cooldown at the cost of a little damage or something like that. Also could make her primaries either recharge all at once or function like bandits where the more attack speed you have the faster they come back.

frigid violet
#

!feedback Bandit's 'Blast' ability is a little underwhelming, damage and attack speed wise, compared to his starting skill. I think it could have penetration to make it more attractive.

quaint night
#

!feedback I have some ideas that could improve the experience around the Artifact of Command. Me and my friend play with this Artifact regularly and have noticed a few things that could be changed.

  1. Allow the player to move around while choosing items, so they prevent being hit while making a selection. There is nothing more frustrating that dying while being trapped in a menu. Moving too far from the Command Essence would close the menu automatically.

  2. While hovering over an item with the mouse, it would be nice if a small description of the item would show. This would help when picking new items. I often find myself avoiding the newer items because I have no idea what they do.

  3. Pressing ESC while accessing this menu should NOT bring you to the pause menu, but instead close the Command Essence menu.

Thank you for reading this feedback and I hope this helps.

sick star
#

!feedback Make Bandit's special have a kind of collateral mechanic, for example, if you use it and 1 shot that enemy, the bullet will go through it and damage the enemy behind for a bit less damage than the original damage. I don't think it would be an op mechanic but it would be fun to be able to 1 shot 2 lesser wisps for example.

real birch
#

!feedback

Make Bandit’s Desperado buff when you kills with procs. (Like ukulele-ing a lesser wisp)

I’ve never used the ability, but most of the feedback says it’s bad and to make it do a noticeable more damage you would have to wait 6 minutes. Procs this will help it scale late game.

edit: some clarification

open tartan
#

!feedback
When War Horn is triggered, it plays a sound and give a buff, and the buff has an animation. If triggered again in a short time, it doesn't play the audio and resets the timer.

Please do this more. Predatory Instincts, Jade Elephant, and Super Massive Leech need this very badly (**animal noises intensify**), but even Gnarled Woodsprite's subtle activation audio can get annoying if repeated enough. This could also help with the Crowbar + Hellfire interaction posted earlier, if applied to certain repeated animations on the same target.

I'm not saying do this for *everything* (a silent Disposable Missile Launcher would be weird), just more.
past terrace
#

!feedback Either a full change or an add on to artificer, make it so that with her different elemental effects hitting with 2 different types does combination effects, fire and electricity would confuse an enemy making them able to do friendly fire although they’d still target you (alternatively could do a knock back or do an aoe that gives the players barrier or something this is the one I don’t really know what to do for), fire and ice would increase the damage done to the target, finally ice and electricity would cause the target to emit several arcs (essentially functioning as the aoe combo) and potentially making other chain lighting effects getting a bonus jump or something. I think this would be a fun way to add a lot of depth to artificer without changing her lineup too much. Although whether it would be that the effects that would technically count as the elemental effects would be burning stunned and frozen, or if it’d be something else. Regardless it’d work very well for the theme of the character.

chilly crag
#

!feedback Make bands reset Bandit's cooldown when they kill an enemy shot by Bandit's special.

full fable
#

!feedback Me and other players are experiencing an issue where we have collected everything in the logbook, but our completion stats screen is locked at 95%. Despite picking up all items and equipment, the counter is locked at 112/126. Additionally, the secret survivor cannot be selected, meaning that survivors selected is locked at 11/12. Addressing this issue would be great so that completionists can see that satisfying "100%" on the dedicated tab.

swift quartz
#

!feedback we realy need to have a vanilla way to join in progress matches

rocky peak
#

!feedback Children

little barn
#

!feedback
The Lunar Chimera (the tiny kind) has a very low-resolution JPEG quality icon in the logs
It also appears when you click and look at the description - but just in the upper left corner. The actual 3D projection is fully rendered.
I know that Lunar Chimeras are smaller but I think it'd be nice if the quality of the image fit all the other enemies

lost stone
#

!feedback please make acrids m1 hitboxs a bit bigger

covert tide
#

!feedback

Add steam workshop support for ror2 so we can have mods that made by the community via steam. Why ror2 mods are still not in steam workshop for easy download, safety and access? the community are still using 3rd party site to download mods into the game which is not safe imo.

fathom pasture
#

!feedback While Beetle Queens spawning Beetle Guards makes sense, I feel as if the frequency of spawning should be adjusted. When Beetle Queens do their call, they'd typically summon a few beetles. These beetles are small, weak enemies, so they were just spammed and virtually did nothing. Now they spam Beetle Guards at the same rate and they clutter the ground making it harder to even hit the Beetle Queen.

I suggest Beetle Queens spawn two Beetle Guards, and when those two die, they spawn two more. That way the Beetle Guards are more consistent, but not crowding the ground.

fading parcel
#

!feedback I'm not an expert on tactics or Commencement but I would think The King of Nothing would want to send his Perfected designs at you in his final stand, right?
I want to see perfected elites in phase 2 of the final boss!

median oracle
#

!feedback an item that either removes knockback or decreases it similar to the cobalt shield in terraria

clever kiln
#

!feedback Diablo Strike is a very strong ability that currently does not even need items to kill almost anything, which is an interesting concept.
But friendly fire, a large but still too small radius to keep the enemies in effectively and a long 20 second timer before it even hits makes it abnormally hard to use.
The only thing it is good at is killing bosses and even then i would like to refer you to airborne, multiple or swarm bosses which are hard to pin down with this ability.
Aside of bosses, captain is left with a taser, his shotgun and dancing around in the radius of a diablo strike for the rest of the level which is hardly a fun nor anywhere efficient way to play.
Captain is already suffering from a limited skill set due to his beacons being single use. A very specific and slow ability like that just makes it even worse.
Perhaps scale the time until it lands with attack speed so it is at least something you can work towards in a run. Or perhaps just lower the timer (and also the damage to compensate, 40,000% is a lot more then the combined 3,000% of the default orbital probe). Or maybe even up the radius of the resulting explosion to make it somewhat more manageable to keep enemies within reach of the blast zone.
It needs something a little bit more or different to really change it from a meme into an actual usable ability.
Thanks for coming to my REX-talk.

vocal flower
#

!feedback scrap launcher jumping when

granite elm
#

!feedback when altars of chance/blood can’t be used anymore they crumble like in ror1, opened chests and containers become grey

real birch
#

!feedback

Artifact of chaos buff?
Every single projectile has friendly fire, doesn’t need to be AoE (shooting drones kills them, and etc.)

This would sort of allow a pvp if you want to do it

grim stirrup
#

!feedback
Change mercenaries sword and effects for the oni skin to match the theme of oni instead of being blue

strong spruce
#

!feedback

Illegal Weapon Modifications
Red item, upgrades each m1 in a unique way. Examples:

Commando, Double Tap: fires 2 (+2 per stack) extra bullets per shot. Reduced damage dropoff.
Huntress, Strafe: arrows bounce to another target 1 (+1 per stack) time. arrows move faster.
Engineer, Bouncing Grenades: a fully charged attack fires 4 (+4 per stack) extra grenades. grenades deal 30% (+30% per stack) more damage.
Mercenary, Laser Sword: applies 1 (+1 per stack) bleed debuff. 3rd strike deals 50% (+50% per stack)
MUL-T, Auto-Nailgun: each nail deals 5% (+5% per stack) more damage. finishing blast fires 10 (+10 per stack) nails. finishing blast fires at the end and start of Auto-Nailgun.
REX, DIRECTIVE: Inject: fires 3 (+3 per stack) more syringes. the last syringe heals for 20% (+20% per stack) more health.
Loader, Knuckleboom: increased range per stack. increased barrier generation per stack. hits have great knockback that pushes enemies in the direction Loader is facing.
Artificer, Flame Bolt: cooldown reduced by 50% per stack. Radius increased by 50% per stack. Hold 1 (+1 per stack) extra charge.
Acrid, Vicious Wounds: every third hit deals 200% (+200% per stack) more damage. all hits are regenerative.
Captain, Vulcan Shotgun: fires 1 (+1 per stack) extra pellet per shot. Fully charged shots are piercing and have no damage dropoff.
Bandit, Blast: +25% (+25% per stack) damage per pellet. automatically throw a grenade when you empty your magazine.

These are just examples and there would be an upgrade for every m1. This would provide an interesting gameplay change later into a round and, in some cases (artificer, engineer, acrid) make their m1s scale better or be more viable late game. Unlock would probably be something loot/wreckage related. Maybe having 20 scrap at once, or visiting every crashed landing ship.

||and no, it’s not too complicated, they had essentially the same item in ror1||

lost stone
#

!feedback right now focused assault is just a worse blinding assault. Blinding has more i frames and higher damage. not only that but focused assault cant even synergize with focus crystal because the damage doesnt apply until after 1 second, and in that 1 second youre most likely going to be out of range for the focus crystal to take effect. please buff focused assault in some way so its actually somewhat viable compared to blinding.

static hawk
#

!feedback give diablo strike's charging circle either a built in slow or small tick damage to synergize with chronobauble and stun grenade.
Keeping enemies in it is hard enough when you could have just killed them or ran away.

fiery fjord
#

!feedback
Make that clover do not raise the chances of getting a family event. Like, why? I just got 2 events in a row

gaunt moat
#

!feedback so... melee Acrid.... kind of awful ! He’s supposed to be mixed, right ? I have but two suggestions :

  • Make acrid’s m1 hitbox bigger, he currently can’t even stand on top of a vagrant and his slashing animation and effects clearly does an arc that goes by his sides, but the hitbox doesn’t even include his sides ! Maybe even just buff the range of the third hit ?

  • Fix the regenerative buff so it heals to the listed 10%, it currently only heals 5%. Please. I am begging you. If you don’t want to buff his m1 range that’s fine, but fixing regenerative will a 100% make Ravenous Bite at least a viable option.

In conclusion, because there are mods that already did that before the update, I can assure you that he doesn’t become the best character in the game or anything. With a slight buff of his m1 range that allows him to stand on a vagrant and also hit at his sides because his animation actually does that, and the regenerative buff being fixed, his melee option will be viable so he can actually earn the title of mixed melee-range character and not have a gameplay that solely revolves around hit-and-run tactics. Just the regenerative fix would be fine but the additional range will truly make his melee options as good as his ranged ones.

TL;DR : make acrid’s m1 hitbox bigger, fix the regenerative buff so it heals to the listed amount, it doesn’t make him op pls

indigo bear
#

!feedback
maybe let dio transform into a regular teddy so it has a little use left after being aktivated.

strong spruce
#

!feedback

To make Diablo Strike not go completely to waste sometimes, it's center could slowly drift towards the strongest/nearest enemy while it's falling

yeah fair enough the button is here
v

frank zenith
#

!feedback

New legendary: gives you an extra instance of one shot protection no matter what, so even if you have shaped glass or spinal afflictions, you can still take advantage of osp.

Alternatively, a lunar item that does the same thing, but the negative is there is no longer a buffer of 10% for osp, if you lose one hp, you lose osp until you heal up to full.

frozen hazel
#

!feedback

Loyal drone
This drone stays within 20 meters of the player at all times, swirling around the player with a reasonable hitbox. They will attempt to take damage for you, and zap nearby enemies with a small hitscan zap.
Health: Player's max health*2
Damage: 15(+15/level)
Armor: 10
meant to protecc.

open tartan
#

!feedback
The reason Focus Crystal was underused wasn’t because the damage was too low, but because its range is terrible for most survivors. Melee survivors have built-in defenses that let them fight at close ranges, but for everyone else it’s better to shoot twice rather than use 5 commons and run into instadeath range. Plus, all the explosions, lighting arcs, missiles, burning, bleeding, etc spreading to all corners of the map means a lot of damage doesn't benefit from Focus Crystal at all.

What Focus Crystal really needs is stacking range with falloff. That way it's still a great item for melee, but it does *something* for mid-range combatants who can't punch blazing vagrants and survive.
If the falloff has a +20% minimum, the first stack would be identical to how it works now, with the falloff kicking in as the radius expands.
hollow basin
#

!feedback Melee Acrid buff: After using Frenzied leap, Acrid gets a temporary attack speed buff. Ravenous Bite also causes Hemorrhaging for extra DoT and easier Death Mark procs at the cost of range

timber blade
#

!feedback This might be weird feedback, but I would like to share my idea for a DLC Expansion for the year 2023 as a celebration for the 10th anniversary of Risk of Rain

Remembrance

This expansion to Risk of Rain 2 would add the following:

.The rest of the Survivors from Risk of Rain (possibly not HAN-D, since you can give MUL-T his hammer, which would make sense because of his log entry)

.Returning monsters such as the Child and Sand Crab

.The return of fan-favorite items, and maybe since characters have multiple abilities now, the Royal Scepter could be made into an equipment that temporarily supercharges your special

.And finally, Temple of the Elders as a new Stage 5, which would lead to the crash site of the UES Contact Light, where you would face off against an umbra of Providence. I think the Contact Light would be a really fun 3D environment, since ror2 doesn’t have many instances where you’re forced to fight in an area that’s not as open

I think an expansion like this would be a great way to celebrate Risk of Rain’s 10 year anniversary. This would honor the legacy laid out by the first game, as well as show how far Hopoo Games and the series as a whole has come in the last 10 years.

Hope you all enjoy my idea. Thank you for reading!

flat monolith
#

!feedback i don't know if it's a bug or not, but i just noticed that Eclipse wins don't count as wins. They neither unlock survivor logs or count towards wins on profile stats, which sucks because Eclipse wins are currently the hardest to achieve.

rocky bay
#

!feedback add equipment to list of items displayed on gameover screen

tranquil acorn
#

!feedback

Please, for the love of God. I know how much the community wants enforcer and sniper and all that but stop diluting the character roster with characters from the first game. Unless we rename this "Ris of Rain 1...2"

fallow arrow
#

!feedback chance to give more hemmorhage stacks on hit against monsters that have hemmorhage

tough pendant
#

!feedback Artificer Change

Add a fuel system to the ENV suit so that Artificer can't fly forever. Fuel could refill rapidly while grounded. However to balance the change out, give Arti a speed boost when using the jetpack.

Why?
Arti seriously lacks anything defensive, except for the ENV suit against melee grounded enemies. If the ENV suit was presented as a limited-use movement option of sorts, it may allow Artificer to be played more strategically without going fully against her glass cannon design.

UI Ideas
A semicircle bar around her reticle that fills up to show how much fuel she has, as well as a window into her Jetpack that shows the fuel level.

wanton sun
#

!feedback Give the damage over time from Hemorrhage a small proc coefficient (0.1-0.2 per tick?). Right now, the damage is good early-game, but falls off quickly late-game, much like Burn. This should give players more of a reason to utilize both M2s against bosses, once they have a lot of on-hit items.

plain hemlock
#

!feedback
Artifact of Essence
Changes all dropped active items on random aspects.
Makes all aspects active and give player a proper timed aspect buff after using.
Batteries doesnt give player more charges, only cooldown reduction and more time for buff.
With Enigma aspects will be changing after every use.

worn nacelle
#

!feedback have a way to disable the into Cutscene

hollow basin
#

||!feedback||
New Enemy Concept Arch Wisp

The Arch Wisp can resurrect recently deceased nearby enemies as purple ghosts. These ghosts degenerate over time like those from happiest mask, but if the Arch Wisp is killed, the ghosts instantly die.

The Arch Wisp has a short wind up animation for resurrecting enemies, which can be interrupted by stunning, freezing, or killing it. It is slightly tankier than greater wisps, and has a similar ranged attack with no explosive AoE but a fast projectile speed, as the Arch Wisp has a greater focus on support than direct combat.

It has a limit on the number of ghosts it can summon, being roughly around the amount of enemies a combat shrine would summon for that stage. On the first loop, only spawns on Sky Meadows, but afterward can spawn wherever Greater Wisps can. Inspired by Doom’s Arch Viles, and already partially exists model/animation-wise in the game as cut content.
https://cdn.discordapp.com/attachments/559901472339525644/726036196240654356/unknown.png

timber blade
#

!feedback

Artifact of Action

When a skill goes on cooldown, it switches to an alternate skill, if available

lean dune
#

!feedback The new holdout event after beating Mithrix is kind of screwy with eclipse runs. The radius of the area is so small that you can only stand inside the hanger or in a small area to the left of the ship; you can't stand anywhere else because progress doesn't seem to count up when you're within a foot or so from the edge of the circle. The dome radius for this event may need to be rethought with Eclipse or focused convergence in mind.

strong spruce
#

!feedback

Holy Temple as new Stage 5
bc sky meadow has gotten old and holy temple was awesome

(edit: as an alternative stage, not a replacement.)

pliant tapir
#

!feedback

Desperado stacks don't reset between stages, but they reset when your shot doesn't kill the enemy

tough pendant
#

!feedback Give Desperado the same glass cracking sound Lights Out has when you successfully kill an enemy with it.

azure plaza
#

!feedback
Additional Huntress passive

Deadly Precision:
Huntress has a unique passive on top of crit that gives her a 15% chance to deal double damage and will be calculated after other damage augmenting items but is not affected by luck.
i.e. crit, focus crystal

This will greatly improve her poor single target dps. Not affected by luck

quick sedge
#

!feedback

Re-balance GestureOfTheDrowned to have a different form of stacking and with possible different base values (retaining the initial 50% reduction)
As it is now, any additional GestureOfTheDrowned pickups after the first one are the same as Fuel_Cell in functionality.

NOTE: This is just my own solution. I don't mind how they would change GestureOfTheDrowned as long as later pickups have a difference from Fuel_Cell.

Some proposed Stacking methods posted below:

stray wyvern
#

!feedback

Mul-t ||Power Mode Changes||

||Since Mul-T can only use one primary normally when Power Mode is equipped, having the other one become a secondary seems odd. I think it would be more interesting if both primaries were going off at the same time, from both hands. This would mean that only your m1 would be used for power mode, fixing the backup mag glitch (albeit funny and cool, it's probably unintentional and going to be fixed anyways, this is my proposition to fix it in a fun way.) This also reopens his m2 for his blast canister. Maybe this can also lead to avenues of "upgraded" versions of his primaries? Since both of his primaries are going off at the same time, and we assume someone is using the same primary twice (double rebar for example), it would be a bit lame to have rebar just fire out of both hands. Maybe something like a larger rebar pole could fire out, or something?||

acoustic vortex
#

!feedback An option to pick a random survivor

dawn flower
#

!feedback
Additional settings
Allow different ability keybindings for different survivors

pearl trail
#

!feedback mul-t should gain slight knock back resistance while power mode is active

opal jasper
#

!feedback i have an idea its a battle mode where you can fight people online and make lobbies of up to 4 players you can buy items rounds.

little barn
#

!feedback green item concept:

Vicious Protector

Every 100 shield lost give 1 [+1 per stack] closest enemy debuff Depowered for 8 second
Depowered: -17%/sec attack speed until end

wind laurel
#

!feedback
give the new lunar chimera type a varient name like how they have lunar chimera (golem) and lunar chimera (wisp)

cosmic patrol
#

!feedback Revert bison steak to raw meat
(raw meat was a good anti dot item and was decent for early game healing) Bison steak is just printer food

hollow basin
#

!feedback To reduce the difficulty of Sundered Groves, remove Elder Lemurians from the map and allow Alloy Vultures to spawn instead. This map is already extremely large, so having it also spawn multiple high threat enemy types so early on (elder lemurians, mushrooms, greater wisp, etc) is extremely brutal.

vivid shuttle
#

!feedback

Not sure if it's a bug, but I feel like the things for MUL-T's new Special shouldn't be yellow when using his Mastery Skin

candid mural
#

!feedback

Artifact/lunar item that buffs you in some way, but increases the speed at which the difficulty scales

cold spade
#

!feedback
localisation for Desperado skill needs fixing

wide hazel
#

!feedback
for the discord, "Survivor Bot" (survivor from ror1) or "Logbook Bot" so you can type !<item/equipment> in chat to see what said item does

vale anvil
#

!feedback Once you beat the game with Heretic you can choose them on the character selection screen.

cobalt breach
#

!feedback
give thunderslam (loader's alt special) the heavy attribute (damage increases with movement speed), but nerf its damage (somewhere around 1500%)

sage fulcrum
#

!feedback
Show cooldowns on the character selection screen.

latent valve
#

I have an idea what if in multiplayer some abilities from different survivors have synergistic effects. Like what if loader m2 can pick up and re throw captions OGM-72” DIABLO” strike missiles that hit the ground, or maybe If mercenary dashed through Artificer ice wall it freezes enemies eccetera.

long zenith
#

!feedback
Please please please make it so Captain can use his utility and special in portal areas. Unless you take Hooks of Heresy literally 90% of his damage comes from the orbital probe.

I know the excuse is "But there's no space ship to shoot down the probes," but the team has prioritized fun over balance 99% of the time. It makes no sense to prioritize a tiny lore nitpick over a character actually being viable in two difficult challenge areas. I would much much rather Captain be at all playable in Void Fields and Gold Coast (without Hooks of Heresy) than not having to wonder "but where do the probes come from?" Given the team's history with prioritizing fun over everything else, I'm legitimately shocked that this is still an issue despite how many complaints there were at Captain's launch.

Alternatively I suppose you could give him an M2 that's not worthless, but I'd much rather him have an actually usable kit.

arctic bobcat
#

!feedback
add the elite aspects to the equipment items when using the command rune. or maybe put it as an option?

cloud notch
#

!feedback
put a golem dance party somewhere with the construction golem in it

cobalt breach
#

!feedback
if all players in the lobby (or if the player in singleplayer) have xp / money effects turned off, make the teleporter teleport instantly instead of being delayed

barren hill
#

!feedback
I’d like if there was another way to access the heretic somehow, not necessarily scrapping the whole lunar item thing, but It can get a little annoying trying to play a run through with her knowing you have to go through the whole process of spending lunar coins and needing the artifact of command to get her. I don’t think this can be done without nerfing her though.

wheat oak
#

!feedback on the diary?(i don´t know the name sorry i don´t speak english) you can see the secondary skins on the survivors when you unlock them

little barn
#

!feedback

add a risk of rain version of the Buff Totem from DOOM: Eternal

short description of the real buff totem

When a Buff Totem is near, all Demons in the area are tougher, faster, stronger, and meaner, and will constantly spawn in buffed up and ready to harass the player until he finds and smashes it.

My idea for the buff totem

  • Give more credits to the director
  • Add a mild regeneration to nearby enemies (like 1 per second. maybe 2)
  • Elites get a higher damage percent (they normally get double the damage, so maybe triple?)
  • Bosses get an increase in armor

and then this wouldn't be very fun unless it had an upside, so..

  • More XP. Could be 200%, could be 1000%, I don't know yet, but more XP from these buffed enemies
loud osprey
#

!feedback Give Commando's Tactical Dive his invincibility frames from the first game. The slide is superior in literally every way, it's a bit weird.

cobalt breach
#

!feedback
when you have a gesture, you have a 10% (+10% per stack) for your equipment to fail. stacking is calculated similarly to teddy bears

edgy glade
#

!feedback when you have an elites affix, via wake of vultures or elite equipment, make it so that their effect doesn't effect you

hollow basin
#

!feedback If giving Commando invincibility on his Tactical Dive is too strong, give him 200 armor for its duration, the same amount MULT gets from his new alt R

hot barn
#

!feedback Right now, the Pillars on Commencement don't do much more than force you to stand in a confined, obstructed space and avoid stepping on Exploders until they're done charging.

The Pillars could be a lot more fun if they required fighting enemies, rather than just waiting out a timer. To flesh the idea out a bit:

  • activating a Pillar spawns a boss which must be defeated to charge the Pillar
  • no other Pillars can be activated while one is charging
  • the boss spawns gradually, like the Chimeras in Mithrix phase 2
  • the boss consists of Perfected Elites of normal (non-Commencement) monsters
candid mural
#

!feedback

Controversial idea: scrap mithrix. I rarely see somebody saying "oh I love to fight mithrix!" and with the addition of a challenge where you have to land the killing blow on him with a fucking supply beacon, I see even less praise for him. Commencement as a whole was a gimmick that was fun at first but very quickly became frustrating.

crude scarab
#

!feedback Topaz Brooch should go somewhere on Bandit's chestpiece like a little sheriff badge.

minor stirrup
#

!feedback buff mithrix he is too weak.

stray wyvern
#

!feedback

||from my experience mithrix does not spawn perfected chimera during phase 2 or 3, and I find that quite odd as his logs paint him as a man of perfection. You'd think the perfect of perfected would be at his side during a fight like the one with us. If this isn't just me having really good luck on loop 4 (where everything is perfected on commencement and they spawn like bunnies) I think that this should be changed.||

little barn
#

!feedback
There should be a booster fan in RallyPoint Delta (third stage, snow map) that leads to the highest point of the stage. Sometimes there’s a Newt Alter up there but unless you play specific characters you’re unable to reach it at all. Maybe make it cost $1000 or something if easy access is that much of an issue but it would be nice to have access to every Newt Alter without worrying on who to play as.

verbal summit
#

!feedback
It seems like an unnecessary restriction not being able to look directly up or down.

candid mural
safe prairie
#

!feedback
The addition of Lunar Chimera Bombers is great and I personally feel Commencement as a whole is in a great place. However, I feel the addition of one more enemy there would be beneficial in rounding out its enemy pool.

Maybe the addition of an airborne fodder enemy or a melee enemy could help Commencement feel a tiny bit more rounded?

minor stirrup
#

!feedback

For a boss fight i feel that mithrix is way too easy and fast to kill. Maybe perhaps give him more hp and take away a bit from his dmg just to make the fight last longer. It just feels like a normal teleporter boss as you just kill him in 5 seconds and then run down to the ship and charge it.

long zenith
#

!feedback
Extend the time limit when running back to the rescue ship. With the addition of having to use the ship as a holdout zone, if you're a character with no movement skills you can easily lose by getting a bad teleport, failing a platforming section, and just not making it back in time to finish the charge because you didn't encounter very many movement items before stage 5. Either the teleport should be more consistently close to the ship or the time limit should be extended imo. It feels really bad to lose a run because you're slow after beating the final boss.

It's also basically impossible to see the frog now without forfeiting your run unless you're really deep in and stacked with movement items 😭

lavish stratus
#

!feedback
To add onto this, maybe instead of just starting with one artifact of the mountain, have it act like defiant gouge, where every shrine is a mountain shrine

plush ibex
#

!feedback when having to defend the ship after defeating the final boss, the visual guideline for the radius of the holdout zone is bigger than it actually is on Eclipse 2 and beyond, (the modifier which halves the radius of holdout zones) meaning you pretty much have to sit inside the ship to charge it. Lost a few runs to this already, since the reaver attacks are almost impossible to avoid in such a small area. Making the defence radius match the visual guideline would be a nice change.

hot barn
#

!feedback Bandit is too strong, Lights Out feels unimpressive, and it's pretty obvious that the problem is that his cooldowns are too short. I've said this before, but now I have some numbers: consider what happens when you miss your cooldown reset.

  • OG Bandit: uses Smokebomb; invisible for 3 seconds. Leaves invisibility, uses Blast, Dynamite, and Lights Out (which takes 2.5 seconds). Oh no! You missed Lights Out! You have to wait a whole 7.5 more seconds to use Smoke Bomb again!

  • RoR2 Bandit: uses Smoke Bomb; invisible for 3 seconds. Leaves invisibility, uses Burst, Dagger, and Lights Out (which takes 1.5 seconds). Oh no! You missed Lights Out! You have to wait a whole 1.5 more seconds to use Smoke Bomb again!

And that's not all; you can pretty much chain Smoke Bomb and Dagger in an endless loop, doing tons of damage and evading attacks without even using Lights Out (and the reset barely increases the rate at which you can do so). I think that both of them need significant increases to cooldown, which would simultaneously balance Bandit and make his core mechanic (cooldown reset on kill) much more rewarding and essential to his gameplay. Overall, the Bomb/Dagger/Blast combo should be pretty weak, and strong Bandit play should require successful use of his Special (whether that means adding Lights Out to the combo, or stacking up Desperado).

calm mulch
#

!feedback
add mushrum rex skin and change acrid mastery skin

timid python
#

add an easter egg that is a broken computer with ror1 playing

brazen plume
#

!feedback

Add a setting that allows the player to automatically skip the intro

nova juniper
#

!feedback track healing done within a run

little barn
#

!feedback

Make the cooldown of Lights out to 5 (From 4), and the cooldown of Desperado to 3 (From 4)

My reasoning is this: Lights out can immediately reset cooldown. Having a longer cooldown feels more rewarding when you hit, and more punishing when you don't.

Desperado is not related to cooldowns, and so shouldn't be punished for missing a shot. I would say maybe have a small cooldown reduction, like 50% and then set it to 6 seconds (because honestly, it is really strong) if you don't agree with my original assessment, but in general Desperado should have the shorter effective cooldown naturally outside of the special

vivid parrot
#

!feedback
update the "about the game" on the steam store page to make it even more impressive to new players

peak karma
#

!feedback
record a statistic for how many times you kill yourself or other players with the captains diablo strike just so it can be brought up in future dev thoughts

granite siren
#

!feedback cmon hopoo lemme kill other players with captains 40000% diablo strike be cool man

loud osprey
#

!feedback diablo strike ignores one-shot protection for the funny

cobalt breach
#

!feedback
give planula the medkit / monster tooth treatment and give it a % heal. for an item that is only available past stage 5 (without command), its barely useful at all

little barn
#

!feedback
Drones can be a little disruptive after this patch, I noticed they've been more clinging and it makes it where they can mess up your movement or eat your shot because they can be in your face more often than before. It can be a little annoying when have more than 5 of them dragging you down.

little python
#

!feedback have a mute music while unfocused toggle in addition to the mute all when unfocused

novel steeple
#

!feedback Clay Dunestrider's stand up and drop flaming explosives that chase you still chase Bandit when invisible using his ability.

sage fulcrum
#

!feedback
In the logbook, group related enemies like:
-Beetle/beetle guard
-Lemurian/elder lemurian
-The lunar chimera series/||Mithrix||
-Magma worm/overloading worm.

night sluice
#

!feedback Discord Rich Presence integration displaying the following:
- The stage they are currently in
- The stage number
- Time spent in the run
- The survivor being played
It’s neat if this is implemented to add flair to the presentation of the information on Discord like how it is in Steam.

limber wyvern
#

Survivor Idea: Medic. Uses a special ranged weapon that fires needles to store enemy health in a reserve, filling the reserve by 1% for each successful hit. The reserve is used to heal allies (by firing needles at them; 1% per needle) and perform most other special skills. Secondary attack turns 25% of the tank's contents into a tight tracking dart that will poison enemies, or the alternate ability hypnotizes the enemy while draining their health at half the rate of the base poison; larger enemies would take two darts to hypnotize successfully. Utility takes 50% of the reserve tank to throw down a healing pylon that restores up to 50% of the players' health pool before detonating; heals all players within range at the same time, 2% per tick, until the value equal to 50% of total player health is restored (the 50% is based on the total player health pool at the time that the pylon is placed, not including barrier and shield). The pylon will remain in place until it has used all of its reserve. Alternatively, Medic can deploy a temporary Emergency Drone with the same limitation and basic functionality, adding that it can follow players. Special requires using at least 75% of the reserve tank to activate, and emits a nanite field that surrounds the Medic, which heals allies and halves damage taken, following the same principle as the healing pylon and drone in calculating the amount of health healed. An alternate Special involves deploying a drone that simply acts as a second source of reserve generation; firing at enemies until it has contributed the equivalent of a full reserve for the Medic to use. I wanted to go for a character that truly fills the role of "support" in the sense that their abilities are primarily for direct aid to teammates rather than debufs, crowd control, or drawing fire. I also wanted another character that could easily spit out companions for the team.

radiant jacinth
#

!feedback
Give us an eclipse-related role in the discord server. Policing a role for people who have completed eclipse 8 on every survivor might be a pain, but a self-assignable one for eclipse players in general that gives access to an eclipse-only discussion channel would be awesome.

short pendant
#

!feedback Give Commando a temporary increase in attack speed whenever you narrowly dodge an attack with the Tactical Dive. This could work to make up the difference in DPS you lose from not using Tactical Slide, and also could be stackable when dodging multiple attacks in quick succession to reward riskier play.

little barn
#

!feedback

after achieving all the alt skills and the mosoon skin on a survivor, you should be able to get the "weathered" skin. A thematic, but also artistically distinct skin made for each survivor.

The weathered skin is made to show time passing, either through tattered clothing, worn paint, or rusty metal. Dim lights, broken glass, and scuffed surfaces will be the new faces replacing the old ones you remember to show your dedication to the craft of destroying planets in pursuit of saving your fellow comrades.

in general would just be really cool imo to see a loader with rusty or a slightly damaged frame or a captain with a tattered and frayed coat collar. Would give the characters more flavor and also bring in this idea of just how long they have existed here in this place trying to find the survivors from the first game.

I would say either beat 50 games through final boss 1 or 2 / play for 50+ hours on each character with all skills and monsoon skin unlocked to get the weathered skin.

also weathered.. because it's a risk of rain.. so they got rained on :)

proven pendant
#

!feedback in general just more alt skins, you could some pretty random/ridiculous challenges for new skins on each character I would eat that up, just straight wacky challenges for some cool skins would be so epic

sharp flower
#

!feedback

It bugs me that a few characters don't appear to have an idle animation in the logbook. Bandit, Mithrix, and the Beetle Queen are the ones I've noticed so far. As a matter of fact, Bandit doesn't have an idle animation in-game, either. When not moving, he just stands completely still like a statue, while the other characters do move slightly.

umbral swan
#

!feedback the Glacial elite aspect sucks, its a 1/4000 drop chance Chronobauble and its other effect only happens when you die, so here's a rework idea for it:

Instead of just causing a flat slow on hit, your attacks now cause a stacking slow effect. Each slow stack reduces enemy movement speed by 20%, and applying 5 stacks to an enemy freezes them just like Artificer's freezes. Enemies killed while frozen cast the normal Glacial elite death bomb, which can chain more freezes and more freeze bombs.

quick flint
#

!feedback Can quick join be re-added back to multiplayer?

I feel like having game browser is good. But the quick join and pairing up with randoms fast was a fantastic feature that needs to be brought back.

sage ravine
#

!feedback

It seems that a lot of people (myself included) think Commando could use a little spicing up. I like the very accessible nature of his current kit, but I think we can raise his skill ceiling without tarnishing his accessibility. I propose 2 Passives to add some flair to our main man. These would be interchangeable at the loadout screen. Think Acrid's options of Poison and Blight.

Passive 1 - Battle Sense

Priority targets are marked throughout the stage every 10 seconds (max 2). Defeating a priority target reduces ability cooldowns by 2 seconds and improves Commando's next special ability.

SUPPRESSIVE FIRE: Bullets overpenetrate targets
FRAG GRENADE: Increased Blast Radius and Damage

Passive 2 - Firing Squad

Your primary ability will mark priority targets on-hit every 10 seconds (max 2). When any ally (drones/players included) defeats a priority target they receive a small burst of healing and a brief bonus to movement speed and damage.

cloud notch
#

P O T M O B I L E I S R E A L 4 0 4 2

little barn
#

!feedback
Frag grenade exploding on contact, it's a small change that'll help it's viability in later stages, and even at the start of the game
if i find myself using frag grenade i oft find myself struggling against things like greater wisps, brass contraptions and wandering vagrants because i lack a special to do damage
it'll also create give commando a consistent way to proc the rune bands when you just cannot find a pair of ATG's

agile kelp
#

!feedback It would be cool if when you went Frenzied with Berzerker's Pauldron its eyes started glowing like it did in the old version of the item (as seen in image).

vital phoenix
#

!feedback Instead of making Strides of Heresy be placed as a tiny leg on top of your head, make it take the place of your leg like Paul's Goat Hoof. Having two mismatched legs would be neat.

little lava
#

!feedback #ror2-feedback-and-ideas message

Instead of just a glow, how about a little bit of red smoke, like the amount from a stick on incense
Edit: Credits to @agile kelp

tawny crest
#

!feedback none of captains r abilities are picked or viable except the hack drone. and their strength isn't worth picking. the Healing and Shock ability's should have a weaker effect but have a long cool-down. alternatively you could give them an extra charge with no cool-down. the size of the beacon could be half of a normal one

rare hound
#

!feedback I would love to have item counters (counters for whites, greens, oranges, yellows, etc.)

sinful mica
#

!feedback I think captains new utility skill has too long a cooldown for the amount of damage it does

tough pendant
#

!feedback Commando Nade Change

Show the trajectory that the grenade will go in, including after bouncing off of something. This would mean that you should be able to hold the grenade while planning the trajectory. In fact, you could make it blue lines for before activation and red lines for after activation, to make it easier to plan.

Why?
Flying enemies are hard to hit with grenades. Making it easier to see where they will go would make it easier to hit flying enemies, thus being an indirect buff of sorts.

gilded zinc
#

!feedback in the menu with statistics, you need to add an indicator of your favorite difficulty Monsoon

slender jewel
#

!feedback

Magnifying Glass

Red Item

Every 5 seconds, 1 enemy (+1 per stack) near the user will become Targeted.
[Targeted] - Target takes 50% more damage from anything for 5 seconds. Going below 15% health while Targeted will instantly kill the enemy.

-Will prioritize Elites-
-If none, enemies with more health are prioritized-
-Enemies with Targeted are NOT prioritized-
-Range is 35 meters-

covert tide
#

!feedback steam workshop support

limber scaffold
#

!feedback

When DIO's activates it should have a animation theres been alot of times I forgot I had it and I just died again because I didnt know i was alive lol

lavish stratus
#

!feedback
Artifact idea: "Artifact of Paternity": Every stage has a family event

little barn
ashen ridge
#

!feedback
I actually really like the phase round buffs but I feel like there's one thing missing: Since it already goes through terrain, perhaps it should get stronger if you shoot it through a wall before it hits an enemy? Currently there's little incentive to do that a lot of the time even if i do enjoy the trickshots and I feel like it could make a very overlooked skill better.

cerulean shore
#

!feedback
Let us cook Commando’s frag grenades

hallow bramble
#

!feedback

Nothing huge, and I'm not sure if this has been said before, but
||After the Mythrix fight, it's not immediately clear that the orbs floating around take you away from the arena and returns you to the rest of the level. Since they look like Lunar Orbs/bullets, they can read as damaging orbs to avoid.
In addition, it's not entirely clear that the barrier around the arena is still up after the fight.

While neither of these would be immediately bad, both of these come into play during the timed escape. Since the timer can be rather tight, a player figuring that the Lunar Orbs are the only way off the arena could waste enough time to die on the ship defence portion.

Not sure what would work to fix the problem, but maybe making the Arena teleporters look like they're drones from the rescue ship, or giving them the same effect as the orbs above the Lunar Seers in the Bazaar could make it more clear the orbs are helpful||

foggy garnet
#

!feedback
A reset button from the esc menu so we don't have to quit to main menu every time, essentially it would just reset you to stage 1 without having to go through the menus. Would be really helpful for trying to grind fast paced challenges like the mercenary no dmg prismatic (reposting because it barely didn’t reach the threshold and it’s also been almost 5 months)

frank plinth
#

!feedback
Overcharged Battery
White Rarity

Gives 15(+15) max shield. Reduces Equipment cooldown by 3(+1) seconds.

faint lodge
#

!feedback
The final stage kind of feels like an uphill battle to me, especially compared to the last stage in ror1, which gave you tons of items to compensate for the extra challenges. Now that there are more tasks to complete while making your way to mithrix, it would be nice to balance out the scaling by either giving us more items or preventing enemies from leveling up.

What if the time scaling slowed down progressively as you cleared the pillars, and stopped entirely for the mithrix fight?

That being said, I think the difficulty of the final stage is in a good spot, and I’m not advocating for an overall nerf to commencement

safe prairie
#

!feedback
All Twisted Scavengers should hold Beads of Fealty.
OR...
All stacks of Beads of Fealty should be removed when you enter A Moment, Whole.

Because lore or something.

dim hamlet
#

!feedback
Give Acrid's Jumps a unique Heavy property where their impact zones are much larger based on the height of the jump, much like the new headstompers. Caustic Leap would thus be much more effective for a wide spread of poison and Frenzied Leap stuns more targets and grants more cooldown reduction.

balmy sundial
#

!feedback ||they should make heretic a survivor you can pick without having to get the items, but the unlock is something vastly more challenging than the other survivors, like defeat mithrix as the heretic on monsoon, and for the mastery you play as the heretic (which could be toned down after you unlock them) and do it again||

gilded zinc
#

!feedback make more pillars appear on the final stage when you play alone. I just did a run with artifact of glass and I was unable to charge the PILLAR OF BLOOD due to the fact that it instantly killed me

little barn
# gilded zinc !feedback make more pillars appear on the final stage when you play alone. I jus...

Piggy backing off this, I think at least two of every kind of pillar should spawn and you should be allowed to pick what kinds of pillars you do.

For instance, soul is basically impossible with any focus convergences
blood is literally impossible with too many glasses
design is extremely annoying to handle unless you have 3+ hopoo feathers or a flying ability
and mass is just more turning around and hoping for something not to one shot you

No one pillar type is the "best" option, as they all have ups and downs associated with their designs, so just make 2 of each kind available

slim sphinx
#

!feedback Add a pingwheel toggle to have multiple ping options.

wraith bay
#

!feedback
make corpsebloom actually usable, change the capped to 10% of your max health per tick part, to something like all healing is received over 5-10 seconds + something per stack, so it doesnt automatically screw over any build that has anyhting more than slight healing

autumn tundra
#

!feedback
Seperate volume sliders for groups of sfx (DoT & enemies taking damage, enemies spawning & loot spawning, etc.)
Currently i personally find it hard to notice certain sfx while playing

little barn
#

!feedback

Make a discord channel named after each survivor, focusing on discussions between mains, item/ability builds, guides on how to play, tips and tricks, questions about specific characters, etc.

This could make it easier for anyone unsure of specific characters, playstyles or abilities wanting to maximise their potential, and having key information about the playability of each survivor collected in one place for easy access and discussion.

#

!feedback

A balanced repost

Ferocious Mirror
A new lunar equipment

Upon use Summons a doppleganger that is neutral that attacks both enemies and players. The dopple ganger wil receive the main players exact items. The dopple gs gers stays alive for 30 seconds with the equipment having a 150 second cool down.

fluid cairn
#

!feedback 1 people don't like that desperados buffs are cleared each stage

2 having it persist indefinetly would be a major balance problem

3 making a buff persist across stages probably isn't in the cards code wise

If I remember correctly spinel tonics debuff comes in the form of an item that gets added to your inventory. So my proposal is thus: every time you get to x stacks of desperado 10 stacks of the buff are cleared and you get an item. The item grants you 1 stack of desperado at the start of each stage per stack of the item. X = the number of desperado items + 10.

So stage 1 you kill 25 enemies with desperado, you finish the stage with 5 stacks which are cleared as normal. And you start stage 2 with 2 stacks of the buff. On stage 2 when you reach 12 stacks (10 kills) you are knocked back down to 2 stacks but on stage 3 you will start with 3 stacks.

I apologise for saying desperado so many times.

knotty chasm
#

!feedback
Make the defence zone for the Rescue Ship taller. I just lost because the Headstomper meant I was constantly out of range and I didn't realise it.

neon sundial
#

!feedback
Artificer's M2 change doesn't work as advertised. It does no longer proc bands off the tendrils, but the patch notes said it's meant to hit twice as often for half the damage, and that doesn't really happen. The rehit rate isn't high enough that the tendrils ever hit an enemy more than once before the ball moves out of range. It'd be nice if the tendrils could reliably hit enemies twice to at least make up for the reduced damage.

dawn flower
#

!feedback add the elite essences in the logbook

winter berry
#

!feedback getting the perfected elite essence is very stupidly hard to get, and you never get to play around with it because your on the moon always with it, maybe make it so aurelionite has a chance at being perfected with a guaranteed drop? 🤷‍♂️ just thinking it would be cool to use

wide hazel
#

!feedback

log book in game (during run), also item stats mod ingame would be nice for players who dont want to mod

smoky sleet
#

!feedback

there are a lot of russian players in ror2, but cyrilic font looks bad(I mean really, it looks like times new roman),

little barn
#

!feedback there are still times when the teleporter boss spawns in an area that is nearly or completely unreachable, and sometimes you do not have the mobility to circumvent this (example in image). i know this was addressed in a previous update, but the issue still hasnt been fixed

foggy garnet
#

!feedback there's still places like on sundered grove where the map + entities break (visually) if you put the camera in the wall

little barn
#

!feedback

An item that increases accuracy / reduces bloom?

languid delta
#

!feedback

Please PLEASE add an option to make the damage numbers a little bigger so I can read them. They are too small and disappear before I can parse them.

magic rune
#

!feedback
Add hold-to-sprint as an option instead of just toggle sprint

umbral swan
#

!feedback
I think Artificer needs some major buffs. She feels like she's been powercrept by newer survivors and abilities and she just isn't very good past the first loop. Even though her Nano Bomb/Spear and Flamethrower deal good damage, they make up most of her damage output. Her primary attack has a long cooldown and is just a worse Scrap Launcher in damn near every way, so her damage output ends up being pretty weak late game.
Here's a list of the changes I'd make to her:

Flame and Plasma Bolt

No longer uses the charge system
Reduced fire rate slightly
Removing the charges on her basic attack removes those situations where you're literally unable to deal damage due to all your abilities being on cooldown. It opens Artificer up to more build variety besides just being a Backup Mag Nano spam bot, and it makes wisps a little more tolerable to deal with.

Flame Bolt

Damage increased from 220% to 300%
Proc coefficient reduced from 1 to 0.8
Still causes guaranteed burn stacks

Plasma Bolt

Damage increased to 380%
Keeps its proc coefficient of 1

Flamethrower

Deals its damage over 2 seconds instead of 3
Now deals more hits with a higher attack speed just like Mercenary and Commando's Special abilities
The attack speed change brings Flamethrower up to par with current abilities, and 3 seconds feels like an eternity to be locked into close range as Artificer, so speeding up the duration of the ability makes it a little safer.

Ion Surge

Now an alternate Utility ability
Cooldown increased to 10 seconds
Gives Arti that much needed mobility without nuking your damage output, but sacrificing freezes. Makes Flamethrower more viable later on, but now its harder to stall and float forever.

New Special Ability

A big ass Kamehameha laser beam with long range that pierces enemies
Deals 2000% damage
Proc coefficient of 1
No burn DoT
1 second windup animation vs Flamethrower's 0.6
Deals more hits with higher attack speed

hollow basin
#

!feedback For Monsoon difficulty, dramatically increase the enemy spawn at the beginning of the stage. The game's biggest source of downtime is getting to a new stage and waiting for enemies to spawn for gold, so increasing monsoon's difficulty at the start of a stage would make the beginning of each level much more engaging and would make getting your first items of the stage sooner.

umbral crescent
#

!feedback

desperado is amazing, but it would be nice if it also reloaded your M1 after a kill as well to make it a little more fluid, so that way its not replacing lights out but still gives some of that resetting gameplay hes known for

wheat venture
#

!feedback

Please have activating a cell vent in void fields FULLY restore your HP, there’s no time limit in void fields, so there’s no real purpose to making you sometimes have to wait awhile to get to a suitable health pool if you hadn’t gotten any reliable healing items.

snow ibex
#

!feedback make it so purity can make reload really short

jade sonnet
#

!feedback

Considering how Infusions scale with shaped glass and artifact of glass (or whatever its name is)
Shouldn't it also scale the opposite way when you add fresh meat?

dim hamlet
#

DYNO IS BRIEFLY DOWN, FEEDBACK DOES NOT WORK AT THE MOMENT. LOOK IN THE USER BAR IF DYNO IS BACK BEFORE SUBMITTING

dawn flower
#

DYNO BACK

mossy abyss
#

!feedback
so alot of these requests are mainly personal stuff (and things people have probably thought about before), but I have afew ideas regarding bandit, namely his R
Starting off with his default R, Lights out:

something that's bugged me about it is how you need to specifically get the kill with the first hit of Lights Out in order to refresh your cooldowns, with only flat damage buffs boosting that chance(I.E. Crowbar, Brilliant Behemoth, and probably others I missed). While this is fine on paper (and this really just comes down to personal preference) having items like the bands, or that one stack of fire or bleed that happens to take off the last of the enemys health just after you use lights out, and have it just not count really sucks sometimes. I'm not particularly a fan of managing to kill an enemy with the ability and look over at my cooldowns only to see that they haven't been refreshed. Because of this, I would like to suggest that perhaps there should be a small window after the first hit of Lights out where bonus damage (like the bands and other on hit effects, as well as maybe an extremely small window for fire and bleed) to still count and refresh your cooldowns.

My second suggestion (which is something that just got suggested above this) is adding the "Kills reset cooldown" effect on just desperado. To balance this, I suggest specifically not applying the buff I suggested above with Lights out in order to keep it as more of a risky option compared to the reilability of Lights out, with a massive payoff if you can work within it's very tight restrictions.

alot of these changes may help to give bandit a little more wiggle room, but the main reason I'm suggesting these is because after playing him until I managed to get a monsoon win, (In my opinion) I feel it would help make the character more fun.

waxen tundra
#

!feedback

While I enjoy the Engineer's stationary play style, most don't so I believe his alternative abilities should aim to make him a more mobile character.

  1. Both of his secondaries are too similar too each other and don't bring anything new to the table, remove one of them and replace it with Thermal Harpoons. This way you can get more Harpoons stacks with Back-up magazines, and makes the ability more viable as the game progresses.

  2. For the new alternative Utility, I propose a EMP Blast. Most characters' Utilities are either defensive or mobility, this should also be the case with the Engineer. This ability would create a EMP blast lasting ~2 seconds with the same range as the focus crystal. Every hostile projectile in the blast would be destroyed and enemies shocked.
    A nice alternative defensive that fits the Engineers theme.

  3. Remove the mobile Turret ability, it is the most unsatisfying ability in the game. You just plop down a silly turret that runs around and don't ever interact with it. They get stuck everywhere and rarely attack the thing you want them to attack. Good luck keeping them alive late game.

New Special should be a shoulder mounted turret. This turret can't be destroyed and is always on your shoulder, but as a draw back it doesn't automatically fire at enemies and you have to press R to lock on to targets. Turret then fires at the target until it is dead or you press R again to change targets.

With these abilities, you can play as a more mobile engineer that doesn't have to set up base and be still to be useful.

jade sonnet
#

!feedback

Considering how Infusions scale with shaped glass and artifact of glass (or whatever its name is)
Shouldn't it also scale the opposite way when you add fresh meat?

viscid yew
waxen tundra
#

!feedback

Heretic is a great character with fun abilities, however it is impossible to play her consistently without resorting to cheating to get more coins. So I think we should be able to pick her start of the game, but with severe drawbacks; fitting the Lunar theme.

When picking her start of the game, you should only get to pick 2 of her abilities.
So lets say you picked her Primary and Utility, you would start the game with Visions of Heresy and Strides of Heresy. But you can't use your R and RMB until you pick up their respective items.

To compensate for this massive drawback, she should have a passive that allows you to activate Newt Shrines for free, and perhaps the ability to buy lunar items for 1 coin instead of 2.(If too OP this could be limited to Heresy items only)

It will still cost you a bit to get all 4 of your abilities within the first loop, but if you manage to finish the game or obliterate, you should have a net gain of lunar coins.

little barn
#

!feedback

Artifact of Prisms
"Crystals impede your progress on each stage."

Adds the crystal beacon mechanic from Prismatic Trials to the base game.

hollow basin
#

!feedback
Buff Leeching Seed to heal 1 health on healthy enemies, but heal up to 3 health on low health enemies.

This would give the item's life leaching aspect from the logbook a lot more personality, and would make it able to better compete with Scythe.

austere oracle
#

!feedback
Buff arti :)

eager plume
#

!feedback Not enough or high power healing items for the early or late game, Final boss becomes very hard to heal back to full, and considering that melee characters need to be up in his face, this means prolonging the fight, which makes it harder, to gain health back slowly. A few good changes would be to buff Leeching seed to 3 on hit (+3 per stack), and for the new Bison Steak to add a .5 (+.5 per stack) Regeneration effect, considering it adds a decent chunk of health. Also rounds it out, considering how high health with no healing isn't exactly good when you get to the higher levels.
Edit: Maybe a .5 regen effect is too high on a white item, but the idea is to add a bit of regeneration onto it, considering its description. Also, consider doubling or even tripling the effective regeneration on Titanic Knurl, as well as doubling the health it gives, its a boss item after all.

covert solar
#

!feedback
I think, making Desperado's stacks come with you on another stage, but give less buff would be great and make Desperado more useful and fun to use

barren meadow
#

!feedback
please either like rework sundered grove or reserve it for after the first loop.
As of now the map is way too open with loot way too scattered for the mobility of a loop 1 stage 4 survivor to reliabily traverse, plus the fact that it seems like every monster spawns on that stage.

strong saffron
#

!feedback
The store page should be updated, there's some extremely outdated screenshots in there, including this one:

worthy holly
wide hazel
#

!feedback green item/possible "stack buff" concept: hopoo wing

primary attack obtains agile modifier (you can shoot and sprint at the same time). im not sure how op this would be, could be a red item if its op enough

just realized this could actually be not an item, but a "stack buff"! stacking 10 of some item could get you some buff, for example, 10 goats feet or maybe hopoo feathers could get you this as a permanent buff!

waxen tundra
#

!feedback

Currently if you have at least 1 Crit Glasses, Scythe outperforms Leeching Seeds. Seeds need a rework to make it stronger while not making Scythes obsolete.

Leeching Seed Rework:

Heals you up to 8(+4 per Stack) per hit. Heals you more the lower your health is.
Heal is maximised if you are at or below 25% Hp, and minimised to 1(+1 per Stack) if you are at or above %75 Hp.

The Maximum heal number and scaling is same as the Scythe's, so at high crit chances Scythes are still better, but as a stand alone item the seed is better and will help you get through early game.

strong saffron
#

!feedback Buff / replace Captain's taser (not tazer, like in game...). Everyone I have talked to says that they almost never use the taser past stage 1-2.

wind laurel
#

!feedback
the new special skill for bandit (desparado) i don't think is good enough to compete with the basic (lights out) because it doesn't do enough damage and can't reset other cooldowns for example you can kill bosses crazy quick if you backstab the boss and apply hemmorhage use lights out on an enemy then apply more hemmorhage. i think they should make desparado do more base damage OR mkae it so it resets cooldowns but only on that skill.

blissful ether
#

!feedback Please think of adding < (Previous page/item) and > (Next page/item) arrows in the Logbook interface when reading an item's entry. It is a bit clunky to keep going back and clicking on the next item and back again. Just a small QoL improvement. It'd be a nice little touch up 🙂

viscid yew
#

!feedback
interactible qol changes
-reduce the wait time between chance shrine uses
-let players queue items into 3d printers (eg. players can dump as many items in as they want with no delay, but it takes a couple seconds for each item to pop out)
-prevent the scrapper menu from closing after each scrap (the player has to purposefully close the menu)
-(obligatory) allow scrappers and command menu to be closed with esc or with player movement

keen nymph
#

!feedback
maybe when you get an achievement for an item, you could receive it? like it could spawn somewhere near you? It would be a lot nicer than having to start a new game just to try it out

still lion
#

!feedback

The new Beetle Queen change of summoning 2 Beetle Guards make getting it as a stage 1 boss kinda ridiculous, especially when she spams them so often that I can barely kill the first two before she summons the next two.

Suggestions: Revert the change, make her summon only 1 guard and not 2, or give her a longer cooldown

strong saffron
#

!feedback Have shrines of chance drop their item in a random direction, so that items don't stack on top of each other. This is a problem, especially when the shrine drops equipment while the Command artifact is on.

still lion
#

!feedback

On the note of Chance Shrines, can there be some insurance so that when one spawns on a ledge it doesn't eat your money and then drop your item into the void? Same for printers.

safe prairie
#

!feedback
It would be nice if Perfected elites were included in phase 2 of Mithrix’s fight somehow, even it’s only on Monsoon. I’d prefer if their addition wasn’t done through random spawns.

How can he call them his “zenith designs” if none of them are perfected?

fathom pasture
#

!feedback remove perfected lunar wisps

charred ermine
#

!feedback
New item idea either a gray or a green item, "Insurance" returns 10% (+10% per stack) of money used when a shrine of chance fails

forest pivot
#

!feedback
A new shrine that spawns allowing players to guarantee the teleporter boss for that stage. Shrines can look differently per boss, etc. This would help with trying to hunt down specific bosses for achievements like the commando and acrid ones, as well as perhaps allow players to choose if they wish what boss they want to fight.
Cost would suggest a bit less expensive then the golden shrine, but a bit above the shrine of chance.
Maybe throw in an increase chance to get the boss item drop if use said shrine.
Also, maybe limit to what bosses have this new shrine. For example, ||solus control unit, since not originated from the planet, perhaps don't have a shrine since it doesn't fit lore perhaps||

quick flint
# quick flint !feedback Can quick join be re-added back to multiplayer? I feel like having g...

!feedback Expanding more on earlier post regarding quick join

While clicking quick join, you get a selection on certain artifacts you want on your run. Or if you just want no artifacts and just want classic vanilla, make that an option. After choosing the type of run you want, you get paired up with randoms who have the same artifacts you choose. Same can be said with choosing a vanilla run where you get paired up with them too. Another option that can be added is joining any games regardless if its a classic run or with artifacts.

gentle spade
#

!feedback Yellows should be slightly more common, or have additional ways to find them/drop from normally spawned bosses later. Its a shame that they have neat unique effects and..you don't really get to use them

glacial token
#

!feedback

Currently as we all know Burst is superior in most aspects to Blast.

Burst is 5x100x4 resulting in 2000% damage
Blast is 330x4 resulting in 1320% damage

My buff for this is to give Blast 2 more shots, and no (or reduced) bloom.
Buffing it from 1320% damage to 1980% damage.

Putting in an actual competition with Burst and not leaving it on the sidelines, comparable to how Phase Round was when brought up against Phase Blast.

wind laurel
#

!feedback
new item: chipped knife, chance to apply hemorrhage

strong spruce
#

!feedback

Artificer Desperately Needs a Buff
For such a cool character, it's sad how mediocre she is. Artificer has gone from melting every boss to being painful to play. Please help Arti.

knotty chasm
#

!feedback
In the event that we get a character with a shield, make it so that picking up Aegis replaces their shield.

gaunt hazel
#

!feedback
In risk of rain 1, the monster log for scavenger mentions trying to "team up" with it. What if there was a way to unlock a so called "scavenger character"?
My idea for unlocking it is similar to how you unlock Rex, but not the same. You have to get a certain usable item, activate it on a scavenger and kill them while they have a debuff/effect from said item. Doing this will "neutralize" (or force it to comply) the scavenger and unlock a "scavenger character"

I don't think playing a literal scavenger as in game would be any fun so this character is not just a literal scavenger boss made playable, but rather a reimagening of how a scavenger would look like as a teammate. It would be having similar main attacks to that of the boss, but looking more like the other characters we're familiar with. Maybe a little bigger than Acrid, but still small enough to fit the screen.

hollow basin
#

||!feedback||
The way Death Mark stacks adds duration is pretty underwhelming. Buff suggestion:

Death Mark
Now activates on 3 debuffs, but only increases damage taken by 20%, further increasing damage taken by 20% for each additional debuff. Extra stacks increase damage taken by 10%.

daring raptor
little barn
grave plaza
#

!feedback
Add a "restart" button to the death screen and change the "continue" button to "character select"
Huge quality of life change.

tough pendant
#

!feedback Artificer Passive Changes

  • Give it a fuel system, where you can only use it for so long before needing to recharge. The fuel could recharge while grounded, or possibly just when not in use like the Photon Jetpack from the first game.
  • Give Artificer a speed boost when using it, so as to give her a bit more speed earlier on.
  • Propel Artificer upwards while using it, as in how a jetpack would work. This would give Arti some nice mobility early on.

Why?
All of these changes would combine to make Arti a bit more strategically oriented, like she's supposed to be. It would also give her some much needed mobility to counteract the lack of mobility and defense she currently has. The other immobile characters at least have ways to defend themselves, such as microbots with Captain and the bubble shield/turret meat shields with Engi. Arti doesn't have any defense and not much mobility, while in comparison having similar damage outputs to those characters.

Ion Surge
Ion Surge may need a slight bit of a redesign if this change were to take place. I trust that you devs would know what to do to keep it interesting and useful, though.

gentle spade
#

!feedback Bandit's cursor/aim seems to be a little higher than where the projectiles actually fire...

heavy glen
#

!feedback the Moon Detonation timer should not overlap with the Holdout timer for escaping the Moon. It feels really bad to realize you don't have enough time left when the timer still says 59 seconds, and to lose at 90% of the Holdout.

Allow the timer to continue if you leave the Holdout zone, such that you still have a set amount of time before the Moon explodes.

little barn
#

!feedback

make the server survivor roles the same colors as on the logbook stats tracker

Commando - #F89500
Huntress - #E52229
Bandit - #F877EE
Mul-T - #D3C931
Engineer - #00EB80
Artificer - #FFB9FF
Mercenary - #48D3EF
REX - #7EA34C
Loader - #6E62E5
Acrid - #BBFB1A```
azure plaza
#

!feedback

From a lengthy discussion we had earlier in gd1:

Add the ability to save your progress in the bazaar -let me explain before downvote:

-It would only allow you to stop and pick up where you left off in the run. I.e. you save, close the game, come back a few days or hours later, you resume in the bazaar.

-It is not a save state meaning it could not be abused and if they die on next stage for example they can't just keep closing and reopening game allowing them to start back where they were.

-The player can only do this 3 times per run, and it should be a generous 2 lunar coins per use

-And my favorite part: The animation for saving is Newt freezing you like he did to Artificer. The continue animation is him unfreezing you.

alpine raft
#

!feedback
id suggest that the projectiles of the sawblade despawn after a specific amount of time that is longer than they need to reach full forward and back to the player. you can make some serious stuff with it. like at least 1 gesture of the drowned and bout 35 fusion cells cause the game to become very laggy due to the sawblades getting caught on terrain edges and not despawning. that is especially the case on the moon.

waxen tundra
#

!feedback Engineer Alternative Ability Rework

Why?
Engineer has a niche play style where you set up base and defend. Because of this most people do not enjoy playing him. His alternative abilities should offer an alternative play style where he moves around more. Devs have also aimed for this by adding mobile mines and mobile turrets, but his alternative secondary is barely different than his default.

Mobile Turrets are Terrible
Engineer's main source of damage is his turrets. When you pick the mobile turrets, you put the main source of your damage in the hands of the AI. Those things barely do what you want them to do, get lost and stuck. They are absolutely the most frustrating ability in the game and should be removed.

Alternative Secondary (RMB): Thermal Harpoons
Thermal Harpoons, moved from the Utility slot to here, this ability always seemed like a secondary rather than a utility.

Alternative Utility : EMP Blast
Engi needs an alternative defensive ability that is more appropriate for a mobile play style: EMP Blast, an explosion that destroys projectiles in range and stuns enemies.

Alternative Special (R): Shoulder Mounted Turret
The Turret does not fire on its own, instead you have to press R to make it lock on to your target, afterwards it will proceed to fire at the target until you change it or the target dies.

With these abilities combined you can become the Nomad Engineers, flinging grenades at golems, launching harpoons at wisps, running around circles around the boss while your shoulder turret fires away. No need to set up camp and defend.

mossy abyss
forest pivot
#

!feedback
Speaking of engineer rework, one suggestion, that could work in conjecture with the recent engineer suggestion that I had was to make the turret selection similar to that how captain selects the supply beacons in the sense, one could have a mobile turret, for offense, and a stationary turret for defense. If more turret types are added later then you can pick between those as well

deft vector
#

!feedback
aurelion showing up during mithrix's item stealing phase is kinda op, as he solos mithrix before/before too many loops due to mithrix's greatly reduced damage and health. The player can just run off and win. Have him show up in an earlier phase instead, where he actually takes damage.

sage fulcrum
#

!feedback
The Atg Missle Mk. 1's camouflage design has a mirrored pattern at the top. Imo it makes the camo look a little weird and ultimately unconvincing. Here's a screenshot I took:

little barn
# deft vector !feedback aurelion showing up during mithrix's item stealing phase is kinda op, ...

!feedback

to add to this:
Aurelionite should be in the entire boss battle, not just the final phase. If you stack enough halcyon seeds, he becomes decently overpowered in battle, and if you don't then he's still amazing since he takes aggro away from players.

I think he should appear during the 2nd phase onwards, because that's when all the chimeras show up and that would give enough time for him to lose a bit of health to make you not rely on him entirely in the fourth phase

also also, he should stay in the fourth phase. It makes sense, and has lore implications ||since Mithrix hates him and wouldn't want to use him to battle with him, and also Aurelionite is loyal to you since you defeated him in battle (at least that's how I understand it)||

hot raven
#

!feedback
A lot of people have said they don't enjoy playing captain because he feels too focused on m1. What about effectively splitting his orbital strike into individual probes on a shorter cooldown? Something like a middle ground between his current ability and rex's m2. It could be either an alternate or a rework to the base ability. It would make it a little more flexible as a source of damage throughout the run.

little barn
#

!feedback
It's pretty rare, and I know that the devs already addressed this, but it's still annoying when it does happen:
chests and printers that thrown items down into the cold, heartless abyss.

How could this be fixed?
Well, what if instead of placing chests in random locations... We place item falling locations in random places then randomly place a chest in the appropriate radius?
So, say, you pick a random spot - that's where the item falls. Then, you calculate how far the chest has to be located for the item to drop, include the height and the presence of ground so that the chests don't fly, and then randomly pick a degree and direction where the chest is placed (facing the drop point, same radius no matter where it's placed, the height and length that the item falls doesn't change)

TL;DR:
Instead of randomly placing chests, randomly place item drop points and then place chests jumping from that point.

#

Genesis Loop [Balance Change]
Current Stats

+) Falling below 25% health causes you to explode, dealing 6000% base damage.
-)Recharges every 30/2(+1 per stack) seconds

Suggested Stats```diff
+) Falling below 25% health causes you to explode, dealing 6000% (+3000% per stack) base damage.
-) Recharges every 15 seconds
-) Damage falls off at a 60%/meter radius

This allows you to eventually hit the entire map if you stack enough, but with the downside of not changing the recharge rate.
hollow basin
#

||!feedback||
Uncommon Item Idea:
Spectral Spear
A ghostly spear sticking through both sides of the survivor's chest

Hits that deal more than 400% damage heal you for 1% (+1% per stack) of their damage. Has 3 second cooldown.
Great alternative healing method for low fire rate survivors and goes great with crowbar/crit/bands.

little barn
# hollow basin !feedback Buff Leeching Seed to heal 1 health on healthy enemies, but heal up t...

Make leeching seed heal up to 100% more health when at low health

as of right now, the stats are 1 (+1 per stack), and that's fine. Maybe 2 (+1 per stack) would be a bit better, but that's not the point right now

the point is: for every 1% lost, add an extra 1.33% healing up to a max of 100% at critical health.

You might think that this is weak when we're talking about +1, and you're right, but let's say it rounds up, so you get up to 2. Now you're making a bit more, and also actually getting some nice healing.. but what happens when you get more stacks

1 (+1) becomes +2 naturally with 2 stacks, meaning you can heal up to 4, then up to 6 with 3 stacks, 8 with 4 stacks, and so on

I think this is a good buff because it incorporates the want to buff leeching seed with the want to scale it based on how much health you have, while also keeping it relatively simple

hollow basin
#

!feedback Buff Acrid's Ravenous Bite to deal at least 400% damage so it can proc bands consistently.

magic rune
#

!feedback
Add the old palette-swap mastery skins as a selectable option in addition to the fancy new mastery skins. They're already in the game, why not have them available? I love the new ones but I also miss my old black chrome Artificer ;_;

safe prairie
#

!feedback
Alt Acrid Special

Name: Pollution
Effect: Acrid expels a cloud of poison around himself in a large area that lingers for a few seconds, deals tick damage, and applies poison.

Could potentially fit well in a melee-Acrid play style.

stray wyvern
#

!feedback

Grandparent's sun aura overheat-thing should be map wide and have a sizeable cooldown for punish damage, currently its just a big ball that keeps you away and sometimes gives you a chance to attack and sometimes not. Map-wide as in it will cast across the whole map that is visible to the grandparent, as it does now. So a tunnel hidden from the grandparent would be unaffected by overheat. The cooldown would have to be large enough so that multiple grandparents at low health thresholds don't constantly have an aura up.

I mean, it's like the power of a fuckin sun, I kind of want to get burned a little bit.

stray wyvern
#

!feedback

Lunar Coin Limit & Lunar Safe

Lunar coins have always been a strange topic. Cheatable, pretty easily farmable, decently strong (the balance of some lunar items is a different story), etc.

I suggest that Lunar Coins have a max of 10-20 per run. If you spend coins you can regain coins via the (surprisingly more common) monster drops.

What about coins you pick up when you have max coins? Or what about farming coins? Or cheating them in? In comes the Lunar Safe. The Lunar Safe would hold all excess coins, thus letting you keep your 1947494939 coins (you know who you are). At the start of every run, coins from the safe will be given to you up to the max amount.

I think this will be a large step forward for Lunar Coins, having them be more rare; not having people bazaar every stage, buy every lunar item, etc. They will be more finite but will not discourage farming/cheating.

mighty sorrel
#

!feedback

Love that the ambient level is displayed now - But I didn't see it displayed on the results screen at the end anywhere? Would love to see where we got to after suddenly dying without time to check it beforehand.

brittle pollen
#

!feedback Please let the Diablo strike do 40,000% anywhere in the radius. The skill is hard to aim anyways, and a dev stated they had no plans to decrease the time of drop. If the dmg is consistent everywhere, it would become a much more reliable ability. That and/or increase the radius size.

split pike
#

!feedback

Desperado idea: Slayer. Fire a Revolver shot for 400% damage. Kills reset Desperado cooldown and grant stacking tokens for 5% more Desperado damage. Carries tokens across stages. (Cannot gain tokens within hidden realms)

simple badge
#

!feedback Bring back the quick play option from beta, just add a few qualifiers - Artifacts yes/no, Difficulty preference (works like a checkbox - I'm okay with rainstorm or monsoon, for example), and perhaps most importantly, Max ping.

The server browser is just so cumbersome and there's only like 13 on at the busiest of times, compared to basically instantly joining a game way back when. The game hasn't gotten less popular, though! I think I speak for many of us when I say that the loss of the quick play feature was significant.

frank plinth
#

!feedback
Increase OGM-72 'DIABLO' Strike's Proc Coefficient to 3 (same as Wandering Vagrant's Nova attack), due to it's very slow attack speed and cooldown.

west heart
#

!feedback Add an alternate mode that let's you choose which one "event" will occur. Essentially firefight and gruntpocalypse from halo. For example, you can choose the beetle event "[WARNING] The ground's temperature begins to rise..." and call it Beetlepocalypse. It lets you practice versus one type of enemy and have a type of infinite game mode versus one type of enemy. Each stage is just all of that one type of enemy in increasing numbers, elites and bosses.

warped kelp
#

Please make it so drones stop flying down towards the player, they get really crowding and it is a pain at later stages if you have a lot

hollow basin
#

!feedback
Nerf Hellfire Tincture's damage to enemies or buff its damage to self. It's so powerful right now especially with barbed wire that it removes all challenge. Make it feel like a real trade off that requires powerful healing to sustain.

||Maybe make it work like the crowdfunder where it can be toggled on or off but while it is on you get the malachite 'no healing' debuff. Just potential interesting nerf idea that'd really make it feel lunar.||

lusty lantern
#

!feedback
Elite Equipment

Would be nice to have this equipment to be a little more accessable during runs. For as rare as it is, and the fact that it takes your equipment slot as a passive item, the effects from it are rather decent through the first loop and a bit underwhelming later on into a run. Though I'm not saying that it should be buffed or anything, just make it so that the drop chance is a little higher at least!

TL:DR
Make Elite Equipment have a higher chance to drop from their respective elite types, its only once in a blue moon you ever get to see one.

lethal solstice
#

!feedback

Shrine of Revival:

Costs 7 lunar coins. Revives all allies. Can only be used once per run.

normal wadi
#

!feedback

When standing still for long enough for some reason your medical drones like to get under your feet and fling you around like hell. Trying to heal with shrooms becomes impossible and trying to get teleporter or other charging objectives with more then one Focused Coverergence becomes really hard. This happened the most when playing MULT

I am not sure if this is a bug or just problems with the pathing.

little barn
#

!feedback
Since drones are so clingy, the least they could do is let us ride them

little barn
#

Unnamed [Lunar] ```diff
+) Gain 10 (+ 10 per stack) max health on kill

-) Regeneration is multiplied by -0.5(-.3 per stack); stacks linearly
-) Damage is permanent

warped charm
#

!feedback

The "aspect" equipments are extremely cool and rare, and it's super exciting to find one. However, that excitement pretty quickly turns to disappointment given that they're really just quite bad. You're giving up a powerful, activated feature for a (usually subpar) passive one. It feels even worse for Malachite/Celestine, as they ought to be extra special, but are really just very weak.

Given that they're rare enough that even were they OP it would have little impact on overall game balance, I think they really need a buff, and could see three possible ways to improve them:

  1. Immunity. Have each aspect grant immunity to its respective type--no worrying about frost explosions if you're ice, you can see invisible enemies as Celestine, etc. This would be particularly powerful for Malachite and Fire, but that might be okay.

  2. Make them yellow (or some unique rarity) items. They'd still just feel like a fun boost that way, not a liability you reluctantly need to leave behind eventually. What to do if you obtained multiple is a problem that would need to be solved.

  3. Active features. Each could, in addition to passive features, have an activatable one on a CD. Shock generates extra shields, ice freezes enemies in a radius, Malachite spews Malachite bombs, etc. This could incorporate some of the features of that type you don't get to see otherwise (like ice's death freeze) while also making them more worth your equipment slot by giving them more power and making them actually function with Gesture/War Horn/Fuel Cell, instead of turning those into dead items.

Whatever the approach, these items really deserve to be exciting, not crippling

red zenith
#

!feedback

The final area forces you to build items on certain characters, and it makes things boring and removes fun.

unreal jolt
#

!feedback

when the equipment drone dies,it drops (or has a chance to drop) the equipment it's currently holding
also,equipment drone uses certain items differently,like using the crowdfunder in rapid bursts,or always using the wood sprite on the weakest ally
i falsely read the rules and suggested 2 feedbacks at once lol mb
ˢᵒʳʳʸ

shy coyote
#

!feedback
Make Mired Urn damage players again. It was fun seeing a bunch of lines between players when they all have a mired urn.
Maybe make it deal 1/2 damage to players. I don't know. Just make it damage again.

open tartan
#

!feedback
Make Brilliant Behemoth procs on Lights Out able to reset cooldowns; it makes no sense that an exploding round doesn't count as the same bullet.
This also fixes a bug: Apparently, enemies hit that can be killed by Behemoth damage will consistently fail to reset the cooldown, as if Behemoth happens before the actual shot.

digital ruin
#

!feedback captain’s diablo strike is freaking amazing, but i’d love it if the stun pylons would cover more ground to fit with the strike’s radius, giving it more synergy and more pick rate.

hearty scarab
#

!feedback

Bug: Missing Stage Log which doesn't actually exist.

I noticed I was missing a stage log and I thought it was a secret like [REDACTED]. But then I looked into the game files and saw the stage is called ai_test. Using <unlock>etc. does nothing. I think the fact that it appears in the logbook is a bug.

Bug: Character icons on new profile show in yellow.

When you start a new profile all of your character icons show in yellow like they are new despite the fact that you haven't unlocked them yet.

Bug: Mercenary's Flash of Blades unlock not working.

You can complete the achievement just by swinging your sword on the first stage. It has happened to me and some of my friends.

Maybe intentional: Captain's Diablo Strike doesn't damage other players.

Maybe the devs didn't want to make Mired Urn 2 but it reads: "...to ALL characters..." and I think it would be way more fun if it damaged players. Also, it is really easy to avoid.

Maybe intentional: [REDACTED] dies when you pick Wake of Vultures or Perfected Aspect.

Self-explanatory.

Maybe intentional: Using mods messes with your profile stats.

I don't know if they wanted mods to show up there. Also, using mods has deleted my monsters, stages and some items logbook progress. That could be my fault though.

Maybe intentional: Elite aspects don't show in your logbook.

Self-explanatory.

azure sorrel
#

!feedback
desperado's stats makes it feel like it should get a increasingly viable the later your run goes, the buffs and debuffs resetting each stage nullifies that, desperado should keep the tokens per stage, but limit the token allowed to get per stage to so it cant become brain dead after void fields.
desperado (x= tokens obtained)
tokens now save between stages
600%*(1+0.1x) --> 600% + 10x%
tokens cap is limited to 20 multiplied by the stage number (ex. you can get up to 120 tokens before no loop mithrix fight which would allow desperado to do triple its normal damage)

fickle warren
#

!feedback

Engineer's new primary - focused fire; steering and manually targeting his turrets.

hollow basin
#

!feedback Buff the Bison Steak to work like the Personal Shield Generator by increasing your max health by a percentage, like 5%.

The old PSG only gave 25 shield health and was worthless, so making the Bison Steak percentage based would make it much better at increasing your durability. You could also buff hp regen for this item too.

spring violet
#

!feedback April Fools Update. For a day, Sticky Bombs are OP again like they were in the first release.

...please.

static hawk
#

!feedback possible change to heretic/heresy items, slightly increase the chance of coming across heresey items for each heresy item the player has. Would play into a sort of becoming corrupted theme, and work to make going for heretic runs slightly easier.

digital ruin
hollow basin
#

!feedback While Bandit has been extremely fun to play, he doesn't get too much use out of his ability to reset his cooldowns because the ability cooldowns and reload speed are already very quick (only 3 seconds of downtime for invisibility, M2 comes back by the time you empty your magazine).

To make Bandit's playstyle revolve more around resetting cooldowns, all of his ability cooldowns should have a few more seconds tacked onto them, but make his R a bit more powerful to make cooldown resets or Desperado stacking easier and more central to his playstyle.

languid delta
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!feedback

Desperado bonus doesn't feel particularly good being reset per stage, maybe add a feature where each desperado stack is worth more after every loop? That way it will scale a little better over long runs but won't be super OP.

Edit: to clarify, it would still reset per stage, but the bonus of each token would be a little bigger for every loop you complete

oblique jasper
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!feedback Add the ability to view a seed for a given run and to be able to set a seed for a run. The ability to see a seed is already available in game through the vanilla console but a dedicated system for setting the seed would be really cool also

honest swift
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!feedback Add brief item description (the stats ideally) to the currently mostly unused text box in the log book. Show Unlock requirements before unlocking, and then switch to description for unlocked items.

oak garden
#

!feedback

Bound microbots item Captain gets at start to his character so when you transform you lose them cause certain characters become way too powerful with it

sage fulcrum
#

!feedback
Give Bandit a different model for his gun based on whether you’re using burst or blast. This would just be a fun little detail, and it bothers me slightly that shotgun shells are strapped to the gun regardless of which skill you’re using.

Edit: Or maybe only have different models while using his mastery skin, as the gun he uses with his default already looks like a rifle-shotgun hybrid.

atomic forge
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!feedback
Add the "Wander" modifier from prismatic trials into the normal game as an artifact. Primordial teleporters would spawn every fifth stage, Celestial portals every fifth stage from stage 8, etc.

wind laurel
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!feedback
when the heretic does the M1 it applies ruin after the projectile explodes, i think it should apply ruin when the projectile hits them so he can get damage out at a slightly faster rate

hollow basin
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!feedback Make Commando's challenges for his alt abilities easier to complete, as he is the starter character and should have challenges that newer players can more realistically achieve.

New players will not be able to get to round 20 easily (Frag Grenades) and wont be killing any overloading worms (Phase Blast) until they put quite a bit more playtime into the game (especially with Commando default abilities) .

normal anchor
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!feedback

Please, give Commando his invulnerability roll again. I just finished the game with most characters and he is the only one without any good balance between defense and offense. In the effort to balance all his attributes he ended below everyone, he can't move away from danger fast enough, neither due the roll or his normal pacing, might as well give him an edge above the others. Or shorten the delay between rolls. Preferably both.

fleet moat
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!feedback

Artifact of Order
Causes each stage to only drop a single type of White, Green, and Red item. (Excluding boss items as those are boss specific)

little barn
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!feedback

I don't believe this is intended but the Bandit's Burst (The shotgun) actually feels more accurate than Blast (The rifle) due to their fire spread. Burst's 5 shots remain equidistant, have no vertical spread, and there's always one bullet exactly on the center of the reticle, while Blast can stray randomly within the spread. Of course, this can be compensated for by shooting in a more controlled manner, but the same logic applies to Burst.

unreal jolt
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!feedback

Artifact of Contingency
Causes stages to appear in a random order,with the exception being sky meadows

sage fulcrum
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!feedback
Add a feature in the logbook that allows you to view the sprites for the elite versions of the selected enemy as well as the default.

(For obvious reasons you would have to kill at least one of said elite versions to view it in the logbook)

candid mural
zenith falcon
#

!feedback

Right now Mithrix has extra dialogue if ||your the Heretic|| or if ||you have the Halcyon Seed||, and if you have both more dialogue unlocks.
I would love to see more secret dialogue with Mithrix. Like if you get to him with no items, or if you only have lunar items.

hot barn
# little barn !feedback I don't believe this is intended but the Bandit's Burst (The shotgun)...

!feedback

I had a similar thought in a run yesterday: Bandit's primaries should be more realistic. Firing a shotgun rapidly doesn't affect the spread of the pellets, it just causes a random-ish deviation in aim direction due to recoil. Burst should fire a shotgun of pellets with a fixed spread, and firing fast should cause the same recoil-based inaccuracy that Blast already has (though maybe with a larger magnitude).

proper mango
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!Idea

can we have a system so we can vote to boot a player in a Online game.
Me and 2 friends were playing a game that we opened to the public and someone is hogging all the items and refuse to talk about it. just acting like someone that doesn't understand how to play a coop game. and we didn't want to have to start a new run after 20 minutes into the run

slim peak
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!feedback drone pathing is the most annoying feature so far. having drones and standing still isn't feasible because they fly constantly under your feet and push you around. maybe drones shouldn't be able to push the player or block their shots with this kind of pathing...

vocal bramble
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!feedback I just wanted to voice my disappointment in the "new" survivor they implemeted, bandit. Not only was he already available through modding, i actually think the few changes they made implementing it made him worse for the overall state of the game. Having 100% crit without investment into crit items is extremely unhealthy for the game, because not only does it make crit reliant items on him stupidly broken, but it also makes it so that your team has to actively funnel all crit items into you, making it so that no other player in the same run may pick up crit items. It is a downwards spiral. In addition his damage is really inconsistent. You either get the 100% crit or you are doing nothing. His alt primary is so bad it makes engineer primary look good. In my opinion it would have been better to just implement the mod completely, without making these changes to him, resluting in above mentioned problems.

hollow basin
#

||!feedback|| Allow Acrid's R Epidemic to initially shoot out 2 strains of disease instead of one.

Often times you shoot Epidemic at a large group of enemies and the initial strain goes to a lone isolated enemy, ending the chain there. Allowing it to target two enemies initially would not make it too much stronger, but would be a nice way to make it remain consistent.