#ror2-feedback-and-ideas
1 messages · Page 37 of 1
!feedback
I really like @crude elk’s idea of sticky grenades as opposed to the regular frags. However, I feel that having the same damage for the sticky grenades as the frags would be very overpowered as they would obviously be incredibly easy to sweetspot. What if, instead of scrapping frags, sticky grenades were added as another alt special but they either wouldn’t have a sweetspot, or would have a body part sweetspot and reduced damage. That way, a more consistently hitting grenade is available but it’s not completely overpowered!
!feedback
An item that summons the Lunar Chimera (Exploder) as a friendly minion.
Pls.
I want a droideka friend.
He is so cute.
!feedback
Looking at what Ghor said about the Void Fields yesterday, maybe it could be changed so that you CAN'T leave the Void Fields until the very last cell is opened? So if you die earlier, tough luck. But at the same time, Tesla Coil in Void Fields is literally impossible to survive against unless you have omega damage at that point, so I feel like either Tesla needs to be removed from the Void Fields pool, or the portal needs to be there on the last cell so you can escape the insta-kill.
||!feedback||
Alt Bandit Special Idea: Showdown
Target up to six enemies and blast them all in rapid succession with your revolver (in the same way Thermal Harpoons targeting system works). The first shot does lower damage, with each consecutive bullet dealing more, ending with the sixth shot dealing cataclysmic damage. Has a long cooldown, and does not break stealth while targeting, only when first shot is fired.
!feedback
Bandit passive buff
The Backstab mechanic is good, but it needs a little help with some enemies.
Perhaps make it so that enemies that are capable to be "backstabbed" get a red color variant of Mercenary's "exposed" circle?
This isnt another damage boost, its strictly a visual indicator so you can tell if some enemies can be backstabbed or not.
Like Vagrant or Magma Worm for example
!feedback
It would be handy if there was a function for the host in the loby section to be able to kick others in case they know the person is the troll who hogs everything that drops
!feedback
Add a 4th difficulty between Drizzle and Rainstorm, seeing as patches are progressively buffing normal mode to the point it's feeling like "old" monsoon. Just me noticing this?
!feedback
Quick idea, an alternative primary for REX could be mantis claws.
[E.g.] First two swings healing and the third swing (burst) hitting multiple times similar to sawblades.
!feedback
new drones are pretty oppressive, if i stand still for more than a few seconds with more than 1 drone it removes my ability to jump and/or move, so maybe just tone down a bit on the "homing come back to you" part?
!feedback
Elite of Bracing
Become an aspect of Kinesis
Enemies with this elite aspect gain a percent damage increase up to +100% depending on how much damage you deal to them
The increase is channeled into their next attack, and goes away after that attack
They also have a 50% attack speed reduction (so half as fast)
The elites have a metal crown, an example of which is attached
!feedback
Due to the negative HP regen of Heretic, you will instantly die upon killing "perfected" elite if you have Wake of Vultures.
This is...unfair, at least.
!feedback
the part where you have to jump into orbs to escape Mithrix's arena is extremely unintuitive. i assumed there would be some way out of the barrier and ran around confused, lost a minute and a half, and couldn't charge up the timer at the ship in time. the orbs resemble damaging void orbs, and as a player who had just hopped in from pre-patch playing the game, losing this way is... very very maddening
!feedback
although this suggestion is not very nessisary
playable UES contact mother ship hub that will replace the character selection screen,
Unlocked characters could have seperate living quarters and you could place the ror2 items arround the ship (with the ship expanding for modded characters or lots of extra rooms).
To select a character you would go to an interactable, characters that aren't selected will probably vibe in the ship (with the exeption of acrid and rex if you have not unlocked them yet).
Another part of the ship would allow you to test the base dps of a survivor agains dummies that look like stone golems. (achivements cant be unlocked in the hub)
Possibably other recreational things on the ship (just type @azure sorrel to add an idea to it)
finally a ready up area which has decorative drop pods.
!feedback Slight piggyback, also make Commencement unaffected by this Artifact.
dyno dead
!feedback
Thirsty Cleaver [Legendary]
+) Gain 10 Subhealth on kill (+10 per stack)
•) Subhealth isn't healable and doesn't deteriorate. Only way to get it back is killing more enemies
•) Max subhealth 500 (+500 per stack)
!feedback
||!feedback||
Captain Alt M2:
Emergency Trauma Kit
Captain selects an ally or himself (the same way Woodsprite selects an ally or self), and sends a Trauma Kit to the target, giving them a temporary barrier worth 50% of their max health. Has around a 15-20s cooldown.
||This M2 would further enable Captain's support playstyle by allowing him to clutch save his allies by granting them enough temporary health to escape a dangerous situation, or give him some emergency tankiness in case he finds himself in trouble. [Specific mechanics for those curious] Temporary barrier health drains at 3% of the target's max hp per second, meaning this 50% barrier would disappear after 17 seconds if no damage was taken. You only get around 100% uptime if you take absolutely no damage, which means you wasted the ability anyways. If you wanted to adjust this idea you could increase the cooldown or decrease barrier given, I just like the idea of a support option that is more versatile than the supportive beacons.||
!feedback
Cleansing lunar equipment at the lunar pool does not show the animation of the lunar equipment going into the cleansing pool
!feedback
What about more alt skins? They would add more fun and style to the game, and another opportunity for bragging rights other than mastery skins. Whether it’s a simple palette change or a complete retexture, I’m sure the community would enjoy collecting new skins.
!feedback
!feedback
Make blast for bandit hold 5 shots and reload them all instantly
That way, it's like a magazine for a rifle rather than the single slug for a shotgun
!feedback
Please let huntress be able to sprint in any direction.
!feedback
If possible, adjust movement mechanics so that you don't launch into the sky when you hit a slight bump in the map with a couple of movement items.
!feedback
For the Damage Dealt part of the statistics menu, decrease the amount of raw space that god-runs will take up. I did a 500 minute overnight afk run on engineer and he isnt even present on the screen because of how much commando damage I have
!feedback
April fool's day idea. Change the logo at the main menu from "Risk of Rain" to "Might Get Moist"
!feedback
Make Mithrix’ revolving doors (or walls) attack deal less damage and add more obvious cast animation to it but make it hit faster so it still will be challenging but won’t one shot you on instance
!feedback
For the run history, perhaps if possible, add a window similar to the monster and item logs (ie. rotatable) that has your character with all the items that you had earned on the run. Personally like looking at how the items go onto character and think that visually could be cool to see after run is over.
!feedback
Add a secret Newt bossfight that is super challenging (maybe having a limited time to it or “insta kill” attacks like freezing player in time similar to Artificer) that if you win you get some special lunar item (for example buffing all lunar items but also giving some huge debuff)
!feedback
Frogmando skin to celebrate April fools....yeah I know it’s silly and shouldn’t be a priority what so ever, but I thought it would just be simple fun.
!feedback
!feedback
Please add more merch. The only place I've found to buy merch is
a) a single item that is also
b) out of stock
I want to support the game past the game itself, and it's surprisingly difficult to do so
:(
!feedback
probably already suggested/being worked on,but:
steam workshop support.
!feedback
this might be a bit controversial, but Bandit's two secondary abilities should swap base damage: here's my reasoning
Serrated dagger (the normal secondary)
is a seeping, AOE attack, meaning it can hit multiple enemies.
Serrated Shiv (the unlockable secondary)
is a single, not hitscan attack, which is affected by gravity that can only hit one enemy per use
which one do you think is easier to hit, and will ultimately do more damage? That's right, the dagger.
That's why I believe the Shiv should do 360% base damage, and Dagger should do 240% base damage
!feedback
Wouldn't a few more cosmetics be good? The mastery is good and i like the idea so maybe they could add more with different endings/challenges you could do for each character?
!feedback
Expanding on the idea of the person above me. Have several skins for each character, one could be unlocked by obliterating, one by beating the final boss. You could also have more strange unlocks like defeating the named scavengers or unlocking all of a character's alternate skills
!feedback
killing a boss with multiple enemies contributing to the health bar should remove that boss from the health bar
for instance: if you have two bosses each with 100 health and you kill one, it shouldn't say 100/200, it should turn into 100/100 to show that you made progress
this would be especially helpful for hordes of many boss fights when you look at the health bar in the beginning and see 11k+ and then kill a few and see it go down to 5k, you know you're making progress and know exactly how much progress you've made
!feedback
Artifact of Distortion (i'm aware distortion is a thing in ror1,distortion seems fitting with my idea though)
mixes and scrambles every single item pool in the game
-teleporters
-chests
-the lunar shop
same prices,but all of them can now spawn every single item,including lunar and boss items
(no scraps lol)
!feedback
Give Focused Assault a slight hitpause and the ability to cancel out of it early with M2 during the hitpause so it functions the same as Blinding Assault, this would improve the feel of the skill and make it fit better with Merc's playstyle.
Reclaimed Souls [Lunar] ```diff
- On death, respawn with 50(+10 per stack) degenerative armor
- On revive, spawn with 50% (-25% per stack) max health
!feedback
more trash mobs other than beetles lems and wisps
add back clay men and children 😎
!feedback
Bandit special alt:
Plunder
Slayer. Shoot a bullet for 600% for damage. When this move kills an enemy,give yourself X ammount of gold. deals 10% more damage for every 100 gold you have.
the second i saw bandit's lights out ability,the first thing i thought of was for bandit to actually steal money like a pirate.
!feedback
Give Hooks of Heresy an indicator akin to Mul-T's grenade. Aiming it at long distances is incredibly tough to do.
!feedback
Make detonation time slow down or stop once you start charging ship cause sometimes you just don’t have enough mobility and luck to reach AND charge it at time
!feedback
Give Cap's tazer an AOE effect or something so it's not completely useless without like 10 mags past stage 2.
!feedback
Players who leave immediately after dying in multiplayer have a clown nose applied to their character for their next run, offline or online.
!feedback
Make picking up fuel cells while you have the crowdfunder not add an extra charge, seeing as you can’t use this charge and it just looks odd. It’s possible that this also happens for aspects, which can’t be activated, but I’m not 100% sure cause I don’t see them much.
!feedback:
REX:Robotanic
-As rex,have 25 different enemies inflicted with Natural Toxins simultaneously
Reward:
Seed bullets:
Fire 3 seeds in a triangle shape,each dealing 80% damage and healing for 5% of max health on hit. Each seed applies weaken.
i want this just so i can be full plant with rex 
!feedback
Suggestion:
Add a trading pause between levels.
Enable players to take an arbitrarily long break before a level.
Enable player to send items to team mates.
- Long games would benefit from an optional break in between levels.
- In coop, a player who falls behind often have little chance to catch up. Trading would enable the team to help him
- Trading would be an enjoyable part of cooperation, when playing with friends
!feedback
Now that most (if not all) items in the logbook have descriptions/notes, it would be really nice if there were forward and back arrows to toggle between items, rather than having to back out and select a new one each time.
!feedback
Add an Acrid special which shoots out 3 acid balls in a elder lemurian like manner that explode on contact leaving the acid pools from Acrid's utility afterwards. I think this would probably be worse but still would like to see it in the game as it would be fun to use.
!feedback
lunar chimera can merge if they are close enough for long enough
||!feedback||
Artificer Passive Buff:
ENV Adaptive Shield
The ENV suit has a recharging barrier that completely negates a single attack (damage and effects blocked like tougher times). This shield recharges every 10 seconds, and extra attack speed can reduce this cooldown, up to 5 seconds at 100% attack speed.
||Artificer doesn't scale well with attack speed, so a defensive utility that scales with attack speed like Captain's microbots would be very useful for giving her some much needed survivability and giving her a reason to hold on to attack speed items.||
!feedback
Allow us to exit artifact of command UI by hitting escape instead of manually hitting cancel
!feedback
focus crystals current radius of 13m for the bonus damage should increase per stack by a certain amount, not sure how much a meter is in this game so ill just say 1m for this example
!feedback
brilliant behemoth bonus damage increases with more behemoths by +15% bonus dammage. so a second behemoth would increase the explosion's damage to 75% of the attack that proced it
Explosion bonus damage: 60% of attack --> 60%+15% (per extra stack) of attack
suggested this due to it only increases the radius of the explosion and in most situations have 4 behemoths is as good as having 1
Edit: added clarification/ added what its suggested stats for the bonus dammage would look like
!feedback
mute brilliant behemoth
flashbacks to a mul-t run
!feedback I know it's available via modding, but it would be really helpful to see the specifics of items (and their stacking) in-game. We can keep the simple descriptions that pop-up when picking up an item, but highlighting them afterwards gives us more detail. Would be even nice to open up the logbook and see what challenges you haven't completed yet.
!feedback
add achivements that aren't tied to unlocks
examples:
beat the game with all artifacts
obtain every logbook entry
!feedback
Make Acrid's passive have a chance to apply from any damage with a proc chance for example ukelele, atg, royal capacitor, etc all have a chance to apply Acrid's poisons
!feedback Make it so that we can pay money for skins instead of using "skill" or "mastery over the game's mechanics" and other meaningless buzzwords created by elitists. I need to feel pride and accomplishment for stealing my mom's credit card to buy a cool looking skin!
||Happy April fools!||
!feedback
add the models of the artifacts found inside the artifact distillery into the logbook once you complete their respective trials
!feedback
Make Brilliant Behemoth Ignite Enemies
At the moment the only way to inflict fire damage is by using either Gasoline or somehow managing to get Ifrit's Distinction. This means that it tends to be relatively difficult to use fire against enemies, which is terrible because it stacks in a similar manner to bleed. I suggest making Brilliant Behemoth ignite enemies on hit, which makes a lot of sense given that it is an explosion.
!feedback
Bison Steak's bonus HP is applied after anything else that modifies your HP
Currently, the Bison Steak is kind of a wimpy item that doesn't really have much synergy with anything and scales extremely poorly into the late game. I think it might give it an interesting niche if its bonus HP was completely immune to any modifiers to your base HP. For example, suppose you have 1000 base health and 10 Bison Steaks, for 1250. You then pick up Shaped Glass, halving your base HP to 500. The Bison Steak bonus HP is immune to all multipliers, so your final HP is now 750, rather than the 625 it would be if this wasn't the case. This could also be used with Transcendence, to retain a small amount of non-shield HP (though this does reduce the max shield you get, so it's somewhat debatable if this is better), and it provides a bit of a buffer against Eclipse 10, since the Bison Steak HP can't be lost.
The biggest issue might be that gaining a flat 25 HP on the Glass mutator might be busted, due to how little hp you have on that mutator normally. I have felt for some time though that Glass should give you 20% HP, not 10%, though.
!feedback
make abilities especialy primary attacks have toggleable keybind options so it doesnt hurt your hands holding down buttons
!feedback
would much rather have fresh meat be +20 base health rather than +25 max health, so you get an extra 6 health per level up instead of just a terribly scaling item
!feedback Many new players, especially casual ones, do not know that it is possible to loop instead of going to the final boss. Make it clearer to players that they can choose to loop or go to final stage, and allow you to change the Sky Meadows teleporter destination after you complete the teleporter event.
!feedback I once again request for toggle flight for Artificer. I feel like it is not great accessibility-wise and gameplay-wise that we have to hold the space bar like that for long periods of time. Personally, I don't play her nearly as much as I could because of this.
!feedback
another idea that follows this concept :>
Scorched Plaque
Solar Item
Unpurified: Doing damage Burns the player. Can only inflict Burn to yourself once per second.
Purified: 6% chance to trigger one (+1 per stack) of your held on-kill effects on-hit instead.
!feedback Buff Lepton Daisy: In addition to their current effect, daises sprout and create small healing novas on interactables when used, which heal nearby allies for 15% of their hp (extra stacks only increase nova range). Would enable some teamwork healing and be more useful outside of the teleporter event.
!feedback
Give the heretic a mastery skin after beating mithrix in monsoon. you would be able to decide which skin by going to the logbook of the heretic and their would be a switch which would also switch the render for her i think they should add this for all characters not as how to select your skin but to view it
!feedback
Make the top priority of walking turrets to stay near the player. They currently go walking off on their own fighting random enemies at the other side of the stage, and then dying because they're alone.
!feedback
Since Mithrix has unique lines if you fight him with ||the Heretic and/or Aurelionite||, why not add a few for lunar items too?
!feedback Buff to Bison Steak. It should read as follows:
Increases maximum health by 25 (+25 per stack) and base health regeneration by +.2 or +.5 hp/s (+.2 or +.5 per stack)
Edit: Major Clarification.
!feedback
While i was playing artificer,i realised something:
Fire bolts also have a small aoe on impact,just like ion bolt,making it objectively better than ion bolt in every way (due to it's burn)
The reason artificer is a bottom tier survivor is because she can't deal with aerial enemies. So how about making ion bolts home in enemies,just like visions of heresy?
TL;DR - ion bolts are factually worse than fire bolts in every way,so make it home in on enemies to make it actually useful
!feedback
I really like this concept of items that trigger at certain events.
Feels like a more open concept for items like
that only effect bosses
that being said, I have a simple idea of my own
Reduce base damage to 1/x with X equalling how many bosses there are left to kill. Refreshes every time you kill a boss in the event
After all the bosses are dead, receive a permanent buff that increases your base damage by 10% per boss that you have killed in all the past teleporter events of that game. Increases stack linearly, and additively, so 200% + 10% is going to become 210%, not 220%
!feedback
Give Commando an alternate special ability: Call down a mech that fights with him.
Just like a straight up Titanfall ability lol. Bonus points if he can jump in and drive the mech himself that gives him a whole other moveset.
!feedback
as your run progresses, bandit's specials will quickly falloff as its very difficult to land the killing blow with the actual revolver shot itself due to the high health thresholds of the enemies as well as the strength of your items. this applies to both desperado and light's out; not being able to gain their effects because of items like kjaros/runalds/atg etc proccing in place and dealing the finishing blow rather than the special itself.
an idea i had was very similar to the mod bandit reloaded, which was applying a short mark on the target and if they died, you gained the effects of your special. of course this was not what hopoo was aiming to do for vanilla bandit, so maybe there's a different way to execute this change.
tl;dr bandits lights out and desperado effects (cdresets and kill tokens) are negated lategame due to your items stealing the kill. is there a way to fix this?
!feedback
make the extra final boss in the expansion pass fit the silhouette in the end of the cinematic trailer (https://www.youtube.com/watch?v=pJ-aR--gScM) i would think by it's movement that it would be another melee final boss but i think it should be like maybe a really powerful creation made by providence (sort of like auroleonite) and wouldn't have any hammer or creation but somethings kind of like mithrix's ranged attack where from what i see he is making
!feedback
Symbiotic pocket farm
• Gain an extra 0.5hp/s to regeneration (+0.5 per stack) per 100 health
• Gain an extra 1hp/s to healing (+1 per stack) per 100 health
!feedback
Guillotine doesn't work on Perfected elites
!feedback
Alter Cap's M2 and create an alternate version
(placeholder names)
Arcing Taser
-homes in and stuns
-Can Chain up to 2 times, or stun 3x as long if there is only a single target
Overloaded Taser
-Ricochet
-Stuns in an AOE when it hits an enemy
!feedback
The bison steak is practically useless. Every item in the game has at least some use. Crowbars are great for loader, even if the rest don;t particularly care for them. Stun Grenades may not increase dps but they are good for crowd control, even if you don't prioritise them. But the moment I see a bison steak, I may as well not have it. An infusion will give you 100hp after like 3 minutes of having it. Bison steak gives 25. I understand it's a lower rarity, but having items that are strictly just worse versions of other items seems lazy. And this seems like the only case in the whole game. Each heal item is unique, each dps enchancer is unique. Each debuff is unique, eache on hit proc effect is unique. But Bison steak is just 1/4 of an infusion. Nothing strategic about its use. Scrap on sight, absolutely worthless. Maybe make it a reverse hyperbolic curve. The more you have, the more the next bison steak gives. So having 1 is worse than 1 infusion but having 10 bison steaks is better than 10 infusions for example. Anything to make this item be worth more than scrap. Even on the squishiest character, Huntress it's a 4% hp increase by stage 2. And it only gets worse. By the final stage, it's like a 1% increase. If you loop then there is absolutely no reason to have it on any character.
!feedback
Solar items. Like lunar items, but inverse. They give you a very hurtful debuff, but in exchange give you a very strong buff.
Example: Halve your health, but double your damage.
I think this would add depth to the game, with a reward risk element as well
!feedback
This has probably already been suggested but the Warbanner should activate in the same non-TP/holdout zone events that Lepton Daisy and Focused Convergence now activate during, just to keep consistency
!feedback
Since the general consensus seems that the Crowdfunder doesn't have enough impact compared to other equipments, then can we get a buff for Crowdfunder?
Suggested changes could be increased fire rate, more damage (greater than 100%), adjusting the proc coeff, etc.
!feedback I don't know if you can program this or if someone said this already but there should be a achievement for crashing the game.
!feedback Loader: Add the Slayer modifier to Thunderslam.
!feedback
Change to text on the Energy Drink can from "NR-G" to "RN-G" to better represent the game :)
!feedback
have lore entries for elite equipment, as they have SO much potential for cool lore entries. Like Her Biting Embrace, who is "Her"? Who is Ifrit? What did N'Kuhana do? I think that is would be really cool to have lore for these points and more.
!feedback
Void fields take too long. Give too many advantages early or late game. But also can sometimes make the enemies invincible.
Reduce amount of fields. Which reduces amount of items, which makes it more balanced. Introduce an enemy and an item both every stage but make it 4 stages.
!feedback
create passives for survivors who do not have
!feedback
I might have to play around with her more to really see if it's true, but should Loader's alternate Utility, Thunder Gauntlet, still be labeled "Heavy"? Every time I've used it it's gone off the moment it's fully charged. You can't hold the charge like her default Utility.
!feedback
Allow mercenary to cancel his Focused Assault into his other abilities like Blinding Assault
!feedback I love Bandit's Desperado, however both of his specials fall in use as the run goes on, and this is especially so for Desperado since you need to get consistent kills. One idea is to be able to carry over some stacks from stage to stage, for example carry over 10% of stacks (rounded down) from the previous stage. We can put a cap on it, for example the carried over stacks cannot be more than X number.
!feedback on mul-t, in power mode backup mag works with scrap launcher but not rebar puncher.
Rebar puncher doesn't have charges...
!feedback Add a version of the
emote, except it's the trans pride flag 🏳️⚧️
!feedback put a blacklist for printer locations so your items don't get yeeted off the cliff
!feedback
nerf the kajaro's and runald's bands i find both of these to be rather broken items
!feedback
Is the Scrap Launcher's reloading supposed to have no animation/feedback? Or is it related to the recent bug? If it isn't, it'd be nice to have a small animation, sound or glint to indicate when you reload with the Scrap Launcher, on top of the crosshair and cooldown, cause it's lacking at the moment.
!feedback add an option to disable the crosshair change while sprinting, its annoying on some survivors
!feedback An artifact that increases the base speed and fire rate of ALL characters.
!feedback
An artifact that increases the speed of everything. Enemies, you, the timer, items popping off chests etc.
!feedback For loader's Spiked Fist ability, the fist is blue even if you're using her mastery skin. Would be nice to have fixed, but it's not a priority. Also, I'm not sure if this is the case for Grapple Fist as well, I haven't tested it yet.
[Edit: slight grammatical corrections]
Here's a screenshot I took:
!feedback
Captain’s Taser should apply the Exposed debuff to enemies hit with it, to help set up powerful combos with his utility or shotgun, and have a use against bosses.
||Exposed debuff from Mercenary: hitting exposed enemies reduces all cooldowns by 1s and applies 350% base damage||
!feedback
A problem that the game has suffered from for a long time is the lack of situational telegraphing. For example, a Brass Contraption can spawn in behind you and with little warning hit you with three balls from offscreen, killing you instantly. Many deaths occur not from being negligent, but from not having the information needed to play around threats in the environment. With the way that the camera is set up, the player has very little peripheral vision and the game's audio cues are very weak in many instances. I don't have a particular fix for this, but distinct enemy spawn/attack windup sound effects could go a long way as could visual cues like the golems' eye lasers. An option to dial the camera back to get a wider view could also alleviate the issue a bit.
!feedback
new red item
receiving healing periodically causes a lepton-daisy like effect that heals allies based on amount healed
note: this would heal in a large area, and this healing effect wouldn't count towards other players using this item.
might be a bit OP in its current state, so maybe have an even larger area but with some falloff at farther distances
!feedback
the tazer for Captain should have a bit of multi-hit range, like a smaller version of the ukulele
this would have a maximum enemy hit amount, and each hit on a single enemy increases their stun time by 1 or 2 seconds
i feel like this would not be OP if the maximum enemy hit amount was pretty low and the skill has a longer cooldown timer
!feedback
There really needs to be an aim assist toggle for gamepads on PC, it really does not make sense why it's on the console versions of the game and not PC. It feels really awful to play without it.
!feedback If you have kin on, sometimes void cells never populates with any enemies. So you just...get free items.
!feedback
add steam workshop support to make easier to download mods
Rib Cage [Legendary]
Chance goes up the more damage you do to them
!feedback
New Lunar item idea:
The player is permanently locked into sprint mode, and all of their abilities become Agile (can be used while sprinting), but they can longer stand still.
In the spirit of all Lunar items, this item would give a massive boost, but comes with a heavy cost. Sprinting at all times gives players the best chance possible to avoid incoming damage, and Agile ensures they will maintain the same damage output as before they picked up the item. The inability to stand still, however, makes items like Bustling Fungus completely useless, and makes it much more difficult to do certain actions, like selecting items from a Multi-Chest or using a Scrapper. This item's drawback would become more and more drastic the more movement speed the player has.
!feedback
...for huntress (would be cooler if it was her own thing)
!feedback
suggested this a while ago, but made it more complicated than it had to be... here's attempt 2
Ancient Scrolls [Legendary]
Gain the patience to understand through time
• Every second out of combat, gain a stack of a buff granting extra damage on the next skill used
• Charged attacks such as Captain's primary, Engineer's primary, Artificer's secondary, etc. don't add extra damage while charging
!feedback
Buff to Crowdfunder
When the Crowdfunder has been active for at least 10 seconds uninterrupted, gain Gold Rush until it is turned off.
Gold Rush: Obtaining money gives the Crowdfunder x% attack speed (scales with amount earned, depends on stage count).
!feedback
In the alt Titanic Plains stage, there are some areas on the edge where the ground is very low-detail. Items falling off the cliff aside, it would be nice if the ground wasn't so jagged and if the chests could be touching the ground.
!feedback
most people probably disagree,but i honestly LOVE mithrix and his entire boss fight aesthetic.
The issue is most of the time,i one shot him,and it takes all the fun away.
my suggestion is to make it so that mithrix can only take a maximum of X% of his max health as damage (kind of like gungeon). Him being the final boss in a roguelike where you eventually deal 5 million damage per mul-t nail gun,it kind makes him seem like a normal boss with a unique stage.
to make this even better,this could be monsoon exclusive
(i only want mithrix changed,i have nothing against normal bosses being one shot.)
!feedback I once again request a kind of Artifact of Unity, which shares your items between all players. It would be easy but it would also be the greatest thing ever for multiplayer games. I beg
!feedback
change rex's ending quotes to ''they''
Void Reaver Boss fight idea (and Boss rarity item)
Background:
the Time Keeper is a loop exclusive boss, meaning that it will only appear once regular void reavers appear in the game.
Main Attack: Fabric Tear
Destroy the very fabric of this reality and rain (heheh) down matter upon the player through random debris from different areas on the planet (cool place to add little details about the hidden realms that would go unnoticed normally)
Second Attack: No
Nullify the next attack from the player to deal 0% damage and decrease firing speed of all friendlies (for the player) by 10% for 2 seconds
Special Attack: Reminiscence
Rewind the clock 2 seconds to whatever was happening then, changing the health of the boss and the player, but not moving enemies (prioritized right after the player healed a lot or the boss took a lot of damage). Also removes debuffs from the boss and removes buffs from players
Time's own downfall (visual is a reaver leg)
- When at or below 10% health, stop time for 3 seconds; 30 second cool down (-50% per stack)
When off cooldown (and not being used): On hit have a 0.5% chance to create small tears in time and space engulfing enemies for 6,000% damage (+3,000% per stack)```
!feedback
no.
Would love for a loader skill to be called "the kill switch"
Either special that does a 100% ukulele proc type thing that jumps to every enemy within an x meter range, or a single massive hit that does a guaranteed death or something (it would need a very large cool down though)
!feedback
Maybe add something for killing newt, because right now, nothing really happens.
!feedback aurelionite should appear in one of the last bosses phases for some sweet payback that he disserves
Shrapnel armor [Legendary]
• When hit for more than 5% max health, transfer all debuffs to the attacker, resetting the cooldowns to 5 seconds (+3 per stack)
!feedback
partner with discord to add features such as:
-showing the run timer,what character they're playing as and if they're playing modded or not on the game activity thing (kinda like league of legends)
-the ability to invite anyone to your lobby (like amogus)
!feedback
healing drones are extremely clingy, i'm chilling on the last stage right now and they keep bumping into me, even pushing me around. Also, i'm playing bandit and they keep blocking my 'lights out' ability. Could you maybe remove their hitboxes for the player or something like that? at least make them hover at a distance.
!feedback Change Lemurian's Family Event Boss to be named "Elder Council" or something similar and make it spawn only one Elite Elder Lemurian of each type (Glacial, Overloading, and Blazing) instead of the random Horde of Many it is now.
I've always felt that the Lemurian Family Event is pretty lackluster when compared to most other Family Events, as each other one has it's own unique Boss enemy and Monster enemy. Meanwhile the Lemurian Family boss is just a plain old Horde of Many. Making it be one of each Elite Elder Lemurian would make it feel more special, as well as reduce the frustration of getting the family event stage 2 with Overloading Elder Lemurians.
!feedback
Lunar item idea.
Caustic Remark
the sting of their words, echoing through eons
Small chance on hit to create a caustic explosion similar to a frost elite explosion that has a slight delay but damages anything inside, including the player.
!feedback
Make bandit's alternative M1 more accurate
!feedback Buff Leeching seed to the following:
Dealing damage heals you for 3 (+3 per stack) Health.
!feedback the lunar item described in #ror2-feedback-and-ideas message but on kill instead of hit
!feedback piggybacking off this idea, a late game version of the boss with each additional elite type. Could also give the lemurians crowns or something to distinguish them visually a little more
!feedback
Desperado only increases by 1% per token but tokens are kept between stages. Maybe even a lower starting base damage if that ain't balanced enough.
||!feedback||
I would love to see a reward for completing each Pillar Event on Commencement besides simply allowing access to the Mithrix battle. This could something like getting an item, providing some form of help during the Mithrix fight, etc.
The Pillar mechanics right now are fun to work through but in general I think the process leaves me with a distinct feeling of wasted time. Enemies are outleveling you during the whole event, even if you are playing through it optimally (which is rather tricky, especially on if you happen to be suffering through Eclipse 2).
This issue is somewhat worsened by the fact that you can skip the Pillars if you have some form of exceptional movement. I like that you can do this, its really interesting. However, I wish it was a trade-off rather than a direct time save.
Adding a reward upon successful completion of each Pillar would make the Pillar events feel more worthwhile, add a reason to complete bonus Pillars beyond the required 4, and make skipping the Pillars a more interesting decision that you have to make.
!feedback
add a boss item for hoard of many
!feedback
Artifact of Synchronicity
All enemies of the same type use their abilities together, and only together. If one Beetle tries to headbutt you, every Beetle on the map headbutts. If one Beetle Guard slams the ground, all of them do. If one Beetle Queen uses Acid Shot, all of them do.
Giving enemies a hive-mind like this could become terrifying. Imagine small Lemurians surrounding you, pulsing waves of fire. Greater Wisps, sending fireballs in your direction from every corner of the map. Magma Worms, bursting from the ground in fiery unison.
It could also be funny, like making every Stone Golem clap to the beat. #AddGolemParty
!feedback
_ _ Engi Tweak
I feel i'd be inclined to play engi more if i could ping an enemy and have my turrets focus more on attacking that enemy.
whether that come from a new skill (hopefully one that replaces his primary) or just using the normal in game ping system, it would certainly add to his viability, especially in solo
!feedback
Make it so that skill cooldowns are shown on the character selection screen. It can be very annoying to have to start a run just to check a single cooldown.
||!feedback||
REX Plant Primary: Pollenate
Fires a big spore, which explodes upon hitting an enemy or terrain for 200% damage and leaves a pool on the ground which repeatedly damages enemies within (like Mini Mushrum attack). Heal for a percentage of impact damage dealt. Has same fire rate as Inject, but only shoots one spore instead of a burst of three darts.
Achievement Requirement: Extreme Botany
Beat a teleporter boss after stage 3 without moving.
!feedback
Remove guaranteed newt altar spawns. All the bazaar does is remove rng; the least it could do is have rng in where it spawns.
!feedback
a hidden realm similar to the void fields, but the cell has hp and you must protect it. you have infinite respawns while in this area, but if the cells die, you are kicked out and gain no rewards
!feedback Mul-T's new special, Power Mode, should make them completely stationary. This both makes them more susceptible to damage from sources, and also makes bungus useful on them.
!feedback
stated long ago but feel like bringing it up again. Adding smaller challenges that add cosmetics to the hangar/character select screen. These could range to be anything like "kill 10000 lemurians" and the reward is a lemurian skin rug, for example.
Reason I mostly want this is that if you were to introduce some long terms challenges it would make people inclined to play more often even after completing everything else. I for one enjoyed the bandit update but now I have everything again, and to add some long term goals would be nice as it makes every run feel like you're making progress towards something.
!feedback
Allow elite aspects to be used like equipment. After looping elites can also use these effects.
Ifrit’s Distinction: Upon use, gain Blazing Fervor, increasing attack speed by 100%, movement speed by 50%, and producing a fire cyclone that circles you. Lasts 8 seconds. Cooldown: 45-50 seconds
Her Biting Embrace: Upon use, drop a massive icicle that explodes and flash freezes all enemies hit. Cooldown: 45-50 seconds
This aspect’s use effect would be the only other source of the frozen status in the game currently aside from artificer’s skills and dying with the aspect of ice on your character which is obviously not an option. Due to how rare aspects are I don’t think it’s bad for the aspect of ice to be another reliable source of the frozen status.
Silence Between Two Strikes: Upon use, call down multiple bolts of thunder in an area, shocking enemies hit. Cooldown: 20-40 seconds
As with the glacial aspect, I think tying rare effects to aspects is a great way to increase their desirability and give them more synergy should you come across one. Shock is notably less powerful than frozen so the cooldown is a good deal lower.
Spectral Circlet: Upon use, send out a Celestine Orb that slows enemies within its and empowers allied attacks that enter its radius. This orb is considered an entity and can be removed after taking sufficient damage. Cooldown: 60 seconds
This would fit into the Celestine elite’s strategy of cloaking allies and directing enemy fire towards themselves.
N’kuhana’s Retort: Upon activation, injects nearby enemies and inflicts them with Degeneration, which deals damage over time and heals for a percentage of damage dealt. Lasts 15 seconds. When enemies inflicted with Degeneration die, they explode and release malachite spikes. Has a small chance of releasing a malachite urchin instead. Cooldown: 30 seconds.
Trade off for this ability would be greatly increasing the time intervals between passively released malachite spikes.
CHAR LIMIT
Display equipment and survivor skills in run completion/game over panel
!feedback
Display equipment and survivor skills in run completion/game over panel
[Reposted for @rocky bay]
!feedback
There should super boss/special boss varients of all the main teleporter bosses, except maybe the worms, that give special rewards on defeat. Aurelionite and the Alloy Worship Unit already serve this purpose for the stone titans and solus control units, and while I wouldn't have recommended doing it for scavengers the twisted scavengers serve this purpose for them already.
!feedback
Give Captain some way to reduce the time for Diablo Strike to drop. Either let attack speed affect the speed of Diablo strike (and normal ability), and/or let the amount of drones/allies you currently have affect the speed (more synergy with drones)
!feedback
Lunar Shop Refresher costs more, but sends you to an alternate-timeline Bazaar. Acts like an entirely new Bazaar, including restocked items and a new full-health Newt that isn't angry at you.
!feedback
!feedback
Regarding the "Diablo Strike",
Okay I know it's supposed to be a kinetic strike, but wouldn't an orbital laser blast like brimstone's ultimate from valorant be cooler for a move that does 40,000% damage?
!Feedback
New Hidden Realm
The Red Plane
Rarely upon killing an Imp Overlord, the portal it is pulled through remains open. Going through the portal sends you to the Red Plane, a massive desert of black sand with a blood red sky. Imps and Overlords pull themselves out of the ground to fight you, and upon killing enough of them, the Imp High Lord emerges to take you on itself. The High Lord would be to the Overlord what Aurelionite is to the Titan, bigger with more health and unique twists on the normal attacks, making it much more dangerous.
Killing the High Lord drops its unique item and opens a portal out of the Red Plane. The Imp High Lord's unique item is the High Lord's Eye. Even detached from its body, it still seems to have a mind of its own, turning to look at the weak points of any living thing it sees. Every monster you encounter now has a glowing weak point somewhere on its body. Hitting the weak point does significantly more damage, applies a stack of bleed, slows the monster both in movement and attack speed, and a killing blow to the weak point causes a big explosion that damages and applies several stacks of bleed to all nearby monsters.
!feedback
An item unlock for unlocking all other items would be cool, like Enter the Gungeon’s finished gun. Obviously it wouldn’t be anything too overpowered, but an interesting, unique item as a reward for unlocking the others would be nice I think. Would not count non-item unlocks, cause item unlocks aren’t supposed to be tied to characters and if this was the case you’d have to do character challenges.
Definitely not a necessary addition and I can see where it could be annoying. A positive is it wouldn’t mess with completionists since if you unlock everything else you’ll get it anyway.
!feedback
New Captain Secondary
So, we can all agree that captain's secondary is rather lackluster right? A straight taser isn't that helpful and only affects a few enemies at a time at most.
Idea: Ion Grenade
This would work very similarly to commando's grenade however, It shocks people. (And does way less damage obviously) It would have a single stack and would shock enemies inside its range for the same duration as the taser. It would also have less range than the taser, being highly affected by gravity, and not bouncing very far. Maybe for unlock conditions you would have to have a certain number of enemies tased at once? And for visuals it could have the same color palate as the shock beacon?
!feedback
Adjust Crowbar so that you deal extra damage to healthy enemies, but the bonus just becomes weaker as enemy health lowers down to half health, instead of losing its effect entirely at 90% hp.
This would prevent small poke damage from things like fireworks or Arti’s Nano Bomb tendrils from knocking enemies put of the hp threshold and making the heavy hitting abilities not affected by the Crowbar. If this change is too strong, the crowbar damage bonus could be reduced to 50% again, and for each % of the enemies hp missing, the crowbar bonus goes down by that % (75% hp enemy takes 25% extra damage). Crowbar, even when stacked, always loses effect at half health.
!feedback Gotta say? Desperado is worthless when stacked up against lights out. But maybe let it penetrate an infinite amount of enemy and up the damage bonus from 10% to 50%+ each kill and we can talk about give vs take.
!feedback
This will be a bit weird to explain, but TL:DR at the bottom
Alright, so Bustling Fungus.. kinda bad on everyone except engineer. Why is that?
Well, it got a sizable buff where you get the effects after standing still for 1 second, and not 2, so it's already 50% better...
But you need to continue standing still at least for three seconds to have the effects. Each second gives a good enough healing, but can you survive through that full second to be rewarded that healing?
Well, I have an idea that should help. Split up the hp per second into intervals smaller than 1 second that are faster with each stack of the bustling fungus.
Here's what I mean: if you get 5 health per second, you're getting 5hp/1second. What I'm suggesting is doing a random (5/1)/5 to make you instead get 1 hp per 1/5 second. Technically equal, but you gain much more quickly.
The exact equation would be ((4.5% + 2.5%(x-1))/1)/(4.5 + 2.5(x-1))
TL;DR/Didn't Understand: You gain the same health as before, but you get it back in faster amounts allowing you to get more out of standing still for 3.5 seconds instead of the full 4
!feedback
MUL-T's power mode (alternate special) has a little too much armor, i was doing an average monsoon run and if you pick up one harvesters scythe you can easily restore more health then your taking with double nail gun. even with anything you take a such little damage its hard to die unless you get hit while frozen by an ice aura from an ice elite which removes you from power mode also i get it makes him slower but it only has 5 seconds cooldown so you can but it up right as you're about to get hit then you won't take much damage
!feedback to expand on this thought, I agree that MUL-T Power Mode is way too forgiving in Monsoon. I think 200 armor is way too forgiving given the items you can find. I would say make it to where MUL-T only gets 100 or 50 armor (effectively 1/2 or a 1/3 of the dmg blocked instead of 2/3).
!feedback
New Engineer ability, allowing for Turrets to attack pinged enemies, would make the turrets alot more useful.
!feedback
Elder lemurians should not be able to shoot fireballs behind them.
!feedback alternative smoke bomb for bandit should give you bonus damage upon using your next ability. until you exit stealth
!feedback
it would be cool if captain's diablo strike was a physical thing when it landed, breaks a bit of the immersion when you can walk through it. Plus it could double as a platform to jump onto, would be really cool to use as a vantage point.
!feedback
out of all the boss items, Titanic Knurl feels the least powerful and most out of place. I think it would be cool if Titanic Knurl is changed to resemble the move the stone titan does where he makes himself a laser turret that sits on his shoulder. This feels more in line with the other boss items and also more closely follows the theme of the boss its coming from.
!feedback Add an item that has a flat chance to stop burning, and lessen the time you're burned
!feedback
Add emotes to the game but you have to unlock them or something like that
!feedback
In Hidden Realms, add a visual effect to the difficulty scaling bar to show that it's stopped
Maybe like a frozen effect like I have here? (it's really scuffed I'm really bad at editing images)
also don't ask how I got to Stage 18 in a minute and 14 seconds
!feedback
Not resetting the Bandit's Desperado tokens each stage. even 10 tokens is only an increase from 600% to 700% damage, (essentially an addition single shotgun bullet) which feels like a bad trade for ALL skills resetting from Light's Out. Carrying the tokens between stages would feel rewarding for the careful gun play. Or keep the tokens resetting between stages and boost the damage increase? I really like the Desperado mechanic but it was disappointing to feel like my hard work got wiped each stage. It also feel useless in later stages when I'm ignoring most mobs, and rushing the teleporter. Anyway love the game, love Bandit, just thought this would be nice.
!feedback Aspect drop on use effects
Aspects still leave much to be desired for what they are (extremely rare elite drops). Some of them are simply outclassed, and one of them is nearly useless. While this won't completely solve the problem, it's a step toward the solution. Examples could be the malachite aspect only firing spikes when used, or the ice aspect doing the on death when used.
!feedback **update outdated information **
some language files and character descriptions need updating/ changes; here is just some I have found (sorry about bad formatting)
!feedback
Bandit's alt primary, while do similar base damage, in actually does much much less because of the drop in Hits Per Sec.
Proposed higher overall crit chance with his rifle, maybe a chance to bleed, something to make up for the drastic proc reduction.
!feedback
#top-feedback-archive message
An Idea for one of these alt skins is a solid-gold variant of a survivor's mastery skin, (Could be called Midas or something?) which would be unlocked after obtaining the survivor's mastery skin and accumulating 1,000,000 gold or more at once with that specific character. Before you shout "But that's impossible!" I've done it before, you just need to loop a few times.
!feedback
Artifact of infinity: Causes the game to behave as if stage one was the first loop. i.e void reavers can spawn, malachite and celestine elites can spawn, etc. However the game will still progress normally, no celestial portal will spawn, the game will start on easy and ambient level one. Just a cool idea I had
!feedback The longer your run goes on, the less the survivor you play as matters as nearly all your damage comes from items and all abilities just become methods of applying items.
I suggest that survivors level up more and faster throughout a run, as after a loop I will be at around level 25 and the enemies will be level 45+. Making it so that we stay at a level closer to the world would make each survivor still play and feel different as opposed to all being item proc machines. Item power might need to be adjusted a bit to maintain game difficulty.
!feedback make captain taser more than just a little tickle, maybe like 200% damage along with the stun effect to make it not just a thing to use because it’s there.
!feedback
large category chests
!feedback
For the love of everything unholy, tune back Kipkip, it's insanely hard to kill a boss that will heal his whole lifebar in a blink of an eye due its stacked medikits and the epic antlers. I did enough damage to kill FIVE Mithrixes and the sob still just regenerated while wobbling up and down.
!feedback Can activating a Cell Vent fully heal players and refresh cool downs? Since game time isn't increasing, it cost nothing to wait for healing/cool downs, but having it automatically refresh would save some real world time and make the game play more fluid without affecting difficulty.
!feedback Just let Captain use each type of beacon twice per level (except hacking). The beacons individually aren’t that strong, so being able to use one outside the teleporter and save one of each for the boss fight would be very nice and more fun to play.
!feedback Give us some way of choosing which boss we will face, kinda how we do it in the Bazaar. It would be quite helpful whenever hunting specific bosses.
!feedback
piggy back idea: Soul Tokens
After killing a boss, a soul token counter goes up by 1 + (stage #). These can then be spent in the bazaar in a new area that is an expansion of the section with the lunar seers.
In this new section, the lunar seers will be moved to the wall adjacent to the Newt, and on the other side will be a new machine. This new machine looks similar to a printer, but larger and much more foreign.
When interacting with the machine, a UI will pop up similar to a scrapper, but only with boss items able to be selected.
Picking a boss item inputs it into the machine, and outputs a Bound soul token. This can then be brought to a teleporter and spent to force a spawn of a boss for the next entirety of a loop. If you ever want to change it, just go back to the machine and input a new boss item.
To create a bound soul token, you need 1 soul token and 1 boss item, and then to force a boss spawn you need an additional 1 soul token for 2 total soul tokens (so kill at least two bosses)
!feedback Light's Out and Desperado should have a slight buffer where after using it (0.5 seconds maybe?) if the enemy dies you still get the reset/damage increase. Timing it with any lag whatsoever is kind of...tricky.
!feedback Lunar Coin Rework
This is a rework for the currently kinda bad lunar coin system. The current system rewards grinding lunar coins with a few fun runs with multiple lunars, which can lead to people doing multiple obliteration runs to do just that. This rework aims to prevent grinding and make the progression more natural.
Change Lunar Coin Costs
- The lunar buds should be free, because if you find one, you should get to open it. Taking the lunar item inside would be the cost, because you don't get to choose what it is.
- The lunar items at Newt's shop should be decreased to 1 lunar coin each, due to changes I will mention.
- The refresh at Newt's shop might either need a slightly higher cost at first or a restriction to how many times it can be used, also due to some changes to be suggested.
- Everything else should be fine, although Newt Altars could be increased to 2 coins each.
Start Each Run with a Set Amount of Coins
Just how many coins? Depends on what the devs base it on. Obliterations, achievements, amount of lunar coins picked up, wins, whatever they decide to do to keep it balanced. Only know that the longer you play the game, the more lunar coins you'll be able to start each and every run with.
How Would These Changes Help?
Now you would feel far less pressured to do whatever the lunar coin gaining condition is, as you'll naturally do it multiple times over time. The changed lunar coin costs would also make the price of the lunars more based on the downside of the items themselves, simply making more choices more pricy. This would also make people starting out more likely to take whatever, while people with more progress would be able to have more selective runs.
tl;dr Start each run with a set amount of lunar coins that scales based on progress, making the progression of the use of lunar items more natural.
Tell me what you guys think in #ror2-feedback-discussion.
EDIT: Clarified.
Holding tab should let you hover the mouse over the buffs / debuffs above the player health to get a description of what they do
Holding tab should let you hover the mouse over the buffs / debuffs above the player health to get a description of what they do
!feedback Controller Change
When using a controller with gyro controls, give the option to bind a button to resetting the camera. This would help make the gyro controls feel a bit more streamlined, at least on Nintendo Switch.
||!feedback||
Let Captain’s Diablo strike landing time scale with attack speed, to allow for some really fun builds and playstyles.
||Attack speed won’t effect the 40s cooldown||
!feedback
!feedback in aurelionites logbook or maybe the haylcon seeds he speaks about wanting revenge against the last boss, I think the game should have some kind of interaction when you defeat the last boss with the haylcon seed because of what happens in aurelionites logbooks
!feedback Replace the Spinel Tonic on Guragura the Lucky. I've had multiple occasions where the fight was simply unwinnable due to the constant use of Tonic (this was severely outhealing my DPS).
I know that Scavengers (even regular ones) can sometimes be impossible to kill due to their RNG nature, but for Guragura it's far more consistent.
!feedback
After beating Mithrix, you can interact with the primordial teleporter at the beginning of Commencement. This starts a teleporter event that just spawns Void Reavers (secret Reaver boss?), but teleports you back to the planet as if you looped. For the rest of the run, there are no primordial teleporters, ||or moon in the background||.
Because the ship is closer, in multiplayer the players who want to leave will be able to finish the game before the teleporter event is done. Because the teleporter is further away, a post-Mithrix loop will be much more difficult to achieve than the normal ending.
!feedback make MUL-T not able to be moved by smaller enemy attacks in power mode
this change will allow power mode to be more versatile and give an indirect buff to bungus
!feedback
bring back Life savings as a percent increase
old stats: Generate $1 every 3 seconds (+$1 per stack)
new stats: Generate 0.1% of gold every 3 seconds (+0.1% per stack)
this also technically gives you experience too, since gold becomes experience at the end of stages. This means you could use this with War banner and any other items that affect you when you level up
!feedback Mul T's nailgun ending burst shouldn't push him back; it messes with bungus and slows him down when (I assumed) the point of the burst is to use it as a finisher and move on
!feedback
on commencement if the escape ship is charged but not all of your teammates are there, allow the teammates who are at the ship to escape and leave the others behind if they dont make it. just died since my friend was looking for easter eggs after we had charged the ship even though i was waiting in the zone. this feature was pretty cool in titanfall so it would probably be cool here too(it also makes way more sense)
!feedback
"And I disappear. A ghost amidst the combat. Preparing to strike."
!feedback
slight tweak to focused assault (Mercenary) : make it so that you can cancel mid-dash using your secondary ability similar to blinding assault, that's the only thing that is holding me back from using the skill
!feedback
split shatterspleen into two items
Boss item (new shatterspleen): Gain 5% critical chance. Critical Strikes bleed enemies for 240% base damage.
Green item: Killing a bleeding enemy causes them to explode for 15% (+15% per stack) of their max health; 5% chance to bleed on hit
!feedback
drones follow the survivor too closely
they need to be a bit further back because whenever I stand still they're crashing into me and going under me causing me to move (by drone surfing) which is very annoying for things like bungus or spamming E on a printer kind of thing.
Not gamebreaking, just very annoying
!feedback what if hunterness was loder
!feedback Before the first DLC update is released, do a ‘Balance Passover’ update where you adjust the least used survivors/abilities to be more effective. You could use this server’s poll system to see which abilities are the least used or liked by the community as priorities.
!feedback
Character Challenge Runs
This is a simple idea for a set of challenges that could be used to unlock a new skin for each character.
Each character would have a challenge to "Complete Commencement with the following Artifacts active". The specific artifacts needed would vary by character. For example, one might be "As Acrid, complete Commencement with the Artifacts of Sacrifice, Spite, and Kin". To differentiate this from the mastery challenge, I think this challenge would not allow obliterating, but might not require Monsoon. I'm not sure whether or not you would force those to be the ONLY artifacts active. My gut says yes so you can't cheese with Command, but this means that if playing multiplayer, only one character's challenge run can be attempted at a time.
!feedback
a quick restart button for prismatic trials; it feels a little weird having no quick restart button for them as a time-based challenge where things can go wrong or sub-optimally, and i feel like it's pretty common for those kinds of games to have this as an option
!feedback Void Fields Rework
Reduce the Number of Cells
Having to charge 9 cells takes quite a long time. You could reduce it to just 5 cells, where an enemy and an item are added each spin. That would make Void Fields go quicker. To compensate, though, you might need to give an extra item for a few of the cells.
Make Time Move at Half Speed
This is something I believe should be a universal change for Hidden Realms, but for this suggestion, I'll keep it specific to Void Fields. If time moves at half speed in Void Fields, it'll feel more stressful, as well as make players choose between healing at each vent or going ahead. Unless...
Maybe Add Healing at Each Cell?
This one is up to the devs. If they feel it'd be good for Void Fields, they can do it. If they think making the choice between healing or not is better, so be it.
Why?
All of these changes aim to make Void Fields quicker so it doesn't take forever to do. They also make Void Fields less of a free items run early on, so as to make it less of an easy choice when given the option.
!feedback
Buff genesis loops activation threshold to having below 30-40% maximum hp (idk what a good number would be exactly). If this makes it too abusable/strong maybe nerf damage and/or cooldown to compensate.
The genesis loop has always been very hard to activate, as going below 25% health is often going to cause you to die anyway. Especially now that almost every other boss item has been buffed, and new stronger ones have been added, loop is more outclassed than ever. With this change, you’d hopefully see its effect more often and get more use out of it.
!feedback
Please nerf brass contraptions. They pretty much just two-shot you and they fire the spiky balls so fast that you can barely dodge them. If there are two of them, you're pretty much guaranteed to get hit. Either decrease the damage or reduce their spiky balls to two, or give their attack a cooldown. Whatever it is, please nerf them, even a little bit.
!feedback
rework engineer's primary to be similar to ror1's engineer primary
my suggested their stats and the names are
idea no.1
tetranade
shoot out 4 bouncing grenades that deal 140% damage each every 1.1s
notes
a. grenades are fired out all at once with 2 fired from each launcher
b. grenades are about scaled by 1.33x the size the currently have
c. grenades have a small blast radius of 4m
d. grenades will shoot out in a pattern similar to bandit's blast bullet pattern but wider so theres about 4 degree gap between each projectile
idea no.2
bouncing barrage
shoot out 8 bouncing grenades that deal 120% damage each every 1.4s
notes
a. grenades are fired out all at once with 4 fired from each launcher
b. grenades has a tiny blast radius of 2m
c. grenades shoot out with various trajectories with a spread about 60% the diameter of captian's uncharged crosshair
d. there is a crosshair for each of the launchers with a tiny gap between them
!feedback
Red item idea: Charge Diverter or Charge Redirector
Grants 25% or 30% of your max HP as shields (not touching the green or red HP capacity)
Also granting the power to leech shields from attacks (like a scythe or a seed) maybe 10% or 5% of shield's capacity
OR
diverting every healing above max health into recharging shields if needed
AND
if we take the leeching variant, we could also make it either make double damage on overloaded elites or double leeching from them
For what purpose?
Shields really aren't that strong, mostly because leaving the fight for 7-9 seconds to heal up the shields you are missing also means that overloading elites will have full health when you are back and if there are none, you just lose a 7-9 second worth chunk of your damage while regular HP can be regenerated from leeching, killing and even losing it. Also we really need at least one item that buffs shields - because currently we have just 1 white, 1 lunar and 1 super rare equipment which are either weak by themselves or just not that great due to the recharge time and 9 second loss of oneshot protection from nearly every hit
!feedback
Rework crowdfunder to increase in firerate with equipment cooldown. I'm not sure how soulbound catalyst would work with it. The initial firerate would obviously be reduced.
!feedback
Hey I'm new to the game and I am absolutely loving it. But I noticed that leveling up doesn't feel that impacted and I end up with a ton of leftover money at the end of stages which is kinda annoying.
Which is why I think it'd be a neat idea if the devs added a shrine you could buy buffs for the character you're playing. From little things you can buy at earlier stages that wouldn't make you broken or be that noticable: Such as extra distance to commandos slide, slightly more range on huntress primary fire. To better buffs at later stages like less charge time on captains primary or allowing huntress ninja star thing to bounce off things 3 more times.
!feedback Reduce the damage of the spikes that Malachite enemies leave all over the place. Malachites are already strong enough, no reason to have the stuff they leave everywhere be the reason you got one shot.
!Feedback RETURN ANCIENT SCEPTER!!!!
I have a goddamn fountain of ideas due to a small break in playing RoR, so
!feedback
A Hidden stage (well, not that hidden ofc) - the Crash Site
A smaller map consisting of the remains of Contact Light, transfer to which can only be activated on Rallypoint Delta by finding either a shrine (not preferable but much easier to do from the gameplay perspective) or a hidden survivor - dead, of course - and taking an unclassed item "Coordinates of Crash" and then proceeding through the normal teleporter
The stage can be, like, whatever the Devs shall choose, but would be cool to see some secrets referring to RoR1 - something like a garden from which REX escaped or the Acrid's cage or whatever, maybe opening alt skills by interacting with "story objects" (maybe finally Engis or Commandos alt m1 but i didnt say anything hehe)
Also a great thing to have if we will have such objects is to be able to activate something like a "memory file" - by that i mean fighting Providence with current character for additional loot or items idk
i have spent last 2 months in RoR1 and that is the biggest reason why i am writing all that stuff
!feedback How about we give celestines a new debuff to replace their current frost counterpart?
Here's my idea: A debuff that reduces luck. Plain and simple.
Why that? I think it would be a unique debuff for them to have, and thematically it makes for a good counterpart to malachites' wounding - Malachites disable healing items, celestines can newter neuter luck-based items, especially offensive proc items.
!feedback
A new beacon type for Captain that grants a burst of increased move speed and jump height to allies that enter it's radius?
!feedback
when your frozen in ice make it so your defense lowers so it would be kind of like your brittle (i mean seems like you would be considering you were forzen solid in a fraction of a second)
!Feedback
When you have the Fuel Array, it should show a "line" to indicate the death threshold, kinda like Shaped Glass
If you wanna not spoil the fun, make it appear after your first death to it.
!Feedback Applying Vulkan support so the game runs better, smoother (mostly on high time runs with tons of things at the same time on the map, it will help this moments A LOT) and allows low spec players to play properly at longer stages of the game.
!feedback
While I think the change to Commencement is welcome, I feel that now that Commencement is more open, it feels more barren. There's not really much incentive to explore the open level besides gunning for the pillars, and even if no chests spawn, I think having something extra to look for to help against Mithrix would make the more open aspect feel more rewarding. For example, something like how the UES Contact Light had the gauss cannon and the medbay for the fight against Providence. All in all, I think it couldn't hurt to add more engagement to the final level other than pillar hunting.
!feedback
After the anniversary update helped make Commencement a lot more than just a glorified hallway, I think the next area in dire need of a makeover is the Void Fields. For how much it helps a run, it has no right being just so slow. I think that you could make the Fields faster and more engaging by making the cells charge faster, but also spawning more enemies. Another issue with it that I believe that should be changed is that in particular cell placements in the earlier rounds, enemies straight up cannot reach you in time, so the spawn areas around the cells should be moved closer to it.
!feedback
since you revisited some alt skins, i hope you take a look at rex's "legs" in his running animation are the same as his default, as well as mercenary's sword
Would also be cool if having multiple copies of the crowdfunder (via fuelcells) shot all of them simultaneously, this would of course affect both its effects (i.e. having 4 fuelcells would shoot 5x as many bullets for 5x the gold cost)
!feedback
Give health/healing items the same fix regen items got a while back: Using the base stat, increased by level modifier. This way, squishy survivors would get equal benefit as heartier ones; right now, a 2% heal on a level 1 Mul-T is twice as good as on Huntress.
The numbers would have to be adjusted, of course. Infusion's cap would start lower but increase with level, letting you gather a few more red orbs each time you level up. Monster Tooth could heal for 8 health + X (+X per stack) base health. And so on.
Because base health starts at 100% and increases by 30% per level, base-health items would be proportionally stronger early on than they are late-game, so they can be kept useful at the normal stages without granting immortality to loop 3+ survivors with high stacks. This would allow for more varied/interesting defense items without hurting the game's balance.
Hi All.
crossplay and keep the game connection online even though the host disconnects has been considered for the game ?
Regards,
!feedback
!feedback
I'd gladly trade a bit of damage for the ability to slighty increase Thunderslam's (Alt Special on Loader) radius based on fall distance
!feedback Item Pool Balance Change
Provide more defense items to make a higher maximum health more useful. To compensate, healing items may need a slight nerf.
Why?
Right now, the game's item pool is greatly focused moreso on healing than on defense. This creates the problem of chip damage not being as dangerous, but one-shots being far more likely. With the addition of some defensive items, that balance would shift to be more in the middle, where in any given run, the type of damage you're resistant to is based on the items you get. Plus, one-shots are seemingly more common than they should be. Defensive items would help make them less common.
!feedback
If you die in multiplayer, instead of locking us to the POV of other players let players spawn as the spotter drone from ROR1, and the only thing it can do is fly around and ping. That way, dead players can still scout the map for shrines, chest, and the teleporter. but, make it so they can't be targetted by enemies that way they can't bait enemies away from living players.
!feedback
Create a kind of lore-friendly space for us to save games for our 1000stage attempts.
!feedback - It would be lovely if Drones are given a minimal distance that they would keep from us so they don't keep crashing into/swarming us whether we stand still.
!feedback Alternate Engineer Primary suggestions
Suggestion 1: A continous Laser with fixed range and maybe chargeup time (affected by attack speed) for balancing.
Suggestion 2: A plasma shot with medium to long range, that explodes on impact. Alternatively a quickfire plasma weapon.
Suggestion 3: A weapon based on electricity. Medium to short range. Shoots either a continous stream of electricity that might conect to
another enemy OR shoots one bigger electric burst with higher damage.
Im really dissatisfied with the primary of the engineer so i thought of a few suggestions for a alternate second primary for the engineer wich may or may not be complementing with his other abilitys and the overall technical and engineer style.
!feedback Change how Artificer’s primary recharges so that all charges restores after the cool down (similar to Visions of Heresy/Scrap Launcher). This allows you to weave in primary attacks more often during ability rotations, and it also increase synergy with on-hit items.
!feedback (hidden survivor spoilers)
||give perfected elite the same treatment as transcendence (removing hp regen) so that way if you either pick up the perfected aspect or kill a perfected elite with wake of vultures as heretic, it doesn't kill you instantly due to heretic's negative regen||
!feedback
The eclipse 2 modifier alongside ||the escape ship|| on stage 6 seems like it was genuinely not playtested. It requires you to literally hug it and you cant even go above it. Its actually horrible and needs a change (image for reference)
https://cdn.discordapp.com/attachments/662017342213062656/828078476103516180/unknown.png
!feedback
new idea based off of/taken from this message, thank you for a better idea for this
#ror2-feedback-discussion message
||if you pick up wake of vultures as heretic, it should disable you being able to acquire the perfected elite. if you pick up the perfected aspect (assuming it drops) as heretic, that's on you for your demise||
!feedback
Add a bottom-feedback channel for the funny.
On a slightly more serious note, this could help the devs get a sense of what the community definitely does not want.
!feedback
For buff equipment like tonic and gorag's opus, equipment drones should use them immediately when they get off cd rather than trying to use them on enemies like normal equipment
!feedback
make dios revive a teammate in multiplayer, but maybe if your teammate dies there is an option to use it in your teammate. just because I have had it before where I died really early to a malachite or something while a teammate has a dios and it just is boring and kind of sad when you die early and can’t do anything else.
||!feedback||
Huntress Alt Secondary: Piercing Bolt
Charge up a powerful manually aimed bolt for up to 750% damage. Upon hitting an enemy, the bolt splits into 3 shards that seek out nearby enemies for 300% damage each. Takes one second to fully charge, scales with attack speed.
Numbers are up to debate, feedback is appreciated.
!feedback
Found out in the Mar-25 Patch notes that there is call for feedback on the new final stage.
For me as a new player playing blind (6 hours game time) it was entirely non obvious how to leave the Arena after beating the Final boss. It was probably my most frustrating gaming experience in a while to literally loose because I couldn't figure out how to leave on a Timer due to a mechanic I encountered no where else in the game beeing introduced 3 minutes before the run finishes...
I literally tried to google how to leave the final arena but obviously there were no guides, so I wasn't even sure my run wasn't bugged at the time because I dashed through one of the orbs with Huntress shift skill in an attempt to leave, but it didn't do anything.
Sprinting through one orb close to the ground worked, but at that time there were 45seconds left on the clock and even with my insane movement speed i couldn't make it to the ship before 10 seconds which wasnt enough to charge it.
tl;dr 6 hour of gametime, beat the final boss, googled for 10-15 minutes after not beeing able to figure out how to leave the final boss arena, not wanting to loose the run because of it, found nothing indicating some jump through hoops literally mechanic, wasn't sure my run wasnt bugged, kept trying, managed to leave the arena with 45s left, lost the run due to that, felt terrible and artificial, no idea why there is new visuals for a portal 3 minutes before the run ends.(apart from that really loving the game ! :D)
!feedback
With the artifact of metamorphosis. If you go for heretic two things can happen. When you enter a new stage you get a new character only changing back to heratic when you use your equipment. ALSO with metamorphosis as heretic.. Dependent on who you got on a stage you can actually unlock skills and such for that character (Just found this out during a run and got the new mercenary ability)
!feedback
Death Mark is a pretty nice item, but the 4 debuff requirement hamstrings its use in the early game and forces builds around it to be quite linear if the player's character doesn't have an intrinsic debuff that they can apply.
The change I'd like to propose would involve the Death Mark status being applied on attack, then stacking itself based on the amount of different statuses applied to the enemy during the Death Mark's duration (attach enemy, Death Mark applied, light enemy on fire, they gain a stack of Death Mark, they now take a bit of bonus damage, coat enemy in tar, they now take more damage, Death Mark wears off, rinse, repeat) which would both give it a bit more usage in the early game as well as provide better stacking options.
Say that each Death Mark item that you pick up lets it benefit from one more status on the affected enemy, raising its damage cap while encouraging you to still get different statuses on your build. Let it start with the current 4 as the cap, with each new Death Mark item increasing it by 1 while also increasing the Death Mark duration a little.
tl;dr - Death Mark can be annoying to get rolling, so have it start affecting enemies even if they have less than 4 debuffs. Stacking Death Mark increases the damage cap by letting it count more debuffs.
EDIT: I used confusing language in the tl;dr, I did not mean diminishing returns on the damage increase from debuffs, rather that having less than 4 debuffs applied would deal less than the 50% that Death Mark does durrently.
!feedback Death Mark Rebalance
Make Death Mark get exponential returns per debuff, giving an increase of damage without the initial 4 debuff cap.
Why?
This is sort of the opposite of the post above. I believe Death Mark should somewhat stay unique in the fact that it requires multiple debuffs to really be good. By making this change, however, Death Mark would at least have some use if you only have one or two debuffs. Maybe a 5% increase in damage for one debuff, 15% for two. But as you get more and more debuffs on the enemy, the increase would get exponentially larger, at least sort of. If I kept the pattern that I had going, 3 debuffs is a 30% damage increase and 4 is a 50% damage increase, similar to what we have now. This would make Death Mark less of a looping only item.
tl;dr Death Mark would give a damage increase for any amount of debuffs, giving far larger increases for each debuff afflicted enemies have.
||!feedback||
Happiest Mask Buff
Ghosts created by Happiest Mask now periodically activate your on kill items while alive, and proc them once more upon death. More stacks increase the rate of which ghosts activate on kill items.
This item is extremely lackluster as the ghosts barely contribute to your damage output and can be outright threats to you in some cases (Dunestriders and Void Reavers). Giving ghosts a way to activate your items and giving Happiest Mask some good item synergies would go a long way in making it a more worthwhile legendary. 
!feedback this tooltip still tells about Poison even if you have Blight equipped. What if it will tell that it applies your Passive instead so the confusion won't happen?
!feedback
To allow for turrets and drones to be a bit easier to survive in later stages, I have a couple ideas
• every time you loop (every 5 stages), give all drones/turrets +100% health and +150% damage
•all on-kill effects proc from turret and drone kills
!feedback
Captain gets a nicer drop pod than other survivors, with a door that slides out and to the side. Survivors can interact with this door to rip it off its tracks, using it as a tower shield.
The Door (Equipment): “Passively gain X armor. Knocking on the door attracts enemies for Ys.” Activating causes all enemies to target only you for a few seconds, ignoring all other units, and redirecting monster spawns to your location. Good for protecting allies, reigning in wayward Worms, and showing your foes The Door.
Just something fun to make Captain better at supporting his allies. Not sure how many people would spend their equipment slot on it, but those who do are heroes.
!feedback
Artifact of Mist
Enemies and players are invisible to each other past a certain distance. (teleporter zone?)
This isn’t a repost trust me don’t look at my feedback history.
Soul Crushers [Legendary]
+) On kill: Grow 1 (+1 per stack) soul tentacle that grabs nearby enemies
+) Grabbing an enemy causes them to lose 10% max health and take 50% base damage (+25% per stack) per second, proccing any on-hit effects alongside until the enemy is dead
*) If you move, the enemy comes with you, so you can create situations where taking enemies with you would be good
!feedback
||heretic stops hurting herself at bazaar and a moment,fractured||
!feedback
Heretic abilities should stack better. Currently some gain nothing or even become worse as you get more of the items that give you them.
Hungering gaze gets double ammo but double cooldown. Or in other words stacking is just about a net neutral.
Slicing maelstrom gets double the cooldown and only double the CC duration, no damage increase. Which means stacking it makes the ability weaker
Ruin gets double cooldown and double duration. Which is a small net negative since you don't have as much control when the stacks detonate anymore.
Only shadowfade actually benefits from stacking
They shouldn't stack too well since they're abilities and not really items, but they should at the bare minimum not get worse.
!feedback
The ability to change the description of items to how they look in the logbook, rather than not containing their stats. There is a mod for this but I'd love to see it in the main game.
EDIT: Except for beads of fealty.
!feedback
Currently Eclipse 2+ feels super bad in the current version of the game, as the final ship event has such a small size that you can’t even sit on the ship, and a single Void Reaver attack can nearly cover the entire thing. Also, the soul pillars become nearly impossible, as you have to sit melee with the pillar for most of the duration – and every single pillar can be completely covered by a single lunar bomb dude. Overall, on top of Commencement taking much longer than usual, this makes Eclipse unenjoyable for me, even though i liked it in the previous patch.
Also, REX on eclipse 8 is still bugged, as he will lower his own hp with his abilities.
!feedback
Alternate Artificer utility that creates a blast around her, freezing enemies and knocking them back.
!feedback
!feedback
add a setting so that you have the choice to add item models to your chracter and give the heretic item models at all
!feedback
I feel like the devs may have forgotten something, but I just can’t put my finger on it.
!feedback
Since a lot of people are complaining about really small pillar/cell/rescue ship radius with focused convergence and eclipse 2 modifier, maybe make them have less effect on smaller zones. For example, with a single focused convergence, instead of 50%, maybe the rescue ship zone is reduced by 25%. This also applies for the bonus to charging, which would take 25% less time than normally instead of 50%. This would solve the problem of stupidly small zones without having to remove the feature of those modifiers affecting all holdout zones.
!feedback Add occasional decorative vagrants to the skybox as a reference back to this mildly-spooky log entry from Risk of Rain 1
uhhhhhhhhhhhhhhhhhhhhhhhhh
[its a floating chest, if the image ain't clear enough]
!feedback
!feedback
Bring back boxing gloves from Risk Of Rain 1
!feedback
i don't need to say anything
!feedback
Bandit's secondary is kinda useless right now (!only compared to his other abilities, not overall!) and is powerful enough to be at least worth using only because of the Hemmorhage debuff
Here is my idea: make it always proc Hemmorhage on enemies and proc twice if it's a critical strike (or preferably ONLY if it is a backstab) BUT make Hemmorhage inflict 1000% damage instead of 2000% and also maybe balance it out with cooldowns
This will not only make it much more viable as a debuff stacker in the first loop of the game, but also make it a whole lot more damaging and viable as a closerange attack (or one more ranged attack if we talk about the kunai) lategame
also it will definitely make it much easier to understand for newcomers
and it will work just as Rex's Weakened and Accrid's Poisoned debuffs except the part where it grants some power from backstabs
!feedback idea for a future hidden realm that is the area from the prismatic trials screen
!feedback an artifact that increases the max level monsters can achieve during a run (currently they cap at 99, im unsure exactly how long it takes for them to hit cap although I do plan on testing it later) <Edit> Was informed by another person here that the level was capped to keep the game from crashing, which brings me to an alternate idea for this artifact that simply makes the monsters gain more stats from leveling (i.e at 200% stat increase per level, a level 99 monster would be as strong as a level 198 monster) This would actually make it a much more dangerous artifact than I had originally intended since the enemies would effectively level faster (since they would still cap in the same amount of time) but I actually like this idea better to be honest.
!feedback While using movement abilities when entering the final boss arena, there is a chance you will get stuck in the invisible boundary wall, unable to free yourself.
!feedback
If you’re computer/console clock is set to easter day and you go to sirens call, the nests have easter eggs and destroying them summons the alloy worship unit but it has bunny ears
(Half joking)
!feedback
at the end of long runs, characters tend to look like giant pin cushions of random items and equipment, which is always very fun to look at. i suggest that a model of your character, with all of their items, be displayed at the end of a run, and also be included in run history.
!feedback
Instead of Focused Convergence/Eclipse 2 affecting the entire radius, have a minimum it approaches.
For example, a Void cell or Commencement pillar could have a minimum that fits 1 survivor (2m?), so the math would become radius = 2m + Xm*modifier . Teleporters could have a minimum equal to the teleporter itself, to fit everyone, and also because a small red sphere around just the teleporter would look awesome. The ship sequence minimum doesn't need to fit the whole ship, but enough that Eclipse still lets survivors walk around the corners.
With this in place, zone size modifiers could be adjusted too. Even if max stacks of Convergence on Eclipse reduced all excess radius to 0, and the game would still be playable.
!feedback
An option when choosing a survivor to select a random survivor. I know there is the artifact of metamorphosis, but it would be cool to have a random option for one survivor when starting a run.
!feedback
Allow Void Reavers to appear as a possible Void Field enemy pre-loop, or as a wandering enemy so it fits better with lore. Their credit cost should be high enough to not be too unfair.
!feedback Alternatively could have the Genesis Loop activate at every interval of a certain amount of damage taken for more consistent proc.
!feedback
currently, there is almost no reason to use plasma bolts over flame bolts on artificer. i propose that plasma bolts travel faster than flame bolts, allowing them to be useful when trying to hit something while flying, and also fitting in with them being made out of electricity.
!feedback
would be awesome to make it so drones have x minimum distance from a survivor (like maybe 5m?) just so they're not always swarming you. especially when you have multiple in later loops, can be hard to see, very hard to have consistent bustling fungus (as you keep getting pushed around by drones) and the same for trying to scrap items, or just anything that requires you to stand still. have had the drones almost push me off the map on multiple occations. would be great QOL change / patch.
!feedback How about we just make Phase Round hitscan like every other single bullet ability the Commando fires
HI.
I think that playway of engineer its perfect. If you improve / change his primary weapon behavior it lost the 'main attractive' of play with him. Engineer just need some fungus, a totem and a Tesla item to be a massive destruction weapon. Off course, that is precisely the challenge of made your character a powerfull one; ). My opinion.
Regards.
#engineer-user
!feedback
A Lunar item that only appears during runs with artifacts that exacerbates their effect, i.e. Increased friendly fire damage from Chaos, Increased damange/lowered health from Glass, Increased spawnrate/lowered health from Swarms, etc.
!feedback
Can I get a way to open the door of the abandoned aqueduct without needing to spend 5 minutes pushing a pot?
!feedback the beacons for the pillars on commencement are nigh impossible to see
Give each pillar beam a different color (not white) to make it more visible
!feedback
I feel a white beam with a colored outline would look cooler imo
!feedback
the wake of vultures is currently extremely under powered, it has no argument and is effectively useless in nearly all situations, in fact many regard (me included) the overloading (and new perfected) affix's effect of changing half your health to shield a downside making the item actually more detrimental to your run than positive and this is an issue as the wake of vultures being a red item, is expected to have a major impact on your run. my issue is with the wake of vultures specifically because, the elite affixes are designed for the enemies, not the player, the elite equipment drops are a fun gimmick that never causes you to lose out anything as you're never forced to obtain it instead of something else, while you get the wake of vultures instead of any other red item (or any other item in general, i'd rather most whites than the wake of vultures) and it's extremely disappointing to see a red item that ends out being a wake of vultures. the item needs a serious rework and a simple buff (like to the duration of the effect) will not change anything, it is currently the worst red in the game and has been for a very long time.
!feedback
Lunar Item
Lost Star
Constantly have the heavy effect applied while sprinting (damage increases with stacks)
Downside upon dealing over 1000% with the move be teleported randomly on the Map
The look is a floating pile of moon shrads hovering around the player.
!feedback
new lunar item: don't know what to name it,your items have a higher chance to be a higher tier ,but you gain less XP
!feedback
going to the void fields should trigger something happening in the run afterward. Maybe void reavers will spawn earlier? If you do void fields later in a run, maybe it will make elite void reavers spawn earlier/more frequent? some side effect to going to void fields would be cool.
!feedback
new item: battle mirror chance to deflect projectiles
!feedback
The Bandit's unlockable Primary, 'Blast' feels lackluster compared to the 'Burst' option as it does less damage overall and has the same amount of ammo, in trade for a bit of accuracy. To make it more appealing, I suggest giving the 'Blast' primary two more bullets, totaling up to six shots instead of the current four.
!feedback
New lunar item-
[Placeholder Name]
Reduces damage but increases attack speed. After the math, one would have lowered DPS (I'll leave the exact numbers to the devs.) but in turn, proc items would activate more, rewarding further item building.
!feedback change Bandit's alternate ultimate so that you lose half or 60% of stacks. Losing all of them feels like a significant momentum loss and it doesn't feel fun to me
!feedback
!feedback Make enemies in voidfields unable to obtain unstable tesla coil. This is because it makes voidfields impossible if the enemies get this.
!feedback Unstable Tesla Coil Change
Make the Unstable Tesla Coil unable to hit through walls.
Why?
It would at least somewhat balance it, because it's pretty overpowered. It would also make Void Fields with it not so difficult as it is now.
!feedback I got an idea for music inserter of each level or if not, we can make a mod
!feedback
Setting to disable spinel tonic and brainstalks effects they're so trippy especially spinel
!feedback
Let Captain's Diablo Strike scale with Soldier's Syringe attack speed. possibly having it be something like the bonus from 1 syringe = 1 second less wait for it to land. You would need a high amount of syringes to make the Diablo strike near broken and at that point you'd either be very lucky, on a god run, or doing a command/meme run. Even with, say, halved wait you would still have to contend with the high cooldown time which can only be truly negated by red items, which are rare on regular runs. This would make it so that in regular runs the diablo strike would probably still be balanced unless you got lucky with syringes.
!feedback
For each elite buff make a player version that is balanced around PC's rather than enemy's.
Wake of Vultures and Aspects suck because Elite buffs are designed around the cannon fodder enemies, things like on death effects, anti heal, and ally stealth are pretty much unless on players.
When you get Wake buff or an Aspect you get the player designed version of that buff.
Burst vs. Blast: An attempt to balance
On the surface, this is how I would describe these two
Burst:
A shotgun. Good for close range encounters, a group of enemies, or a large enemy who is very tanky.
Balance:
+ Tighten spread for third and fourth shot when spraying
- Give a lot of damage fall off
+ Using lights out with a full (4) clip overloads the gun to 5
Blast:
A rifle, or slug round. Good for anywhere, really. Less damage, but much more reliable
Balance:
+ Tighten spread to be almost nonexistent
+ Piercing property on kill (so it's not just always a sniper rifle)
+ Give a single clip 5 bullets, and reloading returns all of them
- Reload increased to 1.25 seconds
+ Remove any and all damage fall off
+ Using lights out with a full (5) clip overloads the gun to 6
!feedback
Make sky meadows look more damaged and broken the more you loop. Would It would make sense considering how rocks are flying along the two paths. Wouldn't be too far fetched that the rocks would crash into the level and breaking it.
||!feedback||
Captain Secondary Alt: Trauma Kit
Deploy a heal station on the ground, which will spawn a healing orb that will heal for 20% of anyone's max health if picked up. After 5 seconds, if the orb hasn't been taken, it fully charges up to heal 40% of an ally's health.
Up to 3 Biotic Kits can be placed before the oldest despawns. Great for encouraging Captain's teamwork oriented playstyle. ||Numbers up to debate.||
!feedback
5.7 Pistol round [Green]
All skills that throw out a projectile can pierce all enemies up to 5 meters (+5 meters per stack)
!feedback
Engineer Alternate Secondary: Micro-Assembly Device. A tiny robot clings to you and your minions and passively assembles explosives.
Engineer and his turrets use this as secondary ability, to instantly launch a self-targeting grenade at the nearest enemy in a short range (cannot be fired if no enemies are in range). 8s cooldown like the mines, but only one charge, and only 400% damage. Perhaps a different radius as well.
Although weaker and less versatile than the mines, the tiny robot assembles copies of itself for every minion allied with engineer. Drones/Queen's Gland/etc all get one, and the robot fires the grenades itself (like an offensive microbot).
This is intended to be an alternative to Engi's mostly passive playstyle, best utilized while running into the action himself alongside his Carbonizers and the newly clingy drones. Mine-placement in the middle of combat doesn't fit an active playstyle as well as Engi's other alt-abilities.
!feedback
Engineer alt Utility
On activation (press of the button) use up all charges of the utility slot for...
Emergency Protection Bots
- On activation, gain a 10% regeneration boost per use (1 default), stacks hyberpolically up to 100%
- Spawn in a mini gunner drone per use that has a 10 second life span
- Boost all turrets currently out with 1 armor per use
this can get out of hand quickly with enough hardlight afterburners, so I hope you guys find all the cool ways to abuse this :)
!feedback also it’s for the bosses if you can replace köppen as fuck into something else
Should shorten the time for captains new ability, AT LEAST for when you shift cancel.
!feedback
Make the time for captain's OGM-72 Diablo Strike to drop from the sky be reduced with Soldier Syringes.
!feedback make rex's disperse not put you into combat mode as it doesn't deal damage; plus this change would give it some reason to use over the other utility
!feedback a counter of how many lunar coins spent per player at the end of a run ||to see how much someone spent rerolling the lunar shop||
||!feedback|| Buff Captain's Taser so for every bounce it does before hitting an enemy, it ricochets to shock a different enemy after shocking the first.
Maybe add a little aim assist for the taser after it bounces to make trickshots a bit more feasible.
!feedback Make a Void Fields a bit faster if player do not taking any damage. Cos when u overpower its just so lame and long. ty
!feedback Add a restart button on the prismatic trials, so we don't have to exit to the continue & menu select screen every time we want to reset
||!feedback|| Buff Captain's Beacons (excluding Hacking) to have around a 60s cooldown before being able to be used again. Calling down a new beacon destroys the old one.
With hacking being so strong, this would be really handy for allowing players to use the various other supportive beacons more around the map while having a spare charge for the teleporter.
!feedback I feel like Commando should be able to activate the 2 bands consistently with just his abilities. Maybe change Frag Grenade to an impact grenade that deals the 700% damage to the thing it impacts (thus proccing the bands) with the damage getting less starting from the point of impact.
!feedback
when rex hurts itself with it's abilities,the screen doesn't get bloody
its kinda annoying,especially with m2 since you're just spamming it half the time and making me feel epileptic
!feedback when hosting a game, we need a kick feature for annoying people.
!feedback it would be cool if before the boss fight you'd have a way, possibly in the lunar shop, to revive dead players. Maybe against 100 Lunar Coins, or half your items, something like that. So spectators won't have to wait and everyone can have fun
!feedback Tougher Times Change
Don't allow Tougher Times to proc in instances where the damage is supposed to be guaranteed to happen. This would include things like Blood Shrines, REX's abilities, and the Fuel Array blowing up.
Why?
It feels kind of unfair that something that's supposed to have a cost in blood or is supposed to guaranteed kill you can be blocked.
!feedback
commando’s grenade should explode on impact. In it’s current state, it can’t be used on any flying enemies, and can still be hard to aim on a crowd of enemies due to the fuse time. Both of these issues would be remedied by this
After many runs, I can say with full confidence that the current grenade is not useful at all past stage 3
!feedback
Even after winning against Mithrix, it shows 0. Is this intended?
!feedback
i think that engineer's primary fire is horrible. i rely on mines or harpoons for damage outside of turrets. one big factor for this is the inconsistency of the bombs. i suggest that, instead of burst fire, the bombs be fired in a consistent arc with a constant fire rate, alternating between each launcher, like a much slower double tap. i also suggest that the blast radius of these bombs be increased.
edit: changed wording from "most people in the ror2 community agree" to a more accurate description
!feedback Correct me if I’m wrong, but Commando’s grenades still don’t feel that great. I’m not exactly saying they’re absolutely horrible or useless, but they just don’t seem that awesome or powerful. I feel like it’s losing out on a lot of its potential. One thing about the grenades that bothers me the most is how bouncy they are, and the amount of distance it tends to travel after a bounce.
Here are a few ideas of changes I have for the grenades. I’m not suggesting every single one be made for the grenade. Maybe one or two. I believe any of these will improve the feel of them:
- Have them be able to bounce only one time.
- Shorten the distance they travel after the bounce. A lot of the time, the grenades tend to bounce and then travel far away from my intended location.
- Shorten the fuse time or allow them to be shot and explode pre-maturely. It really feels like the grenades takes way too long to explode. If they’re given the ability to be shot and explode instantly, it can be useful for damaging flying enemies such as Brass Contraptions or Greater Wisps.
- Lastly, how about allow them to reduce the armor of an enemy just a bit when they explode on them.
That’s all. I hope you’ll consider some of these implementations.
!feedback Captain Resupply Beacon Buff:
Activating the Resupply beacon gives survivors a 30% move speed boost, an extra jump, and refills all shields. This buff lasts for several seconds after using the beacon. Resupply Beacon still only has 3 charges.
||Personal Shield Generator and Transcendence fans unite!||
!feedbac
add a first person setting i would really like the feel of every thing being giant compared to you
-things like Rex's sprint would probably not shift the camera at all
-mercenary's evicerate won't make you barf rather just move the camera to where you will end
-particle effect up close like acrids neurotoxin won't be seen until they're far away enough to not screen you (this includeds most of artificers attacks especially flame thrower this would just make a faint effect infront of you so you can see it but not get screened, engineers sheild would be more faint and his thermal harpoons would make the same effect around the screen)
!feedback
I feel very strongly that there should be a way to pet the Queen's Gland beetle guards
!feedback Perfected monsters are unaffected by Old Guillotine but the indication on the health bar is still there. I assume it's because 100% of their "health" is replaced by shields, and old guillotine only insta-kills when "health" is below a certain threshold (they have none). This is a very minor issue but I think removing the indication on their health bar would help clear up some confusion for players that don't know.
!feedback
!Feedback Buff Titanic Knurl. Its' stats are lackluster in comparison to similar items that do similar effects. The extra health is worse than getting an infusion or a couple bison steaks, and the Regeneration at all times is worse than Cautious Slug, staying out of combat for a few seconds is fairly easy, and even if you get interrupted a couple seconds later, you still will have gained more health overall from having one Cautious Slug. The buff would just be a straight double to all aspects, except for the secret armor gain(Which I can't remember if it is still there.)
!feedback
I would actually go as far as to say triple up to 120 max health and 4.8hp/s
even in this state, it's not that good. A full infusion, a single bison steak overcome its health bonus, and it barely outclasses a single cautious slug
Maybe I'm missing something, but I think as a boss item, it deserves a bit more than "hey, at least it's better than a couple whites"
!feedback
Blast Canister on MUL-T feels pretty underwhelming and doesn't scale well into the late game so I came up with a new/alternate M2 for MUL-T: Foam Canister. Foam Canister coats an area and all enemies with a quick setting foam that roots all enemies in a 15 meter radius for 5 seconds after a very short delay(0.5 seconds, gives a chance that more enemies will walk into the foam, and enemies will still be rooted if they are coated in foam and leave the radius). MUL-T already gets plenty of damage from his primary(s) and another ability to deal damage feels unecesary. This however gives MUL-T a bit more utility.
!feedback we need some content for the late game runs because around the 1 hour 30 mark, the game starts to turn stale (especially if you have reached this point multiple times before)
!feedback make it so acrids jump has increased AOE against all enemires with poison on them. But only the really low ones. so its easier to get rid of wisps in early game. (The aoe is basically only inceased to deal the last 1 hp of dmg to poisnd enemies)
I came across this mod for rainbow six that's basically a much more in-depth score board, and I thought it would be kinda cool to add something similar in Risk of Rain (except in vanilla)
It could be access with caps lock or the bracket keys idk, but it would show a bunch of stats like:
• kills
• deaths
• money
• item count [and rarity count])
- everyone's favorite/least favorite survivor
- favorite equipment (so you can give it to them if you find it)
- nemesis enemy
All of this is already in Risk of Rain 2, all it would take is a bit of time to create a HUD for it to make it easier to read in the game
Can we get sticky Frag Grenades on commando already?
!feedback
!feedback
Change the spawn logic of Cleansing Pools. Instead of them being able to only spawn in Wetland Aspect, Scorched Acres and Siren's Call with around 10-15% chance as it currently is, enable them to spawn in every Stage except Hidden Realms with around 5-7% chance.
!feedback
Bandit's Serrated Dagger ability can be used while sprinting. If this is intended, it should be given the Agile tag.
!feedback
TITANIC KNURL REWORK
Increase maximum health by 40 (+40 per stack) and base health regeneration by 1.6 hp/s(+1.6 hp/s per stack) health/second.
Get rid of the max health/health regen stuff, we've established that other items do it far better.
Instead, have the knurl give X%(+x%) percentage of your max health as armor.
Let's say it's 7.5%. A 100hp Huntress gets 7.5 extra armor, which is a bit more than a Repulsion Armor Plate. I feel like that's balanced for a boss item, which (from my reckoning) should be between a green and a red.
Now let's say you have a 3000hp Heretic. Now you get 225 armor from one item. That's on the high end, so percentages might need to be tweaked, but it would make the Knurl finally, for the first time in forever, something other than scrapper food.
Repeated Fate [Lunar]
+) On proc, proc 1(+1 per stack) more times
-) Enemy procs proc an additional 2(+1 per stack) more times
!feedback
The things that make Captain unique (orbital support) are one of the weakest parts of his kit, he is carried solely by his primary.
!feedback
Commando's grenades were painful to play with before, but now with the new physics its almost impossible to use them at all. Would be nice if the changes were reversed.
!feedback
Bring Back ror2-memes channel
!feedback
Knurl seems a little underpowered for a boss item
Suggested buff would be to make it so it doubles health gain/increase and health regen from items. Allowing it to improve other items that you'll get later on the run, becoming stronger the later the run gets.
Infusion orb gives two perm hp instead of one.
Bison Steak gives 50hp instead of 25.
Cautious Slug doubles its health regen speed.
(since CS is 3hp/s +3hp/s on stack, this would make it so that having 2 CS and TK would act like you have 4 CS)
This wouldn't work and improve straight up healing items (Medkit, Monster Tooth, Planula) as that job is already done via RejRack and Corpsebloom.
!feedback
Bison Steak: +15 (+10 per stack) base health.
At level 3, one stack is +24 to the total (around where it is now), but it retains its relative effect at all stages of the game. Additional stacks give only +10 base health to keep from scaling too well. With these numbers, it takes 9 Bison Steaks for most survivors to have MulT health, and MulT gets +53%.
As regen items and shields have already, more defense items should change to a proportional approach that keeps them balanced for the regular game and relevant after looping.
!feedback
add a trajectory guide on artificers M2 for where it will land sort of like MUL-T's M2
!feedback Titanic Knurl Rework
To make Titanic Knurl better, increase the strength of its effects, but have the effects only activate when grounded. This would mean a pretty good increase to regeneration and armor when grounded. As for how it would stack, the devs can choose which effect to have increase per stack, if not both.
Why?
You don't really notice the effects of Titanic Knurl how it is. When you give an activation condition and increase the strength of those effects, players will better be able to see and utilize the strength of the effects, noticing the difference when it isn't activated. This change would make Titanic Knurl have a noticeable difference when in the air compared to when being grounded.
||!feedback||
Titanic Knurl Rework:
Generate up to 50 armor over a few seconds (+50 armor per stack). This armor resets to 0 upon taking damage. (Armor amount subject to change)
!feedback Crossplay
crossplay would be great, I would like to play with my PC friends. And it would be cool to have patches when they release, i'm kind off tired of waiting months to play a New map or grab some new items
Buff irradiant pearl chance.
Reason A: This video https://www.youtube.com/watch?v=gEmWo3RDCJo
The two players in this video go through 300+ minutes (5+ hours) of trying to find a single irradiant pearl, getting more than 100 regular pearls. I'm a little over half way through and they still haven't found a single irradiant pearl
Reason B: The stats are insane
Currently, the chance to drop is 4%, which is 1/25 or 1 irradiant peal:24 pearls. This would be fine, except you have to remember that's on average and not a guarantee. If it was a guarantee 25th is an irradiant, that would honestly be an amazing change and I would love that, however that's not how most intractables operate, so I'll stick with chance.
It should be at least 1/20 (or 5%), but probably more than 1/16 (6%) to be much kinder to those who have enough lunars to supply that many pearls.
Reason C: Keep in mind that a cleansing pool is the only way to get a pearl, let alone an irradiant one. The highest chance on any stage is 15%, and that's only on one stage. The other two (pools only spawn on 3 maps) are just barely shy of 10%, which is crazy for how situational it feels.
You need at least 1 lunar, you need to be on one of those 3 maps, and then you need extremely good luck to get an irradiant pearl, according to the wiki.
Fix the cleansing pool, or fix the irradiant pearl. Either one will make the interaction so much better
Edit: Guy in the video finally got a SINGLE irradiant pearl after getting 124 regular pearls (on average, he should have 4 more pearls than he does currently!) after 7 Hours of playing.
THESE ARE INSANE. FIX THE PEARLS D:
Because I didn't expect the run to last so long nothing was recorded from the first two hours (hence the time skip) but nothing too crazy happened other than a bunch of rare monster logs (overloading worm/void reaver) and getting the celestine equipment.
Chapters:
Intro: 0:00
Chapter 1: 0:53
Chapter 2: 4:2...
!feedback
make a logbook entry for the crashed ships that you can find in each world. there would only be a chance for a ship to spawn in each world but they would each tell a part of what happened to the ships and why they crashed, to get the log you would go up to the ship and hit "interact" and it would give it to you for that world, each world would have 1 piece of the log and you can only collect it once, if in multiplayer one person can collect the log. and there would be a ship in each world like abandoned aqueduct there can be a ship outside of boundaries, you could choose to get it or just wait for it to spawn somewhere else (yes it would add a new spawn if not reachable iwth all characters)
!feedback
sometimes I shoot the coin barrels expecting to get coins back
!feedback i dont mind it get scaled down to 0.1% per stack, but may bandit keep desparado stacks in his play through?
!idea
Engineer's R could be reworked to be like Captain's R. Instead of choosing 2 beacons in the character selection screen, you choose 2 turrets. Would allow engi players to be hybrid (1 moving turret, 1 stationary turret) and maybe in the future add a turret that is only support based.
!feedback
!feedback
As it stands the lunar shop refresh feature is quite a bit abusable. Let’s looks for a solution.
**Issues: **Players able to get full gesture tonic stage 1.5 with 100% reliability due to lunar coin exploiters. Players can also stack several transcendence or other lunar item advantages.
**Possible Solutions: **
(1) Just don’t play with people who will abuse the lunar shop refresh. The issue with this is this is not an option for quickplay players, and with discord matchmaking it is difficult as players will: not read your LFG post if you specify lunar refreshing, and it is a bit awkward to bother someone about it pre-match or mid-match. This solution isn’t great.
(2) Remove the lunar refreshing system. Taking out features feels bad, so this is less favorable, but it is a good solution.
(3) Patching lunar item cheats or allowing for players to tell if someone has modded their client. Not great, and people would be upset, but it is a partial solution.
(4) Make lunar refreshing an artifact. A bit awkward as a solo artifact, but value to it can be added to be more run modifier’ey. Additionally, it could be made a separate modified tick, but might be messy for the current clean UI.
(5) Make it disableable via in match for a visit or make the refresher have a small chance of being able to spawn in for your visit. The second option is probably the best option, the first one might be too toxic.
(6) Make it disabled for Monsoon. Also a really good option to prevent unbalanced gameplay.
**Conclusion: **Overall, it is a preferential topic, that some ppl don’t see as an issue, but in general it is an exploited mechanic that is not intended for unlimited lunar coin usage. Thus making monsoon runs into normal/easy mode and artifact of command runs.
!feedback
rebug mando nades
!feedback
Add the ability to dismiss drones or remove the cap of allies allowed as I've tried doing the funny squid polyp spam just to find out my friend has taken up the entire ally cap with gunner turrets
!feedback
Currently Mercurial Rachis has a very misleading range. You're supposed to be given the buff just by being in the area indicated by the circle but in reality you have to be much closer to the totem than that, almost half the radius in fact. And that range isn't just to gain the buff, but to keep it as well, as moving in to get the buff then going to the edge of the displayed radius will make the buff time out still. Please either fix the area indicator of the buffing radius. This effects both players and enemies.
!feedback
Lower the chance for items such as bandolier and Ghor's Tome to drop from enemies with the Artifact of Swarms. I had a Swarms run earlier, and I basically had no cooldowns due to the massive amounts of bandolier drops.
||!feedback||
Gesture of the Drowned Nerf:
Reduces cooldown of equipment by 25% (+25% per stack) and automatically activates equipment, BUT increases ability cooldowns by 25% (+25% per stack). ||Numbers subject to change||
Reasoning:
This item is incredibly powerful, its stated downside is almost always an upside, and there is no downside to stacking it. Reducing the cooldown reduction and making abilities suffer increased cooldown shows a clear trade-off of taking power from your abilities and giving power to your equipment. Taking this will now be an actual choice which will change based off of each situation.
!feedback
When holding TAB (or equivalent button) which lets you see your items and gives you the descriptions of what they do you should be able to mouse over the status effects over your health bar to get descriptions of the actual effects they do
!feedback
Changes to REX's DIRECTIVE: Harvest? Maybe larger projectile size? As well as maybe giving the Weaken debuff? Or even something like having a larger AoE effect on the initial hit?
!feedback I just lost an Eclipse 8 Arti run, and the half of Commencement that I did manage to get through was just obnoxious. The worst of it was the Eclipse, but I don't think the problems are limited to that.
On the Eclipse side, 2 of the 4 Pillars were Design, and took like 5 minutes to charge. With the reduced Eclipse radius, a single Exploder locks you out of the zone, and - worse - the pulses push you far enough out of it that you're spending most of your time running in every few seconds. The other two Pillars were Blood, and along with the extra enemies from the update I'd have taken half my health in permanent damage before I even made it to Mithrix.
Otherwise, though, I've beaten the new Commencement a couple of times, and a lot of stuff just doesn't feel fun. The Pillars in general are grindy and the hordes of Chimeras are uninteresting; neither feels nearly as engaging as their normal-stage counterparts. The final ship-charge bit feels really anticlimactic; you're fighting monsters that can't even come in the zone. Also, the new layout has some cool bits, but overall feels less cool than the old bleak hallway.
Honestly, I think reverting to the old Commencement (which was great) and fixing its few problems would be a better way to go. It generally required too much mobility, but that's easily fixed by moving the islands a bit closer to the main path (and it would be cooler if the jump pads to the arena were replaced by a big stairway). Fighting the Chimeras was pointless, but they could be made to drop items. Getting back to the ship took too long and was too item-dependent, but that could be fixed by adding jump pads (after you kill Mithrix) to boost you along. There was no in-universe reason to kill Mithrix, but the update's fix for that (your shuttle is there but stuck until he's dead) would work just as well on the old map. (It would also be nice if the ending actually concluded the arc of looking for Contact Light survivors, too).
!feedback
A setting to automatically skip the intro cutscene. Pretty sure it was forgotten again.
Unnamed [Lunar] ```diff
+) Gain 300%(+100% per stack) Critical hit damage
-) Lose 50%(-50% per stack) crit chance; stacks exponentially
!feedback Alien Head Rework
Every time you use a cooldown skill, reduce the cooldown of your other skills by X (+Y per stack) seconds.
X and Y would both be some small number, probably between 0.5 and 1 seconds. Yes, it would be a flat amount.
Why?
Currently, you barely notice the effect of Alien Head. It may be a fine legendary, but certainly not one you can see the effects of. This rework would make the usage of it more active, making you use cooldown skills in order to use other cooldown skills more often. It would mostly benefit characters with both long and short cooldown skills.
Magazine Reload Skills
Since skills like Hungering Gaze and Scrap Launcher reload all uses at once, how should they be balanced? The first shot would be the one to trigger the reduction, but all consequent shots wouldn't, at least until the skill has reloaded. This would keep players from getting 12 cooldown reductions from Hungering Gaze, while still allowing skills like either of Artificer's primaries or Backup Mags to still have full impact, due to each charge needing to reload individually.
EDIT: Clarified.
!feedback
Add option that can hide things on your character's model
!feedback
Acrid's regenerative tag says that he heals health over 0.5 seconds. However, it appears to be a regeneration effect rather than a healing effect (no green numbers, no skull generation). Either change the tooltip to say he regenerates health over time to add clarity to what's happening mechanically or make it an actual healing effect because everyone loves more skulls.
||!feedback||
New Shrine: Shrine of Avarice
This shrine holds a random item of the same rarity chances as a small chest. Upon activation of this shrine, all enemies for the rest of the level spawn with a quantity of this item (like in Void Fields, 5x white, 3x green, or 1 red).
Upon completion of the teleporter charge, 1 of the item is dropped for each player. The shrine cannot be used after the teleporter is activated, and has the same item pool as Void Fields.
!feedback
Active item:
Strange device
It pulls with a strange force...
After clearing the pillar events on the moon, this item will appear on the side of the lunch pad to Mithrix. using it will cause the player character to stand still and raise one of their hands, a black hole will emerge from the raised hand just like when mithrix takes items from the player.
After the animation the player will gain an amount(possibly a percentage) of item from any enemy that has them.
The item only has one use, after using it it will disappear.
Reason:
Right now the pillar event is completely skip-able with enough mobility, so giving players a reason to complete it makes skipping them a trade-off instead of a time save, this item, while only accessible through completing the event, will help greatly during mithrix’s final phase by taking some of your items back, thus making the time spent on the pillars worthwhile.
!feedback
As it stands the game has no colorblind accessibility options of any sort. Potentially adding options for enemy + enemy projectile outlines where the user can set the color or some other customizable set of options would make the game feel much more fair for the player should they fall into this category (in addition to potentially being a positive QoL change for those that aren't colorblind but want more contrast between enemies and terrain, etc).
!feedback Make the final boss immune to being executed by the frozen debuff. Artificer already makes the fight trivial by hovering and being immune to most of his attacks, so her being able to execute him makes the challenge far too easy.
!feedback
I don't know if anyone's mentioned this here, but Eclipse 2 and on feels incredibly difficult and unfun, and it's only because of its interaction with the rescue ship radius. It forces you to stay in an absurdly small radius (and even smaller if you have focused convergence), which makes it so you have to have a tanky build, get to the ship extremely early and bob and weave in and out of the radius (which can be hard with some builds where you don't get a lot of movement), or you lose. I don't know many ways to really fix this problem other than making it so that the ship's radius is unaffected by the modifier, or removing the standoff and replacing it with something else (in my opinion it's the least interesting part of the runs at this point)
Im genuinely not messing around here, as an april fools joke can we play as the desk chair seen in the character select menu
!feedback
!feedback Shield Generator buff. New reading:
Gain a Shield equal to 8% (+8% per stack) of your health; while your shield is up, you gain 1 Armor. Shield recharges outside of danger.
!feedback Fuel Array is really lame right now. Right now it only offers unlocking rex and flexing on friends how good you are at the game. Since it has no other use other than to die at half health, maybe it could be interesting to let you instant charge the escape ship when escaping the moon. It would add a reward for giving yourself a REALLY difficult challenge, and could even be useful for the speedrunning community of the game to an extent?
!feedback
Captain resupply beacon refills shields
has anyone talked about the fact that drones now just crash into you if your standing still and wobble around a lot?
the drone is programmed to follow you so it will directly go towards you after combat
!feedback
cleansing pools feel super unreliable and their impact on the game feels negligible, I never find one when I want one and I only see one when I have no need for them, they are just too rare to have any impact in my runs.
It would be nice if either they were more common, or perhaps there could be some challenge to guarantee one, once per loop, similar to how we can guarantee a legendary by killing the secret boss on sirens call
!feedback
change #gd1-nullified and #gd2-nullified to #game-discussion-pc and #game-discussion-console OR just add #game-discussion-console (splitting console and pc helps remove confusion as you are discussion that current state of the game)
!feedback
Commando grenade becomes sticky instead of bouncy.
!feedback
Actually nevermind, just make it so that it goes far if you throw it straight, but sinks like a rock if you throw it at a low angle. The new physics turned it into a Superball.
!feedback
Tweak Multishop Terminals so they're unable to roll the same item twice/thrice. This would make them more consistent and hopefully increase the decision making on them, as well as making them more worth it overall.
!feedback the drones keep hitting the player when he is trying to stand still, maybe remove collision from drones with players?
!feedback
Being able to pet Queens Glands Bettle Guard and Empathy Cores Probes
!feedback
With the promise of Expansion 1, I'd love to see it hearken back to the series' roots by re-imagining some of the stages from ROR1 that haven't been implemented yet in it's sequel. It would be absolutely incredible to see some of the more lore-relevant stages like the Temple of the Elders or the UES Contact Light return in a way similar to how Sky Meadows came back. I personally think that Temple of the Elders has a lot of potential in ROR2, whether it be through the Divine Teleporter being reworked to lead into new stages or hidden realms, or it's interesting architecture and overall setting.
!feedback
seeing the closing of ror2-memes saddens me, as I have shared a lot of memes from that chennel with my friends who play risk of rain.
However, I have a solution to propose. In Deep Rock Galactic's server, another indie game, their meme channel is filled with strictly memes that have to do with the game, even with all server members being able to message whatever they want. The difference is, they have a 30 minute slowmode activated making moderation pretty much a breeze. I'm not sure how exactly they got each post to only be a DRG meme, whether it be moderation or strict rules or something else, but I know it works, I'll look more into it and make another post if this gets upvotes (if it doesn't get upvotes, then obviously nobody likes my idea and there's no point in posting further about it).
The conversations and spam in ror2 won't be possible anymore, but I would hate to see the channel completely disappear. Memes are a means of sharing humor among ourselves, the community. It's a means of bonding with the game and others in the fanbase for those who want a laugh. I know it's a meme channel and it's not that serious, but it's fun, and that's the main focus of risk of rain 2, isn't it?
!feedback
Power Tazer is still a pretty weak and underwhelming skill even if it's balanced around the fact that the M1 is incredibly strong. The whole package should feel fun when playing a character, but Captain often feels like he doesn't do much besides shooting his shotty. His utility skills have long cooldowns, and his special is 2 uses only, even if quite strong, so you're mainly just using his M1.
The beacons could perhaps use some work, but here i want to add to the suggestions that have been previously made for the Tazer and try to have my own take for it, while keeping it reasonable:
It would simple be changed to do either of the following:
- Upon killing a shocked enemy, the tazer effect has a 20% chance to jump to another target, damage included. Small effect, but better than nothing. Affected by clover and purity.
Or - Upon killing a shocked enemy, obtain +10% base movement speed for 3 to 5 seconds (up to debate), stackable up to 5 times. Might be too strong since that can override the main weakness that keep him in check, but it should be tame enough to give him some interesting dodge based counterplay in difficult situations while still keeping him fairly immobile.
The M1 could potentially lose some power to compensate, like being set to 7*135% damage. A tiny damage nerf that nerfs his powerful proc rate. Maybe, maybe not.
!feedback
When playing as captain, taking heresy items that replace your primary and secondary abilities also removes your ability to deploy a beacon with that button. Visions and Hooks then remove two abilites (one of which is your one use per stage powerful move) while only returning one to you. I really hope that isn't intended, because it really, really sucks, it feels absolutely shitty when I discovered it worked that way, and I feel mislead, deceived, and bummed the fuck out.
Not sure if that was intended or not, but either way please change that. Frankly, it just feels shitty.
!feedback make it so you can change the portals direction during the charge up time for the boss on the moon. I always forget it and end up having to fight mithrix firsr rotation. Just forgetting something shouldnt cost 20-30 minutes (or even more). I play Ror2 to zone out and have fun so i dont constantly wanna remind myyself to alter the portals destination. Im slow in that way but i still think it makes perfect sense to also apply the change option to during the portal charge up time.
!feedback
I know that this doesn't affect most of the players but the german translation is sometimes not the best. For example the artificer is male instead of female or the monsoon achivements for the skins are all stated in italian. This is something that my friends and I find a bit bad since about 95% of the game is extraordinarily well translated.
!feedback
#top-feedback-archive message
Another idea for one of these skins (Since the Midas thing failed horribly lmao) is an "Absolute Mastery" skin.
To unlock it, you'd need:
1.) All of that survivor's alt skills.
2.) Beaten the game/obliterated at least five times on monsoon difficulty. Maybe more.
P.S. It would pretty much be a more impressive version of the mastery skin. Make it look as good as possible. 
!feedback ^^^I love this suggestion, please add this
!feedback (Piggyback)
Instead of making the second criteria be five clears or obliterations on Monsoon difficulty, make it one clear on Eclipse 8 difficulty. This would give an incentive to play Eclipse and truly make it feel like an “Absolute Mastery” skin.
!feedback
make there an eclipse multiplayer so me and my friends can do something even harder together because the game is alot more fun in multiplayer you would choose eclipse by when you are creating the lobby on the side hud there is a list of settings one of them would be Eclipse and the difficulty would scale depending on the hosts completion of Eclipse for the character they choose
!feedback
New Lunar item;
Lunar Stopwatch (Name could be something else entirely of course)
Upon falling below 25% health, become intangible for 2-3s (+2s per stack). Increases damage taken by 10-15% (+5% per stack).
My personal reason for posting this idea is that I'd love more items that sync well with the Medipack and Old War Stealth Kit, and I think have a bit of breathing room after falling below a certain threshold of health would be nice in general
!feedback Primordial Teleporter Change
Make the Primordial Teleporter remember what its last state was in that run every time you go back to Sky Meadows. This means if you toggle it to loop, it would still be toggled to loop when you get back to Sky Meadows.
Why?
This would make it so that people who want to have a good long run are able to do it without needing to toggle the teleporter every loop.
!feedback
TITANIC KNURL REWORK
Increase maximum health by 40 (+40 per stack) and base health regeneration by 1.6 hp/s(+1.6 hp/s per stack) health/second.
Get rid of the max health/health regen stuff, we've established that other items do it far better.
Instead, have the knurl give X%(+x%) percentage of your max health as flat damage reduction
Let's say it's 7.5%. A 100hp Huntress gets 7.5 damage reduction, which is a bit more than a Repulsion Armor Plate. I feel like that's balanced for a boss item, which (from my reckoning) should be between a green and a red.
Now let's say you have a 3000hp Heretic. Now you get 225 flat damage reduction from one item. That's on the high end, so percentages might need to be tweaked, but it would make the Knurl finally, for the first time in forever, something other than scrapper food.
Repost changes:
For some context, the average character, when around level 30, has somewhere in the realm of 1300 hp. That would mean they get somewhere around 100 flat damage reduction.
Also, just a quick note: armor is NOT flat damage reduction. They are different. 225 armor would be something like 66% damage reduction, which this is not. if a character takes 1000 damage, 225 armor reduces that by 660 or so, while 225 flat damage reduction reduces it by 225.
TL:DR Have the Knurl give damage reduction based on HP instead of mediocre health and regen.
@earnest laurel in #ror2-feedback-discussion with constructive criticism - I welcome it!
Edit: same idea, slightly different mechanic... thought Armor and Flat Damage Reduction were the same thing when I posted lol.
!feedback
The Lunar reroll system has made multiplayer a drag as many players with modded coin amounts will reroll until they get enough gesture + tonic to have permanent uptime and oneshot everything, taking a lot away from the challenge and fun. Either restrict the amount of rerolls to one, or rework the lunar coin system entirely so they don't carry over through runs and you earn coins for each individual run. The latter option would involve tweaking the coin spawn rates and adding additional ways to earn them.
!feedback
!feedback
Have shield be treated as additional health rather than health itself. (Yes this relates to how it acts with OSP)
When taking a large hit that triggers OSP, your shield should be spent and your health at 10% still. However, if you heal all of your health but take another hit during the 7 seconds that shield needs to rechage, OSP should be triggered.
Basically, OSP should be based around your health (green bar) and not health + Shield.
Would this make shields too similar to barrier? I don't think so, since it would still be considered max health. This would mean that triggering OSP with shield would give me 10% of both health and shield (as I think it does now), but if shield is down it should only register health for OSP.
This should also not break the toes of Transcendence, since 10% of someone's health with transcendence will still be shield.
!feedback
Unstable Tesla Coil should be an equipment. It already works like one with gesture of the drowned, and it completely ruins the fun of evolution artifact.
!feedback Lepton daisy should charge based on things killed in the tp radius and it slowly build up an aura around the tp indicating when it will go off kind of like resonance disk
!feedback
Artifact of Affinity
Certain bosses will increase spawn rates for certain enemies
Stone Titan - more Golems
Jelly - mini jellies
Beeble Queen - more smol beebles
Imp lad - more smol imp lads
Gardenboi - more ghost peeps (Lesser and Greater Wisps)
Grandparent - parents
!feedback
Make artifact of kin summon enemies’ respective bosses, like a family event
!feedback
Void is mundane, everybody can agree on this and I think a way to help make it less mundane is have the cell vents be more randomized similar to the pillars on the moon, maybe getting progressively getting harder to deal with or stronger. Ex; the first cell vent may be a "burning cell vent" and enemies spawned are blazing, and then at the last cell vent there could be a "malachite" cell vent, and these are just some basic ideas, imagine a "Glass cell vent" Where all enemies gain shaped glass, or a "Inverse cell vent" where your forced to charge it outside of its area. This would overall increase how fun void is and add more of a challenge to it, because void stage 1 is just a free 9 items, one being legendary
!feedback
If at all possible a 'colorblind mode' or a option to change the color of item outlines would be greatly appreciated. As things are: I cannot tell the difference between green and yellow loot at all.
!feedback
Alt Loader primary concept
Drill hand: Rapidly thrust your right hand back and forth, dealing 60% damage per hit. 0.5 proc coefficient.
It's higher attack speed allows for more synergy with on-hit items, and it gives barrier significantly faster. This comes at the cost of less damage per second. Attacks 4 times per second, dealing 240% damage per second compared to the 320% of the normal primary.
Unlocked by achieving 400% attack speed with Loader.
(Damage numbers and name aren't final).
!feedback
Add more pearl items to cleansing pools
As it stands, cleansing pools seem very incomplete. If there were more pearls added into the mix, I think it would make them a lot more interesting. They would mostly just be stat ups, but other things could be done with them as well. I think Irradiant Pearl should still be there though since it's so iconic.
Like Irradiant, these pearls would have adjectives that somehow relate to their effect. For example, if a pearl gave armor it would be "Resilient Pearl" or one that gives damage or crit would be "Spiked Pearl."The model of the item itself could be changed to express this as well
Maybe also remove the ability to see what it will pay out with by pinging
!feedback
Make it so teleporter boss drops are way more rare
I play with multitudes on like 16x and I would MUCH rather 32 green items than 32 bloody beetle guards
!feedback
Artifact idea: an artifact that randomizes the rarity of all items (excluding equipment and lunar items).
!feedback
can you add more glow of the radio scanner and make it more noticeable overall? like a closed chest
I have already closed everything in the logbook 100% except for a few ordinary locations, in addition to the fact that the radio scanner is incredibly rare, it can also be easily missed (especially when rushing, a playstyle to which all experienced players come)
it's very disappointing that I still can't make a true 100% logbook with several hundred hours, especially realizing that I probably just missed some radio scanners simply because they merge with the terrain
!feedback
Right now, Commando’s Slide ability feels like a complete upgrade to his Roll ability. Variant abilities were meant to be just as it’s named, correct? Variants, not upgrades to the previous ability. However, the Slide ability seems better in every aspect: it’s faster, you can influence your direction during it, it actually travels farther if you jump at the end of it, and you can still shoot during it. It even has the same amount of cooldown as Roll, which is 4 seconds. The only real variant about these two abilities, is that Slide does a sort of hop in the air instead of still dodging horizontally in the air like Roll does. That’s about it.
I have a few suggestions to improve Roll so it can actually feel like an ability that some players might prefer over Slide. Make it feel like a variant rather than degrade of Slide. I’m not suggesting all of these ideas be implemented; maybe just a few:
- Have i-frames during the middle of the Roll. Not the beginning or end of it. This will encourage players to time the Roll rather than just quickly react. I believe this will be more satisfying.
- Reduce the cooldown from 4 seconds to 3 seconds. This will simply just help give the Roll a tiny amount of significance compared to Slide, since some players might prefer to have a dodge ability just a bit more often.
- This last idea is only if the first idea I mentioned of i-frames is implemented. Successful dodging of damage using Roll gives the player a boost in movement speed for a few seconds. Rewarding the player for a well timed Roll will give reason for players to actually want to use this ability. Also as I said way before, Slide moves faster than Roll, so giving Roll some sort of way to gain speed will give the Roll a chance to actually compete with Slide.
That’s all. I hope you’ll consider some of these implementations.
!feedback give multiplayer hosts a kick button
!feedback
I was inspired by th suggestion above to change loader's Default m2. It's... an upgrade, no doubt. I guess the only varience is the "pull light enemies". but Still. you get the point. I'm proposing a few things.
CHANGE 1:
Make the default m2 do damage.
Reason: Getting hit by a metal gauntlet at ~50 miles an hour has GOT to hurt. Less than that 320%, maybe 200?
CHANGE 2: Upon hitting monster or terrain, make an electric burst for 320% damage with the area of ~ arti's plasma bolt. I think it's a nice alternative to stuns.
Thanks for reading.
edit: hit enter sry
!feedback
Implement multiplayer eclipse runs. That is all.
!feedback
A menu option in the pause menu that shows all the items and a description of them as well as any unlock requirements for abilities or characters. Would help new players on runs.
!feedback
just make log book accessible mid run
!feedback
Captain's Defensive Microbots can destroy the new Exploder Lunar Chimera's AoE flames when nearby.
Not saying it should be fixed, but I have a feeling that isn't intentional?
!feedback So i have been playing with Artifacts for quite a while so i decided to put an idea into place here we go,
new artifact
Unlucky
This artifact will be spawning more Chance shrine and blood shrines around the map while that sounds good but there will be draw back into it which are, You have more chance of a Chance shrine to drop something Getting something, and for blood shrine some times it will take more Hp and will have a chance to kill you like a 0,5% cuz that be broken if it had a large Chance it would end so many runs. (if you want some change be free to DM me)
!feedback
Right now melee acrid feels incredibly weak. Here are some changes I think could make melee acrid feel and perform better in game:
QOL changes to alternate M2, Ravenous Bite:
-Change ravenous bite so it can be "aimed" vertically, instead of just being directly horizontal in whatever direction acrid is currently facing. Missing a wisp that is within arm's reach because acrid doesn't feel like tilting his head is incredibly frustrating.
-Change ravenous bite so gives a short lunge in whatever direction he bites in. I like that Acrid has a melee niche that isn't hypermobile like merc or loader, but I think this would do a good bit to make the ability feel a bit better. It should be a fairly short distance, and definitely shouldn't scale with speed. Lunge would stop at the first enemy hit.
-MAYBE increase the hitbox to make the ability hit a bit more reliably. Particularly if there is any opposition to the ability being "aimed"
New passive, static sludge (the name literally does not matter):
-The passive acts as a debuff and deals negligible (if any) damage over time. When an enemy with the debuff is hit with a poisonous ability, the debuff is consumed and "zaps" nearby (~12m) enemies for some amount of damage scaling based on the damage received from the ability.
-Part of what gave melee characters an edge in ror1 was the amount of crowd control they had through AOE auto attacks. Unfortunately, through acrid's base passive and epidemic it may be difficult to justify putting any more AOE in his kit. I believe that changing the passive in this way would give acrid some much needed burst AOE with his melee abilities without overloading his kit by making his insane epidemic AOE capabilties that much stronger. Still, the design may need to be tweaked slightly to keep it from synergizing too well with epidemic.
-Even if it does not take this form, I think the ideal solution is a new passive that rewards getting up close with more damage.
!feedback
Eastereggs are always loved in games, if funny or grim, ive seen a couple of funny things in risk of rain 1 like the vibing golems on the final stage, we would need something like this in risk of rain 2 as well
!feedback
The high ledge in Delta (at the top of the picture) almost never has anything up there, so the average reward for the time spent checking isn't worth it.
Give the ledge something to increase the rate of reward, so that spending the time to check is worth considering. Perhaps a chance to spawn a Shrine of the Mountain or a large chest outside of the normal director.
Once the ledge has a higher chance of reward, you could also increase the risk. Make its lower end a cliff that you can't just walk up, and guarantee the fan below it. That way, players have to bet the fan money against the chance of whatever treasures there might be.
!feedback Burst Damage Rebalance
Make burst damage moves more powerful, but nerf Runald's Band.
(Examples of such moves include Loader Punch, Captain Orbital Strikes, Artificer Secondaries, Commando Grenades)
Why?
Currently, with burst damage type moves, you either get a Runald's, or you don't. It feels like the strength of these moves has become too dependent on Runald's Band. Heck, I'd be fine with just nerfing Runald's Band. But it shouldn't feel like you need a specific item in order to get good burst damage.
!feedback
I still think engi turrets should show their range, especially during placement..
!feedback
Bring back #ror2-memes 
!feedback Give Mithrix a special quote if you use the guaranteed Shrine of Order on Commencement.
!feedback Loader Change
Give Loader's default grapple more range.
Why?
Seems like a fair tradeoff to give up range and grappling on small enemies for damage, stunning, and the ability to easily pull in small enemies for the kill.
!feedback Command Change: I have been playing with command for a while now and it has helped immensely, but one thing I'd like to see changed is adding a number beside an item you have e. g. Has three soldier syringes = display 3 next to soldier syringe next time command menu is pulled up. Why? Because personally I find it difficult having to look at my items ahead of time before interacting with a meld, then just guessing what items I don't already have. Would be nice change for a risk trickster (thanks in advance)!
!feedback
Risk of Rain 2 is a rogue-like. Which means it has randomized elements. I'd like to see a randomized final boss. I have had this idea for Mi$zer, The Prince of Silence.
He wears the Brittle Crown on his head and duel wields "Crowdfunder" like miniguns.
His loin cloth is coin sacks.
I sketched out some first phase attack patterns for him.
The first pattern is an X pattern attack where he levetates his guns to the side and fires.
The second is he levetates them paralelle over head and fires at a player
The third attack is he "gun-bends" at you throwing them above you while they fire downwards in a circle, spiralling towards the player.
The fourth attack option is when the players get to close, he leaps backwards from the spinning the weapons around him.
His second phase he rains down money capsules, and picks up coins. Each capsule he picks up gives him a damage and attack speed bonus for his third phase.
His third phase introduces throwing capsules out that blow up like gasoline until open-end as an attack pattern.
His fourth and final phase. He steals all your coins, and for every (player coin /(level*50) coins he gets another Crowdfunder to add to his arsenal.
!feedback
Please add some way to save the game during a run. I know this has been suggested hundreds of times but I feel like it would make going for longer runs so much more fun.
!feedback
Some people prefer the skins that don't change models, and some people want the new accessories on characters like artificer without the recolor. so what if they were separate? what if obliterating didn't get you the recolor, but got you an "accessory" that you can toggle on or off, whilst beating the final boss gets you the recolor? so you could have a chrome artificer without the coat, or a normal artificer with the coat, same for huntress and maybe bandit! I think it would add some neat extra customization, and could allow the devs to keep old skins that people like whilst adding other customization upgrades! it would probably be lots of work, so maybe its a silly suggestion... but it could allow for more opportunities
Bump.
!feedback
more worm boss
!feedback
pvp game modes when?
!feedback
In relation to this suggestion: Perhaps, instead of straight up removing it as some people will inevitably enjoy the challenge, Tesla Coil could have an indicator so that you can see the range for it, at the very least for enemies (Evolution Artifact).
Artifact of Hive
*) All friendly health is added together in one large health pool
+) One person healing heals everyone
-) One person taking damage damages everyone
!feedback Add simple thumbs up, thumbs down, and cooperative high five emotes. While this may seem pointless, being able to interact with other players in small ways like high fiving after killing a difficult boss or giving someone the thumbs up to take an item can add a lot of fun and online longevity to any game.
||A rock-paper-scissors emote so we can determine who gets an item would be super fun. Also all the funny clips of people dying to a Mini Mushrum while trapped in the high five animation would be well worth it.||
https://cdn.discordapp.com/attachments/565610274053292042/829160204921864242/risk-of-rain-2-captain.png
!feedback
make eggs more sus
!feedback
it would be a cool mechanic if shield and barrier didn't deactivate "out of combat" damage
this would also make sense, since it's not actually you, and you're not actually getting hurt, just a little battery on your chest.
it would also make PSG + Cautious slug combos really cool, which opens a new door for interesting synergies
adding to what someone said about the store page over a week ago, one of the gifs on the "about me" page on the store is also heavily outdated, should probably get swapped out as well. (forgot to do !feedback, can someone do it for me?)
!feedback
!feedback Please revert the physics changes on commando's grenades. They're terrible now lmao
!feedback
Would character emotes be a bad idea?
!feedback
Limit Beetle Queen's summoning move in some way, or revert the buff given to it.
shameless bump cuz 10 upvotes from top feedback
!feedback
a more % based healing item was suggested in gd1 and i wanted to build on it properly, so here :p
Leeching Sprout
Red Item
Heal for 7% (Hyperbolic stacking) of damage dealt with all skills.
1-1/(1+0.075•amount)
!feedback
Some love for the PC implementation of Split-screen. Ideally the ability to play with multiple kb+m inputs, and fleshing it out similarly to the FixedSplitscreen mod.
!feedback Introduce more status effect variety at lower rarities (green and white). It'd make building around Deathmark feel a bit less "on rails."
!feedback
As we all know, elite aspects are cool but not very useful. This makes Wake of Vultures a very disappointing legendary to get, as absorbing an elite's buff barely effects your damage and how you play, while often being detrimental by giving shields that can't be healed.
I suggest changing WoV from a legendary item to be a boss item for the 'Horde of Many' event. This would fit the Horde of Many event very well, while also avoiding having to rework the item or have players receive a legendary item that doesn't feel legendary.
!feedback
Newt has a healthbar and can be killed in the Bazaar Between Time. Currently there's no practical reason to be able to do this, more a "just for the heck of it" kind of thing if you think you're capable of it.
Here's my proposal of what should happen.
If you kill Newt you can raid the Bazaar, get any and all of the current lunar items for free and get free rerolls until you get the ones you want, choose the next stage for free, and maybe get 1 free item from each cauldron. You could even get Artificer for free if you don't have her yet. The catch? Doing this will block off the Bazaar for the rest of the run. That way there's even a bit of tension for trying to kill Newt, with 'can I kill him in time and get this stuff for free or is he gonna warp me out?' And even if you do there's still a price to pay.
!feedback
Elite Aspect: Hungering
Monsters with the hungering elite aspect have 200% max health of a normal elite, but only spawn with 100%
A hungering elite basically has a leeching seed that works on 1%, not just 1 health. Every time it hits anything, it gains 1% health.
!feedback
Elite Aspect: Unveiling
Monsters with the unveiling aspect completely negate barrier as a hit point and instead hit you for your main health bar directly. They are a T2 elite
to balance this, they might have to do 50% damage, or have 50% attack speed, but the general idea is that they can get under your barrier (not shield, though, because they would one shot you if you had transcendence)
!feedback
Artifact of Stillness (not sure about the name)
Means that all survivors can only attack whilst standing still, like in Risk of Rain 1 (perhaps wouldn't affect huntress), but I think it could add an interesting challenge to some of the characters, whilst calling back to the previous game.
!feedback
Add minimap please for coop
!Feedback
•Add more portal locations that require specifics things to do
•Enforcer would be perfect for this game as a support characters
maybe give enemies weaknesses
Make sure to put !feedback at the beginning of your requests! 😉
!feedback
increase the chance of HM summoning a ghost, as you could go through an entire stage with no ghosts with how low the chance is
!feedback
I've seen people talk about the idea of Captain's Diablo Strike being affected by attack speed, but I've seen another idea in an Youtube comment that sounded interesting as well.
The more drones you have, the faster your utility skill arrives. As there's more information being transmitted by the machinery you repair. Maybe 5% per drone? Cooldown would stay the same.
It'd also give more incentive to repair them, as usually people seem to ignore them unless they're gaining a hell ton of money.
I thought it was interesting, so I decided to share here.
!feedback
Scrap barrier on Loader states that it procs whenever Loader strikes an enemy with her fists, however, when using her new special it doesn’t activate, even though she’s physically slamming down her fists. Might be a bug, might not, but it still would be nice if it worked.
!feedback
Cooperative and normal puzzles incorporated into stages, like for distant roost, you could have everyone all at a wall to push it down, or have a lever that flows tar on aqueduct
!feedback
Make it so if you directly hit an enemy with Loader's second Special, it procs Scrap Barrier and also deals 1.5x/2x damage?
!feedback do it for console too
!feedback
Make Lunar Chimera balls look less pixelated on the hud as ghosts
!feedback Drop pods should deal massive AoE damage on landing. That'll show those spawn-camping Golems.
!feedback
I STRONGLY feel that there should be a class called Pacifist who can summon monsters to help them and occasionally buff your team and debuff the enemies. I'll expand later. just tell mw if it sounds nice in #ror2-feedback-discussion .
!feedback a lunar item that doubles your health but enemies now have a 35% chance to crit you (im still debating the crit percent because 50% would essentially make that double health not exist)
!feedback
On the Mithrix fight, it would make Mithrix feel so much more powerful and imposing if his dialogue was large text floating on the screen of each player in different placements. Something kinda similar to the SA2 final story teaser video. I often don't even notice the Mithrix dialogue, and I feel like making it a bigger part of the fight would be cool.
!feedback
Allow Commando’s frag Grenade to explode on impact or to be able to be cooked like a regular grenade
!feedback Allow Captain to charge his Taser like his primary. Charging the Taser for 1 second will make it bounce to two different enemies after it zaps the first one.
!feedback
Buff Stun Grenades to work like Bands, always activating on attacks with more than 400% damage (with a 10 second cooldown). Extra stacks slightly increase stun duration instead of increase stun chance.
!feedback
up the spawns during teleporter event even more, most of the time i kill the boss, kill the lil minions and then like a total of 4 lemurians and 4 wisps will spawn in while i just run around in the zone waiting for it to finish
!feedback
change where the drones idle at when you're not moving. They go to your feet and slingshot you around the stage. If you have more than one drone then you won't be able to stop moving for even a second before you get catapulted either off the side of the stage or into an enemy.
!Feedback
•Add more portal locations that require specifics things to do
•Enforcer would be perfect for this game as a support characters
maybe give enemies weaknesses
!feedback Allow players to respawn on Commencement for the final boss if they die while doing one of the pillars. Nothing sucks more than surviving a good run with the homies only for one of them to be forced to spectate while you fight the big boss. Maybe it could just be a one-time-use lunar revive shrine or something.
!feedback some of the logbook entries are excerpts from a fictional book titled "Mysteries of Petrichor V, First Draft". i would pay upwards of 70 USD to see this book fully realised, detailing the flora and fauna (from 1, 2, and maybe even some extras/behind the scene rejected designs) and percieved relationship of the brothers/ extra lore.
!feedback
Isn't this supposed to say something like "Zenith Designs" before?
!feedback
When you have “Artifact of Command” enabled, show a brief overview of what the item is called and what it does when you hover over it.
[Referring to items from chest]
!feedback
more for the server than anything.
Can we have this as an emote?
not sure where i found it.
!feedback
Since Sky Meadow is the only 5th stage and Gilded Coast can sometimes appear as an option in the Bazaar, the dream of wealth should automatically appear in the empty space when you go to Bazaar at stage 4
At least until an expansion adds an alternate 5th stage
!feedback
Have infusions maybe change icons when fully stacked or have the red fill as you gain health rather than start fully red
!feedback
Commando's grenade should have a charge where the more you hold the farther you throw.
!feedback
•More bosses perhaps?
•commando could have a new primary. How about a rifle? Or shotgun if some sort
||!feedback||
Bandit Balance Adjustment
Make Bandit's backstab passive do 'Bandit crits' which do 1.5x damage and proc crit items, but can still be enhanced to do double that damage by crit chance.
Why?
This would help make Bandit's early-game a little less insane, but would in turn make his late game much better, as he will have much better synergy with crit chance and be more capable of finishing enemies with his R.
!feedback
obliterating as the heretic should end in the four heresy items getting dismembered and floating in different directions as a cool little lore reference to why the items exist in the first place
!feedback
•new turrets maybe a walking turret cannon turret. Missle turret. Drones have more variety. Why not turrets :]
||!feedback||
Mithrix Fight Change
Add an attack for Mithrix where he summons two pillars of fire that follow the player. These pillars slowly travel towards survivors, and do medium constant damage to survivors in contact with them. They have infinite height, and pass through all terrain, making hiding on the pillars and ramps not a viable escape. These pillars disappear after several seconds, and can be used at any phase of the fight.
Why?
This flaming pillar attack will force players to move across the arena during the fight instead of camping on top of the ramps or columns where Mithrix struggles to attack you. This would also help Mithrix deal with airborne foes which he struggles with killing. This would also be fun for players to find was to avoid while kiting Mithrix, and add more strategy to the fight. This addition also wouldn't require more animations or big AI changes.
!feedback This is actually for the server. Could we have a role to show who plays on what platform? I’ve had several pc players join vc wanting to play, and then we have to explain that I play on PS4. Would be a easy thing to implement and would be a quality of life addition.
!feedback
If you die the summary should display a pie chart of the damage you took 5 seconds before death. This would be helpful for learning what actually contributed the most to your death as it's not always obvious just by reading what enemy landed the killing blow.
!feedback
•new boss idea (really doesnt need to be added. But it's an idea) This boss could be called ancient crustacean. Its basically a hermit crab but, aggressive,big,and rare.
!feedback This is about the Captain's tazer, hacking beacon, and DIABLO strike because I thought they needed rebalancing. Either that, or I am not using them correctly. The rest of his loadout is FANTASTIC! Sorry I accidentaly hit enter too early.
-Power Tazer. The power tazer is a good thing for stunning little enemies, and giving a second to take a breather on bigger enemies like golems, bisons, brass contraptions, etc. But the thing is it has a long (for a secondary, the cooldowns are typically around 4 to 2 seconds) cooldown, bad damage, limited range, and you don't really need to stun little guys, just big ones, but you only stun them for about a second, compared to about 3 seconds for the little guys. Although it does have an AOE, it is hardly noticeable. I think it should have 250% dmg, its shocking effect lasts for 3 secs on big ones just like the little ones, its range increased by 2x, I think that would make it worth a 6 second cooldown.
-Hacking Beacon. The hacking beacon is very cheesy in my opinion. Say you find a legendary chest that costs 10,000. Then you launch a hacking beacon on to it. With the hacking beacon, you get whatever is in its radius FOR FREE. That means you can get TC-280s, legendary chests, or a group of chests that would fit nicely in the beacons area. I think it should halve the affected things cost, not get it for free, because you aren't really earning the thing you are hacking at that point. If you don't find any of the three mentioned above, you can always use it to deal some serious damage. Sure, you only get one, but do you really need more than one? Nah.
Lastly, the OGM DIABLO strike. The DIABLO strike is a massive kinetic strike that deals obscene damage. But it takes way too long to come down. Why not have it take 5 or 10 secs to come down, with 1 min cooldowns? Most of the time you miss or just hit some minor enemies with it or kill yourself. It can insta kill a boss though. It just has to come down faster.
!feedback For diablo strike, make it go down faster as another incentive to build attack speed
!feedback
Multiplayer Revive Mechanic
It can feel like a waste of time when you die on a team and have nothing to do for 5 minutes. It's especially disheartening on the final stage, where you can't reap the rewards of all your hard work on that run. Here's a revive mechanic that would allow your teammates to continue playing, while still being fair.
First Revive
For the first revive, a teammate will come over to the body of the dead teammate. They'll interact with it, then must stay nearby without using abilities for 5 seconds (Can be changed as devs see fit). After that, the dead teammate is revived, with their maximum health reduced by 25% (Can be changed as devs see fit).
Subsequent Revives
On all revives to the same player after that, the revive timer is longer and they come back with even less health. The max health would go down exponentially, with the revive timer going up in a linear fashion.
Next Stage
At the next stage, the revived player gets all of their maximum health back. No death spiral here.
Balanced?
Depending on how the devs balance it, it should be balanced. The time spent with not much movement and not using skills could hurt the run rather than help it, considering the revived teammate isn't able to make up for it. The missing maximum health would definitely make it harder to continue living for dead players.
Why?
Again, so you don't feel like you're missing out as soon as you die in a stage. You can still come back and get the items from the teleporter, considering your team doesn't only consist of jerks. Would help the team feel more connected as they work together to stay alive.
!feedback
Sometimes when I hit a target with Serrated Shiv, and especially if it kills it, the shiv flies off in another direction. Today it dropped from a wisp onto a beetle's head, and I was sad to see it didn't do any damage.
Make this a feature. Not like Laser Glaive; just a normal lob that might or might not hit a second target. "When Serrated Shiv hits a target, there's a 10% chance (20% on crit) to ricochet towards a new target; chance is doubled on a killing blow."(Maybe a "Ricochets" keyword?) The chance repeats each time, and is affected by luck.
This wouldn't bring Shiv up to Serrated Dagger damage, especially since that can hit multiple targets already, but it would be *really* cool. Bonus points for the gunslinger survivor having a unique way to scale with luck.
!feedback
Change barrier to stay static while in combat, and only drain while out of combat. Some numbers may need to be nerfed to balance this, but it would make items like aegis better earlier on when you don’t have a reliable way to use it effectively.
!feedback
You should change the Blight passive to give Acrid bonus armor for every stack of blight on nearby enemies. This would give Blight a more unique identity by making it the defensive utility counterpart to poison, instead of just a different flavor of damage.
This change would also potentially give more incentive to play Melee acrid, as applying Blight to a horde of enemies with Epidemic could provide him the tankiness he needs to stay in the middle of the group without being bursted down in quick succession
Additionally, if blight also drew the attention of afflicted enemies towards acrid (more of an under-the-hood change than a tooltip-worthy one), I think it would open him up to a true Tank playstyle in multiplayer, pulling aggro with Epidemic and then healing/tanking through the damage and keeping the enemies busy for his teammates. It could also maybe bring airborne enemies within jumping range, allowing him to reach wisps and brass contraptions with his melee attacks without wasting leaps.
!feedback
Could we remove the Newt being damaged/teleporting you out if damaged? Or at least only teleporting out the people who've been actively shooting it?
!feedback
Idea unrelated with game features:
I thought it would be awesome if when a new dlc came out they would create a drawn poster that has to do with the dlc, It would be awesome for you to have every dlc poster in your wall
!feedback
on the topic of reviving team mates, instead of making it a guaranteed 25% health loss, I'd rather it be based on the time it took to revive them
for instance, if the revive timer is 60 seconds, and you take 30 seconds to revive them, they lose 50% max health for that stage. If they get downed again in that stage and you get them up at 45 seconds, then they get reduced to 37% max health (75% of 50%).
This is to stop that one team mate who waits for the very last possible second to revive, and also to reward those who revive as soon as possible.
I would also like it to be like a teleporter charging event that's not affected by focused convergence. That way, you can move around (which is really, really important in a game like Risk of Rain 2), revive your team mate, and help it not feel out of place in the risk of rain style.
I also think there should be some system where you can either self revive at 10% max health with healing items (don't know exactly how it would work, but something like "once you've healed up to 1,000% of your max HP, you are back in the game at 10% max health" so if you have 500 bungus and your friends don't want to help, you can still do something about it. No health proccing items (mostly just nkuhanas) proc while you're down, and shield doesn't regenerate
!feedback
@tough pendant inspired me to design a contraption boss; sorry for the post length.
Iron Contraption (Boss): An amalgam of messy moving metal, a burning glow illuminating from within. Appears in Abyssal Depths and Contraption family events.
Grinding Gears (Passive): Certain body locations cause damage while touched, a slow tick rate.
Salvo (Primary): Several cannons on its body target independently but have a limited range of motion. When fired, each launches an arcing projectile, showing an indicator where the shot will land. 3 cannons (the max that can point in one direction) fire around a primary target (overlapping to cover the center), and the others will fire randomly if no target is found.
Harpoon (Secondary): Fires a harpoon on a chain. A hit deals damage and causes a 2.5s bleed/slow. The harpoon pulls the target (like a Dunestrider) during the slow, and when it ends the harpoon is ripped out for the same damage. Harpoon does not go on cooldown until the harpoon is pulled, and harpoons from other Iron Contraptions refresh the slow (then rip all at once).
Fly My Pretties (Utility): Four cylinders on the contraption’s body blast out, becoming flying minions. These fire bursts of 4 shots, like a Gunner Drone with slower projectiles. As the ability regains its charges, the gaps left behind are filled with white-hot but quickly cooling replacements forged from within.
Juggernaut (Special): When brought to low health, the contraption folds into a dome shape, gaining armor and pointing the various gears/cannons outward. It then springs upward three times, attempting to crush its target, and firing a Salvo on each landing. The harpoon can’t fire at low angles while transformed, but will drag targets down as the contraption descends.
!feedback
knock back resistance on mul-t? not a necessary change at all, I just thought since artificer gets lower gravity because she floats, I feel like mul-t should get knocked back less than other survivors since it can be assumed he's way heavier than the other survivors
!feedback
Buff to Titanic Knurl based on its logbook
When losing a certain percent of your max HP, a piece of the Knurl will break off. Picking up the broken piece will give the player an immediate;
50hp heal (+100hp per stack)
1.5hp/s regen (+1.5hp/s per stack)
A boost of 50 armor for 5 seconds.
The break has an internal cooldown of 20 seconds.
This allows the Knurl to stay in its place of being a "somewhat" reliable healing source as well as some bonus protection for the wearer.
!feedback
Obliterating gives you additional lunar coins for each additional time you loop, even if it's just 1 or 2 extra coins per loop.
!feedback
Remove the damage/proc coefficent from the initial strike of Merc's alternate Utility. The ability seems very clearly intended to be the classic anime "phantom slash", and at first it does exactly that. But later on in the run when you have more items, the initial mini-hit before the actual slash ends up doing enough damage to mess up combos (mainly with Crowbar), and can sometimes kill outright, which takes away from the expected feel of the ability. Give us the satisfaction of dashing through a huge cluster of enemies, turning around, and then getting to watch as everything procs at once instead of what currently happens where half of them are already dead from Uke and Electro Perforator.
(This is of course assuming it's possible for the ability to function with 0 damage/proc coeff.)
!feedback
At the summary screen at the end it would be cool if you could see how much damage/healing/damage blocked an item did if you hovered over it.
I am aware that this would require the game to track these stats under the whole game but it would be helpful to know how much items benefit you during a run.
!feedback
Lunar coins are surprisingly hard to come by, even though they are really useful in-game. I have a couple changes I think would help them be interesting enough to search after legitimately (not by hacking them in or afk farming for 50 hours), but also not too hard to discourage players into going back to just typing "1000000..." into a text file.
A) (spoilers for
and what they do) ||Beads of fealty are really cool, since they unlock a special boss fight when you try to obliterate, allowing you to obtain more lunar coins than you usually would. Problem is, to my knowledge anyways, there's no point in stacking them. ||
||Hell, it would actually be more efficient in a 4-man multiplayer game for a single person to get a single beads, and then no one get another. My proposal is to make beads give 10 (+5 per stack) lunar coins when you defeat the twisted scavenger boss, and also to upscale the twisted scavenger by 200% (+75% per stack) what it would normally be . This allows the beads to be useful to those who want a challenge, while also giving a solid challenge for those who just want the 10 coins and to finish their run.||
B) I've noticed you get a few coins when you beat the final boss, but it doesn't seem like many. 10 seems right, but I'm not confident that's the official number. So what I suggest is that you should naturally get 10 at the end of the fight, and then an additional 1 for every stage past 5 that you went before landing on commencement (so if you looped once, you would get 15. If you looped twice, you would get 20, etc.).
C) Add some other in-game lore-friendly way to boost the currency.
As of right now, we have killing enemies, finishing the game, and cheating in the numbers. This doesn't seem efficient for how many lunar coins people seem to use by default.
Anyways, that is all.
!feedback
A lemurian boss
!feedback MUL-T can bypass the fuel array effects with retool. If it is not in your active item slot currently, then it will have 0 effect. Also when you have it out and its starting to detonate, you can quickly retool and it would be a close call but you're alive at least. Keep in mind that what I said about MUL-T having the ability to bypass the fuel array effects ONLY works with his Retool special. That way you can get Rex easy peasy, especially if you are doing drizzle. Is this a bug, or is it an actual mechanic in the game?
!feedback
Allow players to pick their character and join a multiplayer game in progress, and make them spawn in a drop pod like they would if it was the first stage
!feedback Get rid of the ||dome around the boss fight|| or have a static portal in the middle of the arena. ||The rotating portals were confusing to me since I thought they would damage me||
Meme approvals. Since ror2 memes is dead. And not without good reason (I didn’t post much but I’ve been here since the first few weeks of early access and I’ve seen it get progressively worse there too) But I feel ror2 related memes need to be shared. And get saved to the meme archives for all to see. But basically just submitting a ror2 (actually ror meme not just any meme) to someone with enough credentials in the server to grade them. And then you get credited and have it posted in the archives by them.
Though this has far too much moderation requirements. I only suggest this because the memes in the channel that were actually about ror2 were very good and I loved seeing what the community laughed and joked about.
I’m in no way asking for memes channel back, god no that place was ror1 monsoon levels of hell.
!feedback
!feedback
•new primary for acrid. Basically acrid uses his claws differently that can give more advantages. Like an up swipe down swipe BITE
!feedback
Please add a report function. Or least a ignore... Ive seen plenty of trolls and toxic people but today one guy was extremely bad. Racist . Sexist. Overall just abhorrent. Trolling the whole lobby
!feedback
New survivor: Gnome
He is small and nimble but fragile like huntress
!feedback make drones and turrets a little cheaper
!feedback
New Lunar item: Relic of Equality
Give half you current items(rounded down) to you minions at all times. The items are evenly spread. DOES NOT AFFECT ENGINEER TURRETS.
!feedback equipment idea, all minions inherent items for a short time.
It would have a long cooldown obviously.
Repair kit: Regenerate health on kill. Minions inherit this item (Green item) (Amount healed, over the same amount of time, scales with stacks)
!feedback
So infusion makes it kind of hard to tell when it is full.
I think a good way to fix this is to make the bar change colors from a bright red to a much darker red. This would not only be visual, but devs could add a sound to signal when your infusion stacks have finished
This would be a quite simple QOL change, but I feel like it's on the same level as the new ring around you when using focus crystal. It doesn't seem like that big of a difference until you start using it a lot and realize how amazing it is.
!feedback
Command kit (Lunar): Minions will attack enemies you ping, BUT... they will no longer automatically attack
!feedback
I'm all for winning monsoon runs for once but it doesn't feel the same if the final phase gets skipped
!feedback
bandolier rework:
15% chance on kill to drop an ammo pack that adds a temporary extra charge to all abilities, up to a max of 1 (+1 per stack).
This would still refresh skills that are on cooldown, but would also add a one time extra charge to skills that aren't. This would make bando a little more useful and unique, and would also reduce lag lategame from the high drop chance it gets from stacking.
!feedback
new item:
dealing damage reduces time until shield recharges, also gives some shield
stacking would give more time reductions (probably with diminishing returns tho) and more shield (at a reduced rate to make the shield generator still relevant)
(note that shield recharge time reduction could be either a % reduction in the time left, or a direct subtraction.)
Idk I just feel shield needs some help lol
!feedback
Custom Rarity Colours
So after playing ror2 since launch it never occurred to me how similar green and yellow items look untill you play with the artifact of command then you realise that they both look basically the same (and due to some users being colourblind this can make it difficult for us) so maybe the ability to change the colour of item rarities could help with that so we can change the colour to something more vibrant and easy to see like Pink boss unique items and cyan for equipments, i feel like this would help alot of colourblind users out
||!feedback||
Warbanner QoL change
As we all know, all your money gets turned into XP once activating the teleporter/portals to advance to the next stage.
Let's say you have a Warbanner and you just leveled up from the XP gained from the teleporter gold conversion, a warbanner is placed and is now USELESS because you're now on the next stage.
I propose that from the time you activate a portal/the teleporter to the time that you actually arrive on the next stage, IF you level up the Warbanner gets placed on the next stage where you spawn.
This will
A. Give a bit more use to the Warbanner
and
B. Give you a boost at the beginning of the stage so you can take care of monsters quicker, leave quicker, or do whatever quicker.
As for taking a blue portal to the bazaar... you could make it so the teleporter gold conversion doesn't happen when using a blue portal but it does when you leave the bazaar (so it can even apply to void fields if you wanted 👀).
!feedback
Wireless Comms Kit (Red): Every few shots, minions are able to activate items.
!feedback red whip affecting the entire team would be nice and maybe a % amount of speed reduction if it does
!feedback I think it would be fun if the Metamorphosis artifact trial in the Ambry was reworked to make your survivor change every time you slot in a key.
!feedback
This has been said by everyone who plays the game, but the diablo is a joke move. Please make it good for something. You put in a boss on stage 1 and 2, and it's pretty okay there, but after that, his excellent primary attack makes it absolutely useless. It can kill mithrix in like a single shot, but since mithrix has 3 stages, and only the last one is free with it, it makes it really hard to even hit him with it on phase 1 and 3. And once again his excellent primary makes it not even worth the trouble for those phases. So its use is limited to stage 1 and 2 bosses, and phase 4 Mithrix, which people agree is the easiest one. I am not asking to make it op, or to even make it great, but make it at least okay. Reduce the time it takes to get down or increase aoe or something. I dunno what it would take. But we can all agree that it's not worth it at all to sacrifice his excellent utility for this gimmick attack.
!feedback please consider segmenting the worms like in the first game to compensate for the fact over 50% of their time is either spent across the map or inside terrain. it'd make this less of an issue and make the worm more fun to fight. right now it feels like a glorified stage hazard.
!feedback
A lunar item that functions similarly to the Effigy, it would place down a time bubble where you are looking. Everything inside the bubble is in slow motion including projectiles (like lemurian fireballs would be traveling slow, commandos grenade travels and explodes slower). I think an item with this concept can be a neat versatile tool, you could use a bubble to prevent attacks coming at you from the boss, or you can use the bubble on yourself and sit there while being protected from most projectiles (once the bubble runs out you will get hurt!) Or you can use it on an enemy and shoot a bunch of projectiles to kill them in a one second burst
!feedback
different golem types perhaps? Like small or flying ones
||!feedback||
How about a quick reset button for the prismatic trial so we don't have to constantly go from the menu, to the character select screen and then start the run after we fail it
!Feedback certain items would gain a "Drone/Turret Friendly" tag on them. When you would purchase a drone, these items would be able to be used by your drones. A punitive list of items as follows:
Common: Armor Piercing Rounds, Backup Magazine, Focus Crystal, Personal Shield Generator, Repulsion Armor Plate, Sticky Bomb, Stun Grenade.
Uncommon: ATG Missile MK1, Old War Stealthkit, Razorwire.
Legendary: Brilliant Behemoth, Sentient Meat-Hook, Unstable Tesla Coil.
The theme I took with these choices is "War on a Drone". These items functionality in a real world would apply these choices.
!feedback ults or supers maybe like in a variety of other games, 2-3 minute cooldowns, unaffected by things like alien head, maybe commando could get 2-3x fire rate for 3 or more seconds, huntress maybe getting infinite range for a short time, loader getting BEEG punch or invincibility like in ROR1, captain summoning a carpet bomb, acrid poisoning the entire stage's monsters, mul-T using all 4 of his tools at once, artificer calling a meteor or casting fireball (ONLY CAST FIREBALL, IT SOLVES ALL PROBLEMS). Rex becoming a mobile bungus turret, mercenary going invisible gaining slightly increased damage and 2x movement speed for a short time like 5 seconds or something, and i guess bandit could use a different revolver that doesn't have effects like desperado but being able to shoot like he has brain stalks
!feedback Bandit's Desperado can't go below 1s cooldown. Why not bring it in line with every other skill in the game and allow it to have a .5s cooldown?
!Feedback There seems to be quite a few people asking about changes for drones across the board, with there being a constant stream of people wanting certain items to go to drones, to increase the health they have as the run goes later on, and with there being a few asks about other NPC related shenanigans. I don't have time to compile them all, nor to say them all in this one message. So, how about this: Hopoo, you guys hold a small Q&A from all players in regards to NPC's (Beetle Guard, Personality Cores, Squid Polyps), Drones (Gunner, Healing, Missile, Incinerator), and "Others" (Newt and the Ghosts). This is the biggest part of the game that I feel needs tweaking, and I know that you guys are working really hard on the Imp Expansion (Or, whatever else it is related to), but I feel like this would let us be heard, and I feel like it could be really useful in gauging what you guys want to do with these mechanics. I am not asking for the meta to center around NPC's, but I feel like they could all have a lot of things done to them to make them cooler.
!feedback
Item: How-To Manual [Legendary]
• Upon using your skill, permanently decrease the cool down by -0.1 seconds (-0.1 per stack)
!feedback
the new item cauldron on the moon that takes 1 Legendary and gives three common items is a total rip first of all it takes 5 UNCOMMON to get 1 legendary and 1 legendary to get 3 COMMONS!!!! your getting less items of a lower tier i know it wouldnt be right if it gave you equivalent exchange (which would be 15 commons) but make it give you 2 commons for 1 uncommon
!feedback
Artifact of heart.
Essentially an artifact that changes the health system to be similar to that of binding of Issac or enter the gungeon.
An artifact that splits your health bar into one hit chunks with every 250 or 300 health equating to one heart, excluding shields and armor of course. Everytime you get hit you also get a brief period of invincibility.
!feedback
Artifact of curses
Basically just eclipse 8 modifier using the permanent curse debuff (40% of damage taken is permanent until next stage or reset by dio's best friend)
!feedback ||heretic|| Role Assignability Please <3
!feedback
On one of the top feedbacks, saying that the Shrine of Order needs some other incentive.
I agree.
Have the shrine increase how many items you have of each rarity when it orders. Let's say you have 10 white items: now you have 15 medkits or 20 goat hooves.
That way, people can ultimately benefit from a shrine through 3d printers and cauldrons, which I feel is a fair tradeoff for almost certainly ruining your build and possibly killing you.
!feedback Place a guaranteed shrine of order in A Moment Fractured.
!feedback
A Zelda dungeon-style level with mechanics such as the buttons on Abandoned Aqueduct to unlock pathways could make for a fun alternate final level in the DLC.
!feedback
add an option for selecting a random character. Sorry if this is something that gets suggested a lot
!feedback
Give huntress an alternate primary that is manually aimed. Perhaps it could have a charge mechanic to give it higher damage at the cost of fire rate.
!feedback
change the color of merc's alt skin's sword we just want a red lightsaber :(
!feedback
I feel like most family events are boring or lackluster in terms of diversity, so I think that all family events with less than 3 related enemies (including bosses) should be removed as family events.
For the stone golem/titan event, there's literally 2, 1 of which is a boss. This makes the map feel like you have artifact of kin on, and that isn't really that interesting. When I get a family event, I want to be able to treat it like a type in pokemon where they all share a singular weakness, or strength, and I can use that knowledge to my advantage. Attacking the same enemy every second isn't fun, especially when it's a random chance
The only one so far I feel is actually interesting is the beetle one, with beetles, guards, and queen beetles.
I also like the wisp family event a bit, even though I hate wisps.
!feedback you should be able to look straight down and up, this inability can be very annoying, small example:
!feedback make commando and acrid better
!feedback Uncheatable True Mastery Skins
I have kinda been ranting on reddit lately that I think it would be cool to have an exclusive skin for beating eclipse 8 and/or monsoon without the use of artifacts. Someone commented that it could be as simple as a full gold skin. Anything of this nature, even if its super minimalist in concept. I don't want to take away development time from other projects with this idea, so anything thats obtainable, uncheesable, and doesnt allow artifact usage would be super cool. Also, if possible, make it unique in that it cannot be unlocked with Notepad editting of the achievements
!feedback
when void reavers die if the are in the invisibility bubble of a celestine elite make it so their death aura is invisible
!feedback
can we have tweaks for lunar items? preferably tweaks to make some offenders like transcendence, and gesture of the drowned more risky if you decide to stack them? glass and purity can be very strong, but they come with clear downsides from stacking. these two lunars ive mentioned have very little downside for what they offer.
for transcendence, i was thinking that the item should stay the same in terms of what it does, but the more you stack it the longer it takes for your shields to start recharging. maybe every extra stack you pick up adds 2 seconds to the time it takes for your shields to start regening. i say this because i feel like transcendence stacking is a little too much for difficulties like eclipse 8 thus making things feel trivial. even outside of E8, i feel transcendence is a little much when stacking a few along with other items like infusions/bison steak.
for gesture, i was thinking to keep it the same as well, but add an extra effect that gives some sort of timed debuff every time it activates your equipment. preferably, the debuff should be one that creates anti-synergy with spinal tonic that gets increasingly worse the more you stack gesture. so that way it makes gesture/tonic way less trivial to build as now, you'll have to consider investing in more fuelcells if you want the traditional perma tonic uptime, while preserving some of the cool interactions gesture has with the other equipment with base 50% cdr.
thanks.
!feedback Gesture Nerf
Equipment cooldown reduced by X% (+X% per stack). Equipment fires automatically, with a variance of Y% (+Y% per stack) from the cooldown.
Basically, each stack of Gesture reduces your average equipment cooldown. However, each stack also makes it less predictable when it will fire. The variance can make it fire earlier than expected, or even beyond the original cooldown.
The percentages would be based on the original cooldown of the equipment, including Fuel Cells.
Why?
Gesture is pretty overpowered right now. It's no secret. This change would allow it to retain the niche of lowering equipment cooldown and auto-firing it, but also give it an actual downside. If you can get enough fuel cells, it'd be just like old times.
UI
Make the equipment cooldown number change to a different color to indicate when your equipment has a chance of firing. It might also need to be able to go negative when the cooldown goes above what the average is with positive variance. Alternatively, make it count up instead of down when you have a Gesture.
!feedback it would be cool if under the playstyle stats in profile stats if it showed your most played difficulty and or artifacts used
!feedback the Pillars make the new Commencement unnecessarily harder.
I don't just mean that they're an additional thing to beat. The main thing is that they add time on to your run; if you're getting to Commencement at 40 minutes on Monsoon, and spending 5 extra minutes clearing the Pillars, then Mithrix will be ~20% stronger when you fight him. Also, the Chimeras before the Mithrix fight are now stronger, more numerous, and mandatory, which means that there's a decent chance that you'll start the Mithrix fight with dead co-op teammates or half your health missing from Eclipse 8 Curse.
I think there's a pretty simple way to solve these issues: make the Pillars drop items on completion, and respawn dead players and clear Curse stacks when entering the arena.
!feedback razor wire should activate on the constant damage of the ||heretic||
!feedback
Razorwire should only proc when "getting hit".
!feedback
Pause time on Commencement, or if not the whole stage at least the fight with Mithrix. It seems silly that the final boss can level up mid-fight.
!feedback change the ingame item description for razor wire from, "on taking damage," to "on hit."
!feedback
Gesture doesn't have a penalty for getting multiple stacks, and hardly has a penalty for the first one, so here's an idea: It reduces base attack speed per stack.
It doesn't have to be a big reduction, since it would affect all attack speed buffs just as much, but it should be enough to make players consider whether or not Gesture is a good idea. Maybe on the better equipment, or maybe if they already have a Fuel Cell, but Gesture shouldn't always be a straight upgrade to not having a Gesture.
Edit: The reason I chose attack speed is because it doesn't reduce player input. Gesture gives you one less button to press, so players should be pressing their other buttons more and not just holding their primary.
!feedback
Sprinting to cancel the Captain's orbital strike abilities shouldn't immediately make them go onto cooldown if no strikes have been called. Bringing up the diablo strike then hitting sprint and getting whacked with a 40 second cooldown and no big boom is annoying.
!feedback independent from what I said a couple of hours ago, I think that the new Commencement is just bad, and that a revert + tweaks would be a significant improvement.
The additions to the stage were pretty disappointing. 1. The Pillars are boring and grindy; the three enemies available on Commencement make charging them a lot less engaging than charging a normal Teleporter. Also, the Mithrix fight is balanced to be the only real threat on the final stage, and the Pillars add a lot of risk with little reward or fun. 2. The stage layout is mechanically a bit more interesting, but conceptually much less cool than the bleak hallway to the mysterious arena from 1.0. 3. Charging the ship is a pointless distraction from the game's climax; quickly racing back to the win was much more satisfying than standing in place and shooting at Reavers for half a minute before the run ends.
I think that the old Commencement was great, and that its issues - mostly related to traversal - were minor and could be easily fixed. 1. Make the hallway a bit less long, so that it's still cool and suspenseful but not tedious if you don't really have any movement abilities/items. 2. Make the moon-explosion timer shorter, and add jump pads that activate when Mithrix dies and boost players back towards the ship. This would make the escape feel more intense and urgent, but also make it less difficult and less reliant on movement abilities/items. 3. Make the Cauldron island and the arena closer to the rest of the map. For the Cauldron island, having to do a bit of platforming (like with the Lunar Pod island) would be cool, but a massive gap was unnecessary. For the arena, I just feel like a stairway would be cooler than a huge jump. 4. Keep the good stuff from new Commencement. Having the ship trapped there at the beginning gave the player a good in-universe reason to fight Mithrix. Most of the new architecture is great, and would fit great in the old long hallway.
!feedback
Sprint cancelling an activated but unused ability should not restart the cool down.
Examples are Lights Out and Captain's probes
!feedback
Captain’s orbital strike abilities should be able to be cancelled via pressing the ability button again
||!feedback||
New Shrine Type:
Shrine of the Void:
TL:DR - Activate this shrine to convert items into pearls which boosts random stats.
Activating the shrine opens a menu with three choices: White x5, Green x3, or Red x1 (numbers subject to change). Once a rarity is chosen, the shrine consumes the items of that rarity, and spawns 3 pearls. Each pearl grants +10% to a random stat (damage, attack speed, health, move speed, etc.)
The Shrine of the Void prioritizes scrap, and allows a survivor to turn unfavorable items into raw stats, at the cost of the stats being random and providing less net benefit than corresponding items. Synergizes really well with survivors that struggle to start proc chains, like Purity. Breaks after 3 uses. ||Thanks to @open tartan for help with the idea!||
!feedback
make it so you are able to change the destination of the primordial teleporter after the teleporter event is complete, as making a mistake is rather frustrating
!feedback
The knockback pulses on the pillars of design are really unfun. More tedium and annoyance than challenge.
!feedback Add the child
!feedback Please revert the drones to how they were. They block my shots, lift me off the ground, block my jumps so i fall to my death instead of landing safely on a ledge, and constantly keep me from using Bustling Fungus
!feedback shooting and walking through drones would be pretty sick, maybe make drones like they are in ror 1
!feedback
Allow Ballista to be cancelled with sprint.
Battle worn SMG [Lunar]
*) Replace your primary attack with an smg.
+) Shoots automatically for 10% base per bullet at 10 bullets per second.
-) Gets more inaccurate as you fire
*) Reloads for 0.75 seconds after 30 shots
!feedback
Having :Visions_of_Heresy: on :MULT: while using Power Mode only overrides the primary weapon, but not the secondary one.
Also, it almost completely removes the bulletspread of nailgun.
!feedback
When the teleporter boss is defeated (or all of them are), make the teleporter charge faster (25%?).
!feedback I'd love more secrets and small puzzles, just small things in each stage. It's awesome to discover something you've never seen, even if the reward isn't huge.
!feedback
REX primary: Thorn blast
Weakening send out 8 thorns that deal 60% damage each in a FIxed shotgun pattern each thorn heals for 10% of there damage , this attack costs 10% of your max hp (prock coeffecient .75 per thorn)
!feedback
for some reason the fans on rallypoint delta show up as chests whenever they're pinged/marked by the scanner.
a question mark would imo make much more sense.
!feedback
Lepton Daisy rework
The Lepton Daisy's effect should trigger at low health, so here's my idea:
Lepton Daisy is more likely to trigger when at low health.
!feedback I know it's part of the identity of the game, but i wuold suggest an option that allows to "hide" the items from your character model. I really like the character style and sometimes i just wuold like to enjoy the beautiful models you guys made 🙂 (even after 100+ minutes of run)
||!feedback||
Green Item:
Sawtooth Bayonet: Hits that deal more than 400% damage also apply a stack of Hemorrhage. Each extra stack of Sawtooth Bayonet applies an extra stack of Hemorrhage. Has the same 10 second cooldown as Bands.
(Hemorrhage deals 2000% base damage over 15s and can stack like bleed) This item fills the niche of the tri-tip dagger for burst damage characters, allowing them to more reliably stack big damage over time since they struggle to do so with the dagger.
!feedback
Maybe change acrids alt?
!feedback
Have items keep track of how much damage they've dealt directly (not from other items that procced off them) like in League of Legends. For example if I hovered over my ATG with tab it would show me how much damage I've dealt with ATGs over the course of the run.
!feedback
several abilities have extremely weak sound effects that make them not as fun to use. the loader's primary attack has a loud swing but its impact is a tiny click, and the impacts of her charge punches are almost silent compared to combat noises (they should result in a big thwack for each enemy you plow through, and maybe scale with current speed). the commando's guns are pea shooters that quickly get drowned out by hit effects. every one of the heresy skills barely has an audio cue. contrast these with the very satisfying sounds of the mercenary and bandit's specials for example
!feedback
Alright I cannot be the only one who struggles with the parkour on the obliteration stage. When I obliterate with Huntress, Loader, or Merc I think nothing of it. but if I am playing rex or MUL-T I spend like 10 minutes just doing the parkour. Especially if the RNG gave me no movement items. This could be a small fix but one I really need.
!feedback
Give mul t some love guys.
Alt secondary would be great for him
!feedback
New shrine:
Shrine of Knowledge:
1-time use. Converts 50% of your current gold into experience, conversion rate is 2x of that at end of stage.
Director cost: about 1/2 a normal chest.
Guaranteed spawn in commencement.
!feedback
Change to
pressure mines
Throw a mine onto the ground that arms after a few seconds. Cannot detonate until fully armed. Deals 900% damage to anything in the blast radius upon detonating.
This change lets pressure mines shine against bigger groups of enemies, but are not reliable burst like spider mines due to their charge timer. Spider mines also still have their superior range and stickiness, making them better for flying targets.
||!feedback||
Artificer Passive: 
ENV Safeguard
Gain a free copy of the ENV Safeguard item. This item blocks a single instance of damage, like tougher times, and goes on cooldown for 10 seconds. Attack speed can lower the cooldown, but the cooldown will never go beneath 5 seconds (numbers subject to change).
Why?
Artificer shares some similarities with Captain in her relative lack of mobility and general squishiness, but lacks the defensive passive item that Captain has. The ENV Safeguard would not change how it feels to play her, but would greatly improve her survivability in hectic situations where she may struggle, and allow her to benefit more from attack speed buffs than she already does.
!feedback
give mithrix a boss item that has a 00.000000000000000001% chance to drop and turns you into mithrix
!feedback
New Mode: Limited > ( Name it something better)
This new game mode would allow you pick X(5/10/20/50) number of items before you start(Any items white/green/red/blue/yellow/orange[Only items that you have unlocked]). The aim is to complete as many stages as possible before death. The score is based on the number of stages completed and time. There would be a global leader board showing the stage and time of the run (but would hide the items that the user used so not to give away the person’s saucy run idea[Also keeps people attempting new and creative build ideas]).
Can select the run difficulty before it starts there would be a leader board for each difficulty
Can be done in solo or in group leader board should be classified as Solo/DUOs/(3/4)Squads (Can also be limited to solo or group runs[2/3/4] there would be a clear advantage to having a group of 4 over 2 but not sure how hard it is to track the group size for each leader board)
The leader board would only hold your highest score.
Shrines to be removed from the map as well as droids (Droids just add more targets for the NPC/AI and since they are kinda RNG may give some runs an advantage over others/The runs are fine to have RNG bosses and environments since difficulty scaling will/should balance this)
Bazaar Between Time and Bulwark’s Ambry are inaccessible
Sky Meadow is set to loop and cannot be altered.
//To be clear, you wouldn’t get any new items you only have what you selected at the start.
!feedback
New Equipment: Inverted Solar Panel
Activate to fire a piercing lazer dealing 1250% Damage to all enemies caught in it.
I like the idea of a super long range and accurate equipment item, like the royal capacitor, but it can hit sever enemies in a straight line (do less damage cuz boy that would be powerful if it was the same 3000%) and I was thinking “what if we had a solar panel, but instead of using the sun for energy, it used energy for the sun?”
!feedback
Instead of making drones follow you loosely, or letting them roam free, i think the thing that people liked about ror1's drones is how rigid they stayed by you, so it would be nice if drones just hovered right next to you and shot whatever you can see, and turn when you turn to avoid blocking your own shots.
!feedback
Theoretical Mercenary expose changes:
Currently when the expose buff is used it adds the 350% bonus dmg to any attack that hit the enemy and reduces cool-downs by one second this means that bleed and any Dot effects can use it. This lowers mercenaries early game burst dmg relating to bands since it is very hard to time a utility to hit after and expose is applied but before a bleed or fire tick damages the enemy. This also affects co-op gameplay. Because any dmg uses the expose buff it can also be used by teammates. I haven’t done testing yet but from what I’ve seen it doesn’t reduce the cool-downs of the mercenary I think it decreases the cool-down of whoever dealt the dmg; this decreases the survivability of mercenary especially if you are using both the alternate special and utility because if you aren’t getting your cool-downs reduced you can’t dash away from trouble with an 8 second cool-down.
Things that you have to compete with:
Items: if any teammate has a tri-tip, fire band, gasoline shatter-spleen, mired urn, or Tesla coil they are a potential competitor for using your expose buff.
Other characters: commando with his high fire rate primary and special: multi with nail gun(s), engineers turrets, artificers primary burn, acrid poison, and I’m console but I believe bandits hemorrhage would also do it.
How I would change it:
I personally don’t think Dot effects should use the expose buff it doesn’t really make sense why it would. I would make so that bleed poison fire and all the Dot effects can’t proc the expose. As for online gameplay I would do 1 of two things, either make teammates unable to use the expose, or make it so that mercenary still gets the cool-down reduction if someone else hits the enemy (the second one doesn’t make as much sense to me but I think it would be interesting pertaining to team-play.) Another way to fix this is to rework expose.
!feedback
An item or Survivor that makes more damage the more movement speed you have.
I think that sounds cool :LemSquare:
!feedback Jade elephant should draw enemies nearby to target you and help take fire off of friendlies. This would assist usefulness of equipment drones so that they can actually help draw away enemy fire while not making it useless to put it on a drone.
!feedback
Mithrix Change
When Mithrix slams his hammer into the ground, greatly increase gravity on everything momentarily, effectively slamming airborne players into the ground.
Why?
This would give Mithrix an effective anti-air, making cheesing him by staying airborne much more difficult.
!feedback
What if there was a rare special event, that when you active a teleporter the moon enemies "invade" your current stage, replacing the regular bossfight. So instead of the bossfight, the teleporter aura is temporary disabled and the weird moon pillars drop from the sky on random spots in the map. You need to complete maybe 4/6 pillars to enable the teleporter aura and continue your run. While this event is active moon type enemies spawn with the regular normal spawns.
Basically this was a fun idea I came up with
!feedback
Idk if this counts as feedback but if you use the blink ability with huntress into a gas pipe or the floaty things on the floor it puts you under the map
!feedback
Battle worn SMG [Legendary] (Rework)
!feedback
I'm pretty sure I'm not the only one that feels let down by your extra damage being completely taken away from Bandit's Desperado every stage, so I've come up with a decent solution.
so currently, killing any enemy yields 1 desperado token, which is fine, but really unrewarding when fighting things like bosses, elites, and even just after looping.
I think that the amount of tokens you get should scale with the enemies you are fighting, similar to APR, or Guillotine.
Being rewarded with tokens should be based on something like every 500% base damage worth of health (so if you deal 25 base damage, then you get 1 token for every 125 damage dealt in the final blow) for a minimum of 1 token per kill.
This also makes the current strategy of going on swarms less effective, since more health would yield a greater token count.
Tokens can still be taken away per stage, but that's ok, because you'll get them back faster than you did last stage, given enemies would have more health.
Finally, I think Desperado should deal less base damage. Not by much, but I feel like 600% is a lot, given each token is worth 60% extra damage. It feels too good with this change.
TL;DR
Slayer. Fire a revolver shot for 500% damage. Kills grant stacking tokens for 10% more Desperado damage. 1 token is awarded for [x] damage dealt in the final blow```
Cursed Minerals [Lunar]
Angry spirits imbue your weapons. They work slowly, but forcefully
+) Deal +100%(+100% per stack) base damage; stacks exponentially
-) Deal all damage over 5(+5 per stack) seconds
!feedback
For Captain, have Ceremonial Dagger appear on top of the other shoulder, so it's the ghost of his amputated limb
!feedback
Make it so that equipment drones with gnarled wood sprite put it on you (or the lowest real player) and if they fall below 50% hp the next activation will put it back on the drone. Assuming it isn’t dead.
!feedback
lunar item or something
transform all health into temporary shield
gain (big number) health
!feedback
add alternate skins for each "eclipse level" that you earn on a character, or for each 2-4 levels so the devs dont need to make 8+ skins for every character
!feedback
As another possibility for an alternative ending, if you are carrying all artifacts and get to a certain place, (possibly 1 or multiple at a time, not necessarily all because that would be absurdly difficult) you could open a gate and fight a boss. Alternatively, add in one new artifact that has to be unlocked like that, similar to how the artifact of death was unlocked in Risk of Rain 1. (if that is the right one)
!feedback
Soul Siphon [Lunar]
• Turn all health over 10% max into barrier
• On kill, heal for 10% health```
- Basically , but Barrier and lunar
- Encourages a fast gameplay style that is essentially "I need to kill, or else I will be killed"
- A good combo with 
- Still has synergy with all healing items, but all healing over 10% max health gets turned into barrier
!feedback
Huntress's Blink should have a 5 second cooldown. The 3 charges of Phase Blink have a 6s cooldown in total vs Blink's 7s cooldown, and IMO losing the vertical movement of Blink is not a big enough change to justify sticking with the default utility. If Blink had a 5s cooldown, it would give a Yin/Yang aspect between Blink and Phase Blink instead of one ability being vastly superior. Yes, Phase Blink requires an achievement to be unlocked, but it's not that difficult given you or a friend have
to get 12
s.
!feedback
Give dead players SOMETHING to do while they are waiting for either waiting on the next stage, or waiting for mithrix’s defeat and escape sequence.
It gets incredibly dull to just sit there and twiddle your thumbs while waiting for things to happen....maybe have a retro mini game with an art style similar to RoR1? Maybe allow players to run around as a lemurian? Just give players something to do, especially since in random lobbies, players are much more likely to just leave rather then wait.
!feedback Grandparent
The grandparent boss is at best non-threatening, despite its appearance. What if the fire burn dot attack happens without the 50 percent health reduction? Or what if the speed of the projectiles increased? What if the grandparent can 'call out for the parent's help', spawning in parents? The current grandparent boss is too weak to be noticable other than its appearance. Personally I thought when ever the grandparent is hit, it will have a chance to spawn in a parent for help. The planula item can change accordingly, having a chance to spawn in a single parent for 10 seconds when the player recieve damage.
!feedback
Loader's Thunderslam is fun and the fastfall effect it gives you is nice, but it still feels a bit underwhelming as a package. What if its radius or damage could scale based on the distance you fall (or just your speed) before hitting the ground? It would be another ability like her charged punches which rewards being mobile, and setting up really high slams could be fun.
!feedback
Let dead players who die in the void fields be revived when the last cell is finished. That way they can pick up their items assuming another player didnt pick them all up.
Helps avoid the "rich get richer" effect when someone dies in co-op.
!feedback
-
Let dead players in coop be able to control allies (drones, probes, beetle guards, etc) to a certain degree. It is already possible to do this, as demonstrated by mods.
-
Instead of locking dead players into spectator mode, transform them into ghost entities that can cast weak but interesting ability, fetch items, block projectiles, etc. Enter the Gungeon Coop mode features a similar idea where the dead player can act as a projectile shield for the living player.
-
Allow dead players to freely look around when spectating another player, as well as allow them to ping with middle mouse button. This will allow dead player to be more involved scouting as an extra pair of eyes.
tl;dr give dead players something to do
!feedback
Not really a gameplay mechanism, but commando's select animation is pretty dull compared to the other survivers, he just stands there.. maybe give him a shooting animation when selecting?
!feedback
Adding idle animations for all the characters in the select screen would be great.
Commando
can check out the sights on his gun, spin one around his finger; something to show he uses his pistols a lot
Huntress
can flex her bow, roll back her shoulders, or something else to show she's a very flexible character
Bandit
can pull out a bullet and look at it, pull out his revolver and do a quick draw (not the spinning one, just a normal pull-out)
Mul-T
can look around, make some lights flight or do some robot stuff, etc.
Engineer
can arm and disarm the mine he has in his hands, and pet the sentry behind him
Artificer
can do the same animation that Wraith does in Apex Legends where she conjures electricity in her hand and when it goes out, she shakes her hand and conjures it again
Mercenary
can stand up and do a simple sword swing, a sword jab, something related to the fact he has a samurai skin
REX
can make some quiet beeps, collapse down into an actual flower pot
Loader
can take her real hands out of her suit and cross them on her chest, flex her muscles, something to show she's super strong; she can also flex her mechanical hands as if they were her real muscles
Acrid
can shake at his chains, get down on all fours and scratch behind his ear, or something related to his poison
Captain
can take off his hat and use it as a fan and/or wipe off sweat from (what I'm assuming is) his helmet, brush off his coat, or something to show he's a very calm and calculated character
!feedback
Make family events slightly more common. I myself only have encountered it once in my hundreds of hours and they really feel like they should be more memorable. Arguably making it happen more often makes it lose the charm, but having it happen at all makes it more memorable than it almost never happening
Now, I don't want every tenth run or something to be a family event, just to be clear. Just a slightly higher chance
!feedback
Stop regen items like Cautious Slug and Knurl from being affected by the monsoon regen modifier(-40% healing from regen). It seems odd for a difficulty to make a few specific items weaker and even more outclassed by other healing items like Medkit than they already are.
!feedback Please buff the chance of certain bosses spawning on different stages. Some boss items, while rare, will seemingly never be seen. I have yet to even obtain empathy cores legitimately and have only gotten a single charged perforator. Im so tired of getting multiple knurls, beetle guards, and genesis loops. I wish we could see more of the unique enemies or their items. Just feels like the items are pointless if by the time we get them, they are the least powerful item we have in our builds.
||!feedback||
[Lunar Item]
Soul Siphon
”It thirsts for life”
40% of all health damage you take in a stage is permanent, like from the Eclipse 8 modifier. Convert 10% of damage dealt into temporary barrier, increasing to 30% on enemies with low health.
Extra stacks further increase the amount of permanent damage taken and increases the % of damage converted into barrier. This soul devouring parasite forces you to either avoid damage at all costs, or constantly stay in combat to maintain barrier health when your max health gets low. Best combined with items that increase max health for more potential barrier (Numbers are subject to change.)
!feedback
A character whose abilities revolve around becoming elite types. Either switching through loadouts in the selection menu or through an ability
Getting an elite type from Wake of Vultures or picking up an Aspect makes your associated elite abilities stronger
Either their Utility or Special would let them switch elite types and would change out the rest of their abilities. Alternatively, one of their abilities could copy the elite type of an enemy to turn into.
Each elite type would have a passive reminiscent of the Elite Aspect and would modify how the abilities work, following the same theme.
Skin would also change, like growing horns when Fire is activated, or spikes when Malachite is.
!feedback
Commando swaps to different weapons for certain abilities? This would make him lean more into a solider guy rather than a dual pistols guy.
Double Tap remains unchanged
Phase Blast sees him swap to a shotgun
Suppressive Fire sees him swap to an assault rifle or uzi?
Frag Grenade shows that Commando isn’t a dual pistols only person and I think swapping to different weapons would add flair that is unique to him but also doesn’t affect his core theme. Still simple, still solider man
!feedback
When beating a prismatic trial make there be a kind of reward or maybe each Prismatic trial will have a surivor where when you beat it with them and in a certain amount of time you get the reward the time required for the reward will vary but can't go above or below a certain time, the time would be lower for characters like mercenary and loader because their fast but engineer may be a little longer because he so slow,
the reward could be anything at all my idea was to make it so the character required to get the reward would be make the character get what i called a "prismatic gaurdian" this is toggleable in the section 'game modifiers' this would give you an item that looks like a little crystal with an eyeball (seen below) that would hover near you and shoot crystal shards (seen below) to damage enemys and scales with attack speed like captain microbots (this idea can be thrown aside if the devs see fit)
!feedback
some qol mods that would be nice to have in the base game
mando gaming: makes phase round do 400%, gives tactical dive 2 charges, and makes grenades stick to enemies.
savage acrid: increases acrids melee hitbox's, makes blight stack like bleed, and makes regen account for every enemy hit
fast artificer bolts: artificers flame bolts scale better with attack speed
item stats: shows exactly what each item does
not all these changes have to be made but a few of them would very nice to have
!feedback
**Changes to the victory quotes of
and
**
Mul-T new: 'And so it left, with a wrong job done right'
Loader new: 'And so she left, excited to get back to work'
Most of the cast got their victory quotes updated to better reflect their lore, but I feel like these two got left behind in that change.
!feedback
Shaped Glass Log Change
The Shaped Glass still refers to <him> as having many great hands. Maybe it was for one of the previous designs of the final boss, like the one in the console trailer. But if <he> isn't planning on being implemented in some way, maybe you need to fix the Shaped Glass log to fit with the current lore.
(Shaped Glass Log for Reference)
EDIT: Spelling error
!feedback
make there be a logbook for the shrines like
-shrine of blood
-shrine of chance
-altar of gold
-shrine of combat
-shrine of order
-shrine of the mountain
-shrine of the woods
-cleansing pools
you would unlock these by using each s certain number of times
!feedback
Adding a "Mark all as seen" on the profile menu
!feedback
Artifact of Nostalgia (something like that)
Mixes RoR1 soundtrack with RoR2s soundtrack.
This will obviously need to be used in the correct circumstances
!feedback
If new artifacts are added, a good place to hide them would be on the stone floor tiles on titanic plains. Hidden in plain sight
!feedback Buff Lepton Daisy to heal you a little upon using any interactable, like how squid polyp works. That'd make this item a much more reliable source of healing and feel more impactful for a green. Lepton flowers could bloom out of chests and shrines that you buy.
!feedback
A simple item idea
Name: Corkscrew
Rarity: Uncommon
Effect: Deal x% (+x% per stack) increased damage to foes at or below x% (probably somewhere around 25%) health
Reason: I feel like there is too much of a gap between good and bad green items. Very few are just “good” and are either game changing or negligible. This item is meant to fill that middle ground of usefulness
!feedback
Common Item Idea: Illicit Parts
Increases the range of your attacks by 25% (In the case of attacks that have unlimited range, decrease fall off damage or increase how far the damage fall off starts)
(A percentage based bonus is to keep melee characters as melee characters while still giving sufficient range bonuses to ranged abilities.)
!feedback
new lunar item: Increases difficulty scaling by x% (+x% per stack) but increases chest spawn rate by x% (+x% per stack) this item cannot be obtained while using artifact of sacrifice (enemys drop items but no chests) this in my opinion this would be balanced with the right numbers because you would get more elites and regular enemy's so you'd get more money for more chests, but you'd want a lot more crowd control items
!feedback
im really unsure if this would work, but i would some to hear what people think of it in #ror2-feedback-discussion
[still thinking about a name]
Lunar Item
All critical strikes do 3x (+0.5 per stack) damage.
All critical chance gains become Hyperbolic.
Example for Lens-Maker Glasses;
(1+1/(1+0.1⋅amount)÷1 (+0.1 per stack))
!feedback
QOL for multiplayer
reviving teammates artifact (maybe lower hp but u can rez with interact key? idk)
tracker for how many of each rarity item each players has (good for distributing loot)
trading items or a way to instantly gift an item instead of looting it to a player across the map
ready check for teleporter (press Y to display a green check by ur name at the left or something)
vote pause? pauses the game if everyone presses P or something? and lead can unpause that starts a countdown from 3
DPS meter
!feedback
Alternate Secondary Skill for Huntress:
Laser Boomerang
Throw a boomerang in a wide arc that slices through all enemies in its path. Catch the boomerang to reset its cooldown.
While the Laser Glave tracks enemies and increases damage per bounce, the Laser Boomerang would deal fixed damage on a set path through any number of enemies, not just up to 7, and could have more uptime if you are able to catch it reliability as it returns to where you threw it from.
!feedback
When heretic gets lepton daisy, put it in her hair! It'd be cute :)
!Feedback
Add a timer that shows the TOTAL amount of time you have spent in your current run. This would include time spent in the hidden realms (where time is paused). It could be displayed right above the regular timer or better yet it would show up when pressing tab.
||!feedback||
The Frost Relic should have a giant snowflake that orbits a fixed distance away from the player, with extra kills increasing the distance away from the survivor. In addition to Frost Relic's normal effect, when the snowflake itself is in contact with an enemy, it repeatedly deals heavy on-contact damage, like MUL-T's buzzsaw. This would reward careful positioning from survivors and allow the snowflake to be used effectively by ranged survivors who keep enemies at the edge of the icy radius instead of going in for melee.
This would work very similarly to orbitals in The Binding of Isaac, which give ranged characters a strong option to keep enemies at bay.
!feedback
nothing feels worse than getting a legendary item and it's wake of vultures. it is arguably the worst legendary items int he game, and is especially bad in eclipse runs.
make wake of vultures a boss item and have it be the boss item of hordes of many. this gives wake an appropriate tier and gives hordes of many a boss item, which it previously didn't have
!feedback
New Artificer Utility: Ion Dive, to counter the Ion Surge. Dive either straight down or following the camera laterally, with a nice AOE on impact. Using it while on the ground is a charge forward, with an AOE at the end or on impact. Colliding with an enemy does more damage. Immune or armored while using it?
!feedback
Give all REX's robot abilities (DIRECTIVE abilities) weaken if they don't already have them, to better compete with the power of plant abilities outside of E8, and to complete a theme of weaken being a robot ability staple.
!feedback
Make skins change the colors of things, for example red merc sword blue mul-t canister, better alt rex roots, stuff like that
!feedback
There’s a niche to be filled by an item that reduces weapon spread and/or damage falloff, but an item that does only that is worthless on some characters and underpowered on everyone else. I propose adding these stats to thematically-appropriate items.
**Focus Crystal: “Increases accuracy, and damage to enemies within 13m, by 20% (+20% per stack).”**
Accuracy reduces the area in which a shot can land to `X*100/(100+accuracy)` (X being original amount), so the radius is the square root of that: 1 stack is 91% radius, 4 is 75%, 15 is 50%, 40 is 33%, 75 is 25%, 120 is 20%, never reaching perfect accuracy.
Adding “accuracy and” doesn’t have much impact on the short-range combat Focus Crystal already enhances, doesn’t affect the maximum damage you can do, and doesn’t decrease damage falloff with range. What it does is make the item appealing to more survivors; Commando, Captain, Engineer, ||Heretic||, and Rex stand to benefit the most, as they typically do not want to be close enough to use Focus Crystal yet benefit from increased accuracy.
!feedback
Merc's exposed debuff should work differently for other players in multiplayer than it does right now, using your abilities and lowering their cooldowns to use them again is one of the best things about merc's gameplay, and the fact that other players in multiplayer can use up the exposed debuff makes it very easy to fall out of the gameplay flow with merc, forcing you to either rely on your m1 or get out of combat since it's too dangerous for a little bit, instead of being able to stay active, all because you couldn't lower your cooldowns as well as you could in singleplayer, since the 3 other players who were shooting the enemies too used up the exposed debuff before you.
I suggest the debuff stays the same for the player that procs it, but for others, instead of being a +350% base damage and -1s cooldowns, it's changed to just being +50% base damage, but staying after the enemy is hit.
Alternatively, track which players already hit the exposed enemy, and only make each player able use the exposed debuff once, but only make it disappear after the player that procced it hits the enemy.
!feedback part 2
There’s a niche to be filled by an item that reduces weapon spread and/or damage falloff, but an item that does only that is worthless on some characters and underpowered on everyone else. I propose adding these stats to thematically-appropriate items.
**Armor-Piercing Rounds: “Increases projectile range, and damage to bosses, by 20% (+20% per stack).”**
Increased range is as simple as it sounds: Your attacks travel further. Damage falloff ranges also increase. This doesn’t help much with teleporter bosses since you’re typically within the teleporter radius with them, but now APR gets an effect that works outside of teleporter events.
||!feedback||
Enemy Concept:
Wraith
The Wraith infests other creatures, and boosts their movement speed and attack speed by 50%, and making them glow purple. When the infested creature dies, the Wraith will burst out of them and attacks the player if they are close enough. If the player is far away and hasn't damaged it, the Wraith will attempt to infest a different creature. When not infesting anything, the Wraith is an agile flying creature that soars in to strike the player with its mandibles before circling back to repeat the process.
While not especially dangerous on its own and fairly squishy, the Wraith is a priority threat that must be quickly dealt with before it can empower a monster to become a much bigger threat. Could look like anything, but I like the look of prehistoric shrimp. ||Inspired by the Spirit from Doom||
!Feedback
Bandit's smoke bomb should just allow the next hit from stealth/shortly after crit, whether or not you're behind an enemy. This way it can work as a nice burst-fire but still ultimately rewards you for running behind, with additional crits
!feedback
blocked hits should still proc razorwire, it makes no sense that getting block chance lowers the power of razorwire. Plus, the item says "getting hit", not "taking damage".
!feedback
the stats of Armor Piercing Rounds (
) says
Deal an additional 20% damage (+20% per stack) to bosses.
This is a bit misleading, since it's only towards Teleporter Bosses (any monster with a health bar that appears at the top). Change the stats to say "damage to Teleporter bosses", or change the item to affect bosses no matter what
Edit: this is an even more important distinction, since "Horde of Many" enemies also count as teleporter bosses, but most of the time aren't actually bosses
!feedback
Make alloy worship unit and corrupted ai harder
!feedback
Legendary item - ATG v2 (returning): Damaging an enemy causes a targeting reticle to appear around them for 10 seconds. Damaging them further adds one mark to the reticle (1 second cooldown) for 3 (+2 per stack) seconds before resetting. When the reticle reaches 8 marks you will fire 3 (+1 per stack) homing rockets towards the target for 300% damage each. Takes 3 (or maybe 5) seconds to re-arm. Abilities with reduced proc coefficient will apply fewer marks per hit rounded down to half-tick and/or quarter tick. They may apply up to a full tick before the mark 1 second cooldown takes effect. Attacks with multiple projectiles all apply at once with further halved coefficient effect (Captain's pellets would apply approximately quarter ticks each for 2 max, bandits shotgun likewise up to 1 per spread). If you have at least 80% increased attack speed the mark cooldown is reduced to half of a second and re-arming time is reduced to 2 seconds.
Rockets fired have .75 proc coefficient.
!feedback
Item Concept
Plasma Rotor (Uncommon)
Deal 10% extra damage and apply burning for 6 seconds after using 10 skills with cooldowns.
What is a Cooldown Skill?
What constitutes as a cooldown skill? Well, any skill that has a cooldown, of course. But for skills with magazine reload, it gets a bit tricky. To solve this, only the first projectile from each magazine reload counts towards the number. The first shot from Visions of Heresy, the first shot of Scrap Launcher, you get the idea. Artificer's M1s would still each activate it individually, due to each projectile having their own individual cooldown.
Stacking
This would be up to the devs on how it would stack. It could require less cooldown skill usages before activation, a longer period of activation, a higher damage increase, longer burns, or possibly something else. Whatever the devs see fit.
Why?
Even if the exact numbers or effects aren't used, I'd still like an item that activates after using so many cooldown skills. This would help characters bogged down by short cooldowns in the late game, such as Artificer.
UI
Having the item glow when only one more cooldown skill is needed to activate it would help players to plan ahead without needing to count their skills.
EDIT: Clarified.
!feedback
The red item on Siren's Call that spawns by killing the secret boss often spawns in the ground and cannot be targeted or recycled with the recycler. I'm not sure if this is intentional, but it feels really shitty. My feedback is I think it would be nice if that didn't happen.
!feedback Make every stack of Gesture of the Drowned reduce all stats by around 5% so it has a noticeable downside when stacked, but still an incredibly strong upside. ||Exact percentage up to debate||
!feedback
add heretic to the character select, but make it cost 16 lunar coins upfront to play as her
my thinking is people who want to play as heretic frequently have to go and rush a blue portal on stage 1
so doing this will frankly cut out the middleman
||!feedback||
Lunar Item:
Syzygy (It's a real word)
At the start of each stage, reroll all items in your inventory besides Syzygy. Any extra stacks will be rerolled into a random lunar.
This item throws your run entirely into the hands of chaos and is only meant to be taken if you want a fun and challenging experience or if your items are so bad that you want to try to get through each stage with luck. ||Mithrix|| would probably have a funny voice line if he took this from you. If you like your reroll, you better hope you can find a cleansing pool.
!feedback Fix how Mercenary's Eviscerate is able to target allies.
Eviscerate has been annoyingly bugged for as long as I can remember, probably all the way back to early access. Normally, you dash forwards, stopping when you encounter an enemy, and then you hit that enemy repeatedly, switching to a new target if the first dies. However, if the first entity that you encounter is an ally, Eviscerate will target them instead, then immediately realize that it can't hit them, and then stop and go on cooldown without switching to a real enemy. I just played a Merc run, and this problem occurs with allied Beetle Guards, Drones, and other players in co-op.
!feedback artificer rework idea
idk if this is a good idea or even possible but:
what if artificer was turned into a modular survivor/class
basically:
what if instead having set abilities and elements you had the choice of 2 abilities per slot and could choose each element they apply for example:
you could pick spear or bomb then choose the element you want on them: ice = freeze + 30% threshhold thing, flame = ignite and nano = stun + aoe
if this is op it could also be further balanced by limiting your element choice via must using 1 of each element and you can double up on 1
this change would make artificer the most unique survivor and have plenty of options and her current kit would still be able to be chosen
!feedback
This is going off of other ideas I’ve seen here
Artifact of Post-Mortem: in multiplayer when killed you are turned into an enemy and try to kill the alive player(s), or just be friends and follow them. When killed as a monster, you’d be able to come back as an even stronger enemy in about 30 seconds.
!feedback
Add chef as the next classic survivor because he gets the least amount of love in the modding scene compared to Miner, Sniper, Enforcer, and even Han-D
!feedback
overlay the currently held items while inside the command essence to see what you already have when selecting your items to make it easier to build.
!feedback
After playing a TON of Acrid for multiple months, I've compiled a bunch of ideas for buffing him (and specifically Blight, since that's his big unlock) - by no means am I saying to implement ALL of these; I think any combination of them would really help his viability since he is just under-performing so dramatically in his current state.
- Remove or reduce the internal cooldown on his right click's fire rate. Every viable build with him currently is spamming that attack, and due to the half second cooldown between shots it's just totally out-classed by any other survivor.
- Make his passive poison effect apply to all of his attacks. Pretty simple as well and I think would really enable some creative stacking builds. Plus, Blight might be able to be useful for once with a Visions of Heresy frame.
- When stacking blight, it's ridiculously hard to get above 9 in spite of your fire rate because it lasts for so little time and applies to every Blight proc individually. The best fix for this would be to reset the degeneration timer every time a blight connects so you aren't losing stacks as fast as you're applying them. Just make it like Bleed where the timer refreshes every time it's procced.
- Acrid really needs some range and kill confirms. These can come with an overhaul of his kit, but I think an elegant solution would be to add a slicing shockwave onto his third melee attack.
- If none of these other solutions seem up your alley, just give him some stat buffs relative to the other survivors; he's a GIANT LIZARD DINOSAUR for god's sake! I'd say just give him some innate movement speed and that'll make him much stronger right off the bat since he isn't a sitting duck for the first 3 stages of every run.
!feedback
Artificer rework idea.
No numbers are final; this is mostly a proof-of-concept rough draft
!feedback
buff the intelligence of this discord
!feedback
I don't have an idea here; I just want to offer feedback.
I like the basis of how Bandit plays. Getting guaranteed critical hits from behind makes him a character who is all about positioning by default. His kits works to this advantage and he feels unique to play, like Huntress, Mercenary, Loader, and Acrid. I believe he is well designed.
I was worried that he would turn out more like Commando, MUL-T, and Captain, whose playstyles feel very interchangeable in how they point at the thing and kill the thing. Rex also feels like this, although they are a plant-robot and they look cool so I'm going to let them slide.
Captain in particular is very disappointing; while his primary weapon is not only the strongest one in the game but is also functionally creative with narrowing its spread like a charge shot, his taser is underwhelming, his orbital strike just feels like a discount Royal Capacitor, his passive just feels like a cheat, and his beacons feel useless except for the hacking one which also feels like a cheat and gets irrelevant the longer the run goes on.
I suspect we're going to get more returning Risk of Rain survivors in future updates and DLC packages. Bandit's design manages to avert the homogeneous trends of Commando, MUL-T, and Captain. I hope future survivors similarly deviate from the point-and-click trend and are unique in their own right.
!feedback
- Artificer primary should reload all 4 charges after the cooldown, similar to vision of heresy.
- Allow Artificer's secondary to be charged infinitely (or to a really high cap), but balance it by slowing her down over time/inflicting self-damage etc. The charge speed can scale with attack speed. I realize this is ridiculous but I think this will be fun.
!feedback
!feedback
Loader Change
Automatically release grapple when punching.
Why?
Look, I know Loader doesn't require that much skill. In fact Loader is one of the best characters in the game. Doesn't mean we can't give her a nice QOL change to make her feel smoother to use.
||!feedback||
Artificer Passive Buff:
Artificer can hold spacebar while midair to propel herself upward, which consumes jetpack fuel. You get 5 seconds of jetpack boost, which if held continuously will get you as high as about four double jumps. If you hold space while out of fuel, your fall is slowed briefly before falling at normal speed. Fuel is restored rapidly while on solid ground. Tapping spacebar in the air instead of holding it will cause you to double jump if applicable.
||If you wanted to make this a bit more interesting and fun to use, you could add a dodge mechanic, where if you pressed space and move left/right or backwards at the same time, you dash in that direction at the cost of a chunk of fuel.||
!feedback
Let artificer input a direction on the initial use of her jetpack for a short dash in that direction. Just to give her slightly more mobility without overloading her kit.
!feedback
To partially solve artificer's problem before the full proc chain phase, I propose that she gains max charges on killing enemies which resets between every stage as a passive, so that she can do cd storing or potential damage storing better during downtime, furthering her burst damage identity as well.
New passive component: Every 5 normal enemy kill or every 3 elite kills grants a max charge of an random ability or equipment charge, resets between stages.
In lore it can be explained that she just upgrade her gears with the remains of enemies slain by her.
!feedback
Engineer's thermal harpoons shouldn't pause his mine CD, much less reset it...
!feedback Bear with me here.
Both Acrid and Artificer suffer from pitfalls in their kit design.
ACRID, while intended to be a hybrid, fails to deliver due to a severe lack of** internal cohesion.** There are essentially two separate Acrids - a melee and a ranged build - but neither are refined enough to compete with survivors fully kitted for either playstyle.
- **Range ** - add a slicing shockwave to his third attack so his primary can be used to follow up on poison setups.
- Integrating poison - have his** third primary fire inflict poison**, simple as that.
- **Mobility **- His leap is good, but he needs more options. Perhaps give him an **innate Quail effect **, which would fit perfectly into his aggressive "press W" playstyle.
ARTIFICER is unique but lacks in her ability to deliver on what is needed to survive, hence why she can die without the right items as early as Stage 1.
- MOBILITY - give her a **jetpack ** with fuel that depletes. Alternatively, give her alternate shift or R attacks that enable movement (especially horizontally).
- **Poke **- her primary fire just isn't enough. I'd increase her reload speed to Bandit's OR incorporate a full reload like Visions or Scrap Launcher on a longer cd.
- **Sustain **- she can be overwhelmed very easily, especially early on. Perhaps grant Barrier upon landing hits in a certain range (within flamethrower range), upon getting a multi-kill (or insta-kill), and/or upon killing a frozen enemy. Just some sort of challenge metric that rewards her with defense.
!feedback
For Acrid's primary, every third attack on a poisoned/blight-ed enemy will trigger a weaker version of Epidemic (the special ability), bouncing and poisoning/blight-ing a few monsters within a short radius. The proc coefficient can be low (0.05 to 0.1).
Alternatively, monsters with poison/blight on them will trigger a weaker version of Epidemic on death. Blight would then have a use since it kills and can trigger proc chains automatically. Poison would still be really good since you can keep small monsters at 1 hp and set up proc chains around tanky monsters.
tl;dr Playing Acrid should make you feel like you are spreading a disease
Infected Scalpel [UnCommon]
• On hit: 10% chance (+10% per stack) to infect the enemy with toxins, giving them the infect debuff for 3 seconds. Stacks are refreshed when a new stack is applied
• Infect debuff inflicts 80% base damage (+80% per debuff stack) per second
• Max debuff stack effectiveness caps at 400% base damage (+400% per stack)
This is based on Acrid's blight ability, because I think it's a really cool concept that has pretty terrible execution
!feedback
Acrid's Blight remains the same but each stack does more damage the more debuffs are on the target. Scales better into later game as you get more debuff proccing items
!feedback
Acrid needs some way to follow up on airborne enemies while using a melee-focused playstyle. The easiest way to do this would be to simply make his shift cancellable in mid air.
!feedback
Please have dedicated server, I can't count that how many times me and my friends coop experience were ruined because of lag
!feedback The whole heal on level up thing, at least on enemies, should be proportional to their remaining heath
For example, they'll heal for all of the max health they gain while at 100% hp, but only half of the max hp they gain while at 50% hp and so on
!feedback
I'd love to be able to save and load mid-run
!feedback
Make the next survivor a melee tank
!feedback
Following up on the feedback immediately above, make the next survivor a literal tank. To scale and everything. Any flaws that are innate to the concept—the inability to jump, slow rotation speed, etcetera—are balanced out by the fact that they are a goddamn tank.
!feedback
testing / sandbox mode
edit: i just want somewhere where i can try stuff or have like infinite items type thing
!feedback
Rare Item: Cruel Virus
High damage hits also implant a permanent stackable virus that slowly damages the target. Recharges over time.
Any hit that does 400%+ damage applies a stackable “virus” debuff that deals 25% (+25% per stack) of the total damage of the hit every second. Recharges after 5 seconds.
The main point of this is to create a sort of slower working runald’s band that also counts as a debuff for Death Mark, rewarding consecutive heavy hits by applying a stackable debuff that isn’t just a proc effect like bleed or og bands.
Numbers subject to change for balancing.
!feedback
Make attack speed reduce the cooldown of skills by a tiny amount, up to a theoretical max reduction of -.5s that can go past the current minimum cooldowns.
the cooldown reductions would be affected less by attack speed the more you get. for example, +100% attack speed would give -.2s, but +200% would give something like -.275s (completely arbitrary numbers btw)
I just see complaints about artificer not using attack speed much or at all, and this shouldn't cause much differences in gameplay outside of buffing artificer slightly and also buffing purity.
!feedback
New Artificer Passive: Overcharged Batteries
"Halves the minimum cooldown of all of your abilities."
This does not affect the base cooldowns of any abilities, and has no effect on equipment cooldowns. It only reduces the hard cap on ability cooldowns from 0.5s to 0.25s.
Why?
Seeing that artificer is such a cooldown-focused character, a lower minimum cooldown would be a very unique way to help her scale better lategame with items like Purity, Alien Head, and most noticeably Brainstalks. This would also give her more mileage out of attack speed once cooldowns reach their minimum, especially for her primary attacks.
!feedback increase the cd reduction when stacking gesture of the drowned, but give it a stacking chance for your equipment to missfire, doing nothing but going on cooldown.
!feedback
artificer's ion surge should be aimable when shes in the air. if she's on the ground it should still shoot her straight up, but otherwise it should be aimable via mouse or wasd.
!feedback
Add ifrit from risk if rain 1
!feedback
Maybe tone back the damage Mushrums deal? The damage they deal at the moment is a little ridiculous.
!feedback
bring back the shattered mirror equip from ror1 it was sick and seeing a dark loader behind you beating things up would be cool
!feedback
Rex could certainly be fun with a few melee orientated skills to complement Harvest. Specifically an alternative Primary and Utility.
!feedback
Add some kind of a personalized cutscene / scenic art for every character after obliterating yourself at obilisk (some kind of a flashback in their memory, "life flashed before eyes") or blackout after clearing A Moment, Whole
in multiplayer, every player sees their own cutscene / scene from memory based on their character, upon obliterating / clearing A Moment, Whole
!feedback add character specific unlocks for beating the final boss. Items, abilities, anything
!feedback
Since there is a minion cap it would be nice if there was some sort of UI that brings up a list of drones or allies you have that allows you to kill any of them. The reasoning for this is if you want your empathy cores or beetle gaurds to spawn in but they can't since theres a bunch of drones taking up the slots. This is to add more agency to what allies you have.
!feedback
Because acrid has some healing capabilities built in, it would be fairly interesting if they could have 2 working play styles. The one where you let the poison do its work and a melee drain tank play style. Maybe when they have blight as their passive it could make your melee hits afflict blight and blight could have the passive of dealing more dmg the lower the enemy is. Or maybe blight could give you some heavy sustain. Or give Acrid a new special that gives them a point of armor depending on the stacks of poison and blight you have active, this way it could work on the poison focused style. Or the special could also give you health regen based on the stacks you have active
The idea of this is just to give acrid a more melee drain tank play style and also make blight more usable as an option. I just think the potential is there and it could be expanded upon.
!feedback
make Acrid's blight proc every 2 m1 hits to make it actually viable trying to stack it to a decent amount.
Also make stacking a blight debuff resets the cool down
A weird inconsistency I find that most survivor debuffs that do stack reset the timer for them, but blight doesn't. This feels excessively mundane now with hemorrhage in the game, and the total damage of Artificer's flame thrower plus burn stacks
!feedback
make drones have no collision box so they dont move you out of bustling fungus
!feedback
Make summons like the drones prioritize enemies that you've pinged before anything else
!feedback
Buff Sticky Bomb proc chance to be like Tri-Tips, I don't think they're really good enough on their own at the moment to warrant needing 20 to get 100% proc chance.
!feedback
Make Engineer's moving turret detect when it has a spider mine set on it and then when the spider mine is set make it run towards ground enemies at running speed
!feedback
would be cool if detritive termatode was in base game
( enemies at critical health [25%] take DoT worth 100% per tick [+100% per stack])
would be really cool, and opens new ideas for DoT and proc combos
!feedback
ARTIFICER is unique but lacks in her ability to deliver on what is needed to survive, hence why she can die without the right items as early as Stage 1.
- MOBILITY - give her a jetpack with fuel that depletes. Alternatively, give her alternate shift or R attacks that enable movement (especially horizontally).
- Poke - her primary fire just isn't enough. I'd increase her reload speed to Bandit's OR incorporate a full reload like Visions or Scrap Launcher on a longer cd.
- Sustain - she can be overwhelmed very easily, especially early on. Perhaps grant Barrier upon landing hits in a certain range (within flamethrower range), upon getting a multi-kill (or insta-kill), and/or upon killing a frozen enemy. Just some sort of challenge metric that rewards her with defense.
People are going to downvote if they don't like one thing in your suggestion. Why try to fit 2 in one when there's a slowmode?
!feedback
Make Acrid's melee attack to make a poisoned enemy explode with a poison AoE on a killing blow. The incentive for Acrid to go melee must be increased.
!feedback Allow Artificer's Primary Recharge rate to scale with movement speed, or crit chance (since Arti is a mage, unlike bandit, attack speed doesn't quite make sense, but its a useful medium to consider with it). If it scales with Movement speed, then it builds upon the mobility of artificer, if it scales with crit chance, then you strike on higher damage (considering arti's damage reliant kit).
Edit: Clarification
!feedback
Make the rocket launchers for MUL-T allow him to rocket jump
!feedback
New Artifact Idea
Artifact of Gold
Dealing damage to enemies gives you gold based on damage dealt. Enemies no longer drop gold or experience.
!feedback Some changes to Captain's lesser-used skills to make his kit feel more complete would be much appreciated. I have some ideas here too;
Power Taser and Shock: Bigger AoE to let you stun little groups and the like, and it produces an AoE when it bounces too, that could be fun. Plus, some use that can still apply to stun immune enemies would be really nice for shock.
Supply Drop: Some method of using beacons more than once. You could pick them up, you could get cooldowns and replace old one's, (which might not actually be too busted with cooldown removal since you'd still have to wait for the drop) or maybe just some buffs to the beacons themselves like a bigger radius.
!feedback Does anybody else reaaally want to see that one mod that adds firing modes to Captain's shotgun added to the base game?
https://thunderstore.io/package/Vl4dimyr/CaptainShotgunModes/
!feedback The return of Construction Golem, I don't care how. Maybe as an item, a new survivor, or a plushie
Sacrifice Altar [Lunar Equipment]
the gods' luck shines when you give up your greatest treasures
•) On activation:
+ Gain 4 times attack speed, proc coefficient, and damage for 10 seconds, and bring health to max
•) On cool down:
-) Lose 25% max health, 50% proc coefficient (of base), 50% attack speed, and 75% damage
Cool down is 200 seconds```
!feedback
Sticky Bomb idea: Procs refresh the timer on existing stickies on that enemy. When the timer goes off, a single explosion radius is multiplied by the square root of the stickies.
If you manage to land four, the single explosion has twice the radius and the damage of all four. If you land nine, three times the radius as they explode together.
It's a way to make stacking Sticky more interesting than 1/3 of a non-refreshing Tri-Tip, without increasing single-target damage.
!feedback
While it is definitely a step in the right direction I feel that the last level is still very inferior from the final level from the first game. The pillars while mixing things up and paralleling the doors from the previous game ultimately just serve as time wasters with little reward aside from being able to fight the boss. The only side content available are the item exchangers and the lunar buds, and the lock box if the player has it. Both of these options can be very inconsistent in usefulness between runs, and assuming the player does not get the rusted key then half of the islands/areas have nothing besides the pillars. The only thing that has really changed is that the player must fight more enemies and jump through a few more hoops before the boss.
Contrast this to the final level of the last game: You can hunt down optional key cards that unlock different areas, each offering things like healing orbs, extra items, and equipment. These optional areas unlocked by the gold cards also unlocked things to help you in your fight against Providence as well. But if you wanted to go straight to providence you still could and you would only need to go through a few timed enemy encounters to do so, and in pretty much a straight line as well.
I think the final level as it currently stands is serviceable, but that it is ultimately still inferior to the experience of it's counterpart in RoR1.
I do not know how feasible it would be to change things at this point but here are some broad suggestions:
-Have each area spawn with the full amount of pillars every time the player enters the stage, this way players can pick and choose which set of pillars they want to do instead of having to look around for them or do pillars they find more annoying.
-If the player completes more than the required amount of pillars, give them some kind of bonus. Items, lunars, a drone, just something to add some reliable risk/reward to the stage (I'd say more but, word limit)
!feedback
Give elite affixes an active ability that can be used: so long as monsters are unable to activate equipment with their base AI.
!feedback
It would be cool if every survivor (or some where it makes sense) have a "mini primary" that is agile, but does less damage.
Commando could only use one of his pistols and use his other hand for running, making his gun extremely inaccurate, but still a decent amount of damage
Bandit could use the bayonet on the end of his gun (no chance for hemorrhage)
I don't know who else would benefit enough from an agile ability who doesn't already have one, so that's where I'll end it
!feedback
Expand Bulwark's Ambry, as after unlocking the artifacts, it loses some of its purpose, maybe add an secret place where returning monsters such as temple guards appear, and after fighting the way through the place, obtain secret items or equipment that can be added to the survivor's arsenal while being exclusive to Bulwark's Ambry. Players will return more often to this Hidden realm even after obtaining all the artifacts
Edit: Spelling correction
!feedback inspired by the above
Each active artifact adds one physical change to Ambry, and visiting the Ambry multiple times in a run preserves the changes from previous visits.
Each change would add more blocks, and maybe move some existing ones. Soul could make more separated platforms at varying heights, to allow Lesser Wisps to move freely and come from more directions. Spite might add slopes around the sides so bombs collect inward. Having Soul & Spite together would slope the Soul platforms so they drop bombs from above.
As each artifact changes the map, with combinations causing greater change, Ambry would eventually convert from a discordant amalgam of floating blocks into a massive clockwork cube of death. The artifact reliquary in the center powers moving parts and interactable elements. If you have every single artifact, defeating the Reliquary opens a massive portal to... someplace. New hidden realm with unique interactions with artifacts; something for a separate suggestion.
!feedback
I believe that Bustling Fungus needs to be buffed for Survivors who aren't Engineer with stationary turrets.
I believe that a good idea is to have bungus store the healing that you would have recieved, if you were standing still, while you are moving. Up to a cap of, for lack of game dev experience let's say, 2.5% max health per stack of bungus. You get that heal when you stand still for the wait time for current bungus' circle deployment and do not store health when the bungus circle is active.
You still have the requirement of standing still to recieve healing but it doesn't put your life on the line to regain some meaningful health.
A more simpler change could be to increase the healing recieved at the beginning of bungus' circle deployment and have it scale down to its current value over a couple seconds. So you regain health more rapidly in the first moments the healing circle begins
Neither of these changes buff stationary engineer and they make bungus a more appealing item.
!feedback
Have a special reward within Bulwark's Ambry for if you take the Fuel Array to the artifact portal. Both the Fuel Array and Bulwarks Ambry are underused and could offer an extreme challenge for skilled players that would have an incredible reward if they are able to get to stage 5 without falling beneath 50% hp.
!feedback
artifact of memory
before starting a run, you may enter a seed. this seed dictates almost every random chance (think prismatic trials seed). below the objective will be the seed that you entered.
if you do not enter a seed, the run will continue as normal as if the artifact was never activated. only difference is that a seed corresponding to your run will be in the corner.
!feedback
remove/rework/nerf the rallypoint delta barrels. They're dangerous, as befits a hazard, but also disproportionately unfun. Could just be me being a bad gamer but they lead to dramatically more deaths than any of the other environmental stage hazards.
If nothing else, just get rid of the barrels on the metal scaffolding/staircase thing towards the middle of the map in between the shipping containers and the high ledge.
!feedback
Add a special line of dialogue for if you enter the Mithrix fight with Fuel Array, and a goofy one for if you kill him with its suicide explosion.
"N-NANI?"
!feedback Silence weeb.
😩
!feedback
Lunar Coin Economics:
I think lunar coins should be changed so that when you start up a game you can choose to go into a run with X amount of lunar coins based on your overall stash.
In game they will still come from the same places but I think they could also have an increased drop rate so that starting a coin free run with the intention of looping will still have potential to get powerful lunar items. In Eclipse mode you would not be able to use lunar coins from your stash.
I feel this might preserve the systems that are already at play in the game (the various lunar rewards from beating the game in various ways) perhaps making them feel more rewarding and also make them more of an optional resource and gameplay feature similar to artifacts.
This might retain powerful lunar runs for people who want can spend hundreds of lunar coins rerolling after stage 1 to get the heretic or some other combo. But it also distinguishes these runs from regular runs much like artifacts do.
The goals of these changes would be to.
- Make lunar coins feel valuable to get in a “regular run”
- Make lunar coins feel “fun” to horde up to use on a rainy day.
- Distinguish runs for hardcore players who may have a varying quantities of ill gotten lunar coins.
- Maintain the difficulty of the game when you don’t have millions of lunar to spend, but still give the option to do so.
!feedback
Consider implementing some of the UI features of the BetterUI mod, like item counters, item sorting (for inventory, scrapper, and command), and the ItemStatsMod which allows you to hover over a stack of items to see the net benefit received. This might not be too difficult to implement if the modders have already done all the work. Some features could be disabled in menus to reduce clutter if desired.
!feedback
mando nades might be more dps efficient than suppressive fire, but goddamn do they feel like shit to use after the physics changes. the fact that they launch themselves after they hit the ground, no matter how or where you throw them (even directly at your feet) makes it far harder than it should be to land nades where you want them.
!feedback
Make a survivor with damage scaling on his max hp 🤷♂️
Or a berserker who deal more dmg when he has less hp
!feedback
please, please, give us a reason to want to go to distant roost, wetland aspect, scorched acres, abyssal depths or sundered grove
as it stands, they're all objectively worse areas, and there's no reason you would prefer them to their alternatives. distant roost takes longer to navigate and has more difficult newt shrine spots with no upside to balance this. wetland aspect lacks a guaranteed newt shrine(and has some of most obscure spots, too) where abandoned aqueduct has the most easily reachable guaranteed newt shrine in the game. scorched acres is larger, harder to navigate, hard to find the portal on, and doesn't have any feature similar to rallypoint delta's timed chest. both abyssal depths and sundered grove limit you to one legendary item in multiplayer, and it usually takes longer to get that legendary item. on top of this sundered grove's chest location is randomized. and to cap it off, they're both larger and more difficult to navigate than siren's call.
it's just kind of unfortunate that every run has a single stage order you want every time (plains>aqueduct>delta>siren's), leaving more than half the stages in the game feeling totally pointless, some of which are actually more visually appealing than their contemporaries (in my opinion).
also give sundered grove its own music pls
!feedback
Engineer currently has a rather glaring issue with Harpoon Missiles - using them not only stops existing cooldowns on Spider Mines, but resets the ongoing one to its full time, meaning that the Harpoons, with a much faster cooldown time, essentially prevent you from using Spider Mines at all after the first set you get for teleporting in since the Harpoons are so strong and thus used often.
Spider Mine cooldown really should be independent from Harpoon use, able to count down in the background even while harpoons disable the ability to actually cast them.
!feedback Add a flamethrower wisp variant, to stop times where a horde of pepper me to death wisps' spawns in, with little way to dodge or hide from them.
!feedback
Artifact of Greed
-If a team mate dies, they drop all of their items.
-When they respawn in the following stage (should the rest of the team complete the teleporter event successfully), They will have no items on them. (Including whites, greens, reds, lunars, oranges or yellows)
-These items can be picked up by team mates alive in that stage, but cannot be shared or given back to the original player; if you die, you drop your items and you will not get them back (either because players picked then up or because everyone left the zone)
-if you are carrying Dio's best friend, you are exempt from this, I.e. Carrying Dio's best friend causes you to respawn without losing any of your items
!feedback
Had another neat survivor idea, popped into my head when I realized the perfect solution to no character having omnidirectional sprinting: tank controls
TNK-R
A tank robot.
Passive: Features tank controls (not required i guess) and omnidirectional sprinting as a result. Kills grant a buff that increase Armor by X%, duration refreshed on kill. All skills are agile.
Primary: The tank's secondary (yes i know, it's his primary, but that's tank terminology) gun. Can be a machine gun, mortar, or whatever unlockable alternatives make sense
Secondary: The tank's main gun. Default is Armor Piercing, with the ability to pass through enemies. Unlockable alt is a Hi-Explosive shell, that deals AOE damage radiating from the point of impact.
Utility: Turbocharger. Increases movement speed and attack speed. Stacks with frenzy. Consumes stacks of armor buff to increase effect.
Special: Throw out a flare that triggers an artillery strike.
Default skin is an solid olive green warpaint, while the Mastery skin has a more modern desert camouflage pattern.
Could look like a heavily armored and armed MUL-T, kinda like the Mr Gutsy compared to a Mr Handy
!feedback
uncap enemy levels
!feedback
uncommon item: Gyroscope
Allows the player to sprint in all directions.
!feedback
When captain presses the button to choose a supply beacon to call down, the little circles on either side should have an icon to show which beacon will be called with left/right click (and whatever it is on controllers) as it's easy to forget which beacon is assigned where when you swap loadouts
!feedback
MUL-T Power Mode tooltip still reads "200 Armor"after newest patch
!feedback
When the Artifact of Honor is enabled, make the only type of elites that appear on the moon the Perfected Elite type. Seeing that it's the only elite type exclusive to that stage it would make sense. Also doesn't the name Perfected Mithrix sound pretty intimidating?
!feedback
Now that the final stage has been restructured after the Anniversary update, and you have to ||charge the 4 pillars before going to Mithrix|| which in turn involves killing a lot of lunar chimeras and getting a lot of money. I think there should be a way to spend your excess money, whether it be making a new ||pillar type that takes money to charge|| or being able to convert excess money to exp, buy items instead of trading at the cauldrons, something like that.
!feedback bring back the lunar chimera golem's old attack as a second, less frequent attack (similar to how the lunar chimera wisp has the energy ball as a second attack)
!feedback
Distinguish the 3 Lunar Chimera enemy types in the logbook. Right now every time you pick up their log in-game it just reads “Lunar Chimera” and you have no clue which one it’s referring to
!feedback
make bandits revolver trigger it's special affect if stuff like the damage from bands and sticky bombs kill the enemy, as long as it's proc'd by the revolvers shot itself- it's been really hard for me to reset cooldowns / get desperado stacks after anything past the 5th stage from the revolvers base damage alone
!feedback
Make Mithrix spawn more of the little bomber Lunar Chimera during phase 1 and 3 of his fight. A lot of survivor’s power comes from on kill items, so being able to more reliably use them (topaz, wisp, desperado, ceremonial dagger, etc) would make the fight feel better.
!feedback
Equipment Item (or Lunar equipment) : Bullet Magnet
(specific number stats are up to devs to keep it balanced in gameplay)
-Upon activation, draws all enemy projectiles within 500m towards the user for 15 seconds, whilst also raising user health by 300% for the same time. Cool down of 45 seconds
-This would allow people to better play around with tankier builds to support their teammates with
!feedback
Fix the name or image of "Lepton Daisy" so that they resemble their icon better. "Lepton Lily" even has alliteration.
This feedback been posted for every single update since Lepton Daisy, each time getting to #top-feedback-archive, but not having been fixed.
The feedback itself that I said above is word-for-word the original post of Lepton Daisy needing a change, which is from 10/8/19.
So, this time, for the anniversary content update, please?
Its never been changed since it was first introduced, all the way up to post-anniversary update.
Why not change it now?
!feedback
Mul-t's armor in power mode should probably be transferred to his passive.
Power mode seems to objectively better due to having double to output and built in 20 repulsion plates compared to retool which has the main benefit of having two equipment slots.
Giving Mul-t armor as his passive would emphasize his bulk and give retool a utility role on par to power modes role in specialty.
!feedback
Lepton daisy sounds better than lepton lily, and the model looks just fine as is. No changes needed here.
!feedback
People have pointed out for ages that the time stop in the void fields makes going there too big of a benefit, and a few suggestions have been made before to try to make it fair, but i don't recall this being suggested:
Make it so that upon the activation of a cell, a flat ammount of time is added to the timer. The amount could be something like 30~60 seconds (not random, but it could be), so if you were to only do 5 and go back, in total 2:30 to 5:00 min would be added to the timer. The time increase could perhaps scale to player ammount, cell level or drop rarity.
I think it would be a fair and simple change that still keeps the "good upsides" of the time being stopped, while still giving it a not too harsh upside, so that players still come out with a net positive, just not a massive one.
!feedback
I'm sure variations of this have been suggested, but I'd like if sprint was a state automatically entered after a second of running, or something similar that doesn't require manually entering it.
currently sprinting vs not sprinting is not an interesting choice, there's no reason not to sprint unless you're so overpowered that the movement speed is hard to control. you always want to sprint every chance you get both for the speed and for the items it activates (aside maybe from fringe cases where friendly fire is on). the game should just make you sprint whenever it's possible and save players needing to perform extra inputs.
there is also still a lot of inconsistency with "agile" skills. some skills that are agile don't have the keyword, other skills cancel sprint at the start of animation but allow you to immediately resume as the skill plays out. this means the optimal play is rapidly looping click->sprint->click->sprint, which feels janky and doesn't meaningfully raise the skill ceiling.
auto-sprint would also make the game better for new players. I commonly see them not sprinting because they don't realize a skill or their movement canceled sprint state, and because it's not obvious that sprint matters mid-air and can be initiated there.
!feedback
Elite aspects suck. Their drop should be a cool and rare thing you actually want to use but its just whatever when you see them right now. The opportunity cost of getting rid of your equipment is just never worth it. I think they should either be changed to exclusive items (one aspect per character) or significantly buffed as equipment.
!feedback
We should have server roles for which system we play the game on
!feedback
Many people have cited issues with Wake of Vultures and how it seems more of a gimmick rather than an actually useful red item. It has also been mentioned that the Devs do not want to alter how the aspects work on the players because they want them to remain consistent for both players and enemies. So, I propose a compromise:
Buff how Wake of Vultures interacts with aspects. You don't need to change the aspects, just add more stuff to Wake of Vultures.
Perhaps make it so that WoV activates a kind of super mode when an Elite Aspect is applied. Armor, regen, attack speed, crit, etc. Something that is not too overpowered that still applies a reasonable bonus for the player. This also would still make WoV unique because I do not think there is currently a red item that acts similar to Berserker's Pauldron or Predatory Instincts (except maybe brainstalks)
!feedback make it so that when you have wake of vultures you deal bonus damage to enemies with the same aspect as you
!feedback
Give Bandit's rifle a bonus for something like weakspot hits to encourage aiming rather than back spams with it
!feedback add skins for each eclipse mode you beat, could be recolors of other skins but there could be some contest for people to add their own skins
!feedback
Elite aspects should have active abilities on top of their passive effects:
Ifrit’s Distinction: Summon a pillar of flame from the ground (initial hit with proc coefficient), and continuously apply ignite on anything within or around it.
Silence Between Two Strikes: For 10 seconds, attacks now attach a bomb that deals even more damage and explode with an even greater radius.
Her Biting Embrace: Summon an ice bomb with a great radius that freezes monsters for 7 seconds.
N’kuhana’s Retort: Upon activation, deal bonus damage proportional to your missing health (up to 5x damage) for 10 seconds, enter a frenzy if you are below the low health threshold.
Spectral Circlet: Upon activation, all allies within the spherical aura gains +100% movement speed and 200 armor for 5 seconds.
Shared Design: Reduce you max health by half and summon a perfected doppelganger of yourself that exist for 15 seconds; it shares your items. When the summon dies it leaves behind a pool of hell fire. (Repeated use of this via gesture only refreshes the doppelganger, killing the latest one, instead of summoning multiple.)
!feedback still says 200 armor
!feedback
kinda weird, having grandparents and parents but no children, innit?
!feedback
Please revert the reload change for Scrap Launcher, it felt SO MUCH better than making the cooldown reset when shooting. Now it just feels really clunky to use again.
||!feedback||
Survivor idea: Gladiator
Fight! Win! Live.
Passive: Fighting blood
Taking damage without your shield raised causes your next attack you give you a barrier on hit based on your damage. Damage is increased by X% of damage taken
Primary: Sword
Deal 150% damage in a small area. Killing an enemy causes the next attack to be a wide sweep.(Proc: 1)
Alt primary: Mace
Deal 200% damage slowly with a 10% chance to reduce enemy armor (Proc: 1)
Alt primary: Battleaxe
Deal 150% damage in a wide range with 10% chance to bleed (Proc: 0.75)
Secondary: Shield
Raise your shield. Press again to put the shield down. Block 75% of damage and reduce attack speed by 80% (Cd: 0)
Utility: Galdiator dash
Dash forward for 250% damage. Killing an enemy causes it to go further until you stop killing. (Cd: 3-5)
Alt Utility: Power block
Stop all movement for 5 seconds. Block 90% of damage in 2x the radius of your shield. (Cd: 10)
Special: Enrage
Increase attack speed by 200%, move speed by 150%, and armor by 200 for 10 seconds. (Cd: 15)
||!feedback||
White Item Idea:
Swollen Tick
Abilities that deal at least 400% damage will attach a tick to the enemy, which drains them and heals you for 15 health a second (+15 per stack) for 5 seconds. ||Numbers subject to change||
!feedback
Melee Acrid changes:
At the moment people say acrid doesn’t have any business being in melee range even though he is a melee character some ideas I have to make a melee play style more viable would be to make ravenous bite give more Regen and change the 3x dmg to low enemies to up to 3x dmg when you are low health this will help with across survivability because if your low and an enemy sneaks up on you just leap on them and chomp their face off. Another change would be to his primary attack, make the 2nd AND 3rd attack Regen and add poisonous to the 3rd attack this will make using the full combo much more viable rather than sprint cancellation. One more change would be to change how blight stacks make it go up exponentially for example lower blights dmg but each stack increases by using the exponential growth equation(f(x) = a(1+r)^(x-1)) I’ll use 50% dmg as the a value and 0.7 as r. Bx = blight stacks (numbers theoretical), B1 50% dps, B2 85% dps, B3 144% dps, B4 245% dps, B5 417% dps, so on and so forth this would make blight less effective initially but if playing an aggressive melee play style would overall improve its effectiveness. My numbers made it so at 4 stacks of blight the exponential method started doing more dmg which I haven’t played with blight to much so I don’t know how many stacks you have on average but I’m sure the amazing devs would be able to adjust the numbers to make it more balanced while retaining the goal of making across melee kit more effective.
Remarks:
I’m not saying all of these need to happen but I think one or 2 would be very beneficial or maybe all 3 depending on how bad our puppo needs it, but I think melee acrid is just more fun to play than apply poison and run for 10 seconds, so I’d like to see some love on that side of his kit.
!feedback
an option in the settings to automatically skip the intro
!feedback
have artificers m1 recharge all of the shots when they all have been used like visions of heresy
!feedback
Woo! With the new update, I can finally see my profile stats. But also, uhhhhhhhh?????? Only thought could be that the Solus Probe in the Times Picked chart could be the Bandit: Reloaded mod?
||!feedback||
Upon death, Happiest Mask ghosts should explode, dealing a percent of their max hp to nearby enemies, like Shatterspleen. Extra stacks increase % max health damage.
Ghosts don't output much damage on their own, so allowing them to deal damage based off of their max health would allow them to have a much greater impact on the battlefield. Maybe like the Headstompers, holding the activate key could manually detonate all living ghosts in case they are grouped favorably or you want to destroy the friendly Dunestrider/Void Reaver ghost before it uses its succ attack to kill you instantly.
!feedback
Some love for the PC implementation of Split-screen. Ideally the ability to play with multiple kb+m inputs, and fleshing it out similarly to the FixedSplitscreen mod.
!feedback
Add a new alternative mode with artifacts disabled. You pay lunar coins to go into this mode, with lunar coin base drop rate increased and no longer halve (or at least decrease slower) with every coin dropped in the same run.
Essentially you are betting that you can go in the run long enough without any help from artifacts that you can gain a lot more lunar coins than you spent. A skill test that you can play on your own and the reward is faster lunar coin gain compared to base game.
!feedback
A artifact that makes your abilities random
Maybe a second one that makes your abilities random every stage
As example: you pick rex but get
Captain m1. Loader m2. Bandit utility. Engi special.
!feedback after going 4 hours into a run and still not getting a cleansing pool i feel that it should have a slightly increased chance of spawning in single player
!feedback
aspects are largely ignored since they take an equipment slot. i just think aspects as equipment make people ignore them when they rarely drop. they can be fun but whenever i see one drop i dont feel inclined to pick up the super rare item, which is why i think making them lunars with a downside to you as well might make them more appealing if you didnt have to sacrifice equipment. of course im not saying making them lunars would put them in the lunar pool, i think they should drop the same way. Malachite Aspect Halves your healing, Fire Aspect lights you on fire, or makes you take increased burn damage. stuff like that
!feedback
please revert the change to mul-t's scrap launcher, it felt so much better to use before this fix.
even before this patch the nailgun was still considered better, there's no use in nerfing scrap launcher
!feedback
With the most recent update, killing Mithrix with Bandit's Lights Out will still count even if he actually dies to the items procced by the ability (bands, sticky bombs, etc) for the Desperado achievement. Please make this a feature for all enemies killed for Lights Out and Desperado, as it becomes extremely tough to last hit enemies to refresh cooldowns or get Desperado stacks past loop 1 or on commencement with just the base damage of Bandit's special
!feedback
To be honest? Perfected elites not getting executed by guillotines felt like a feature more than a bug. Is there a chance that could be implemented?
||!feedback||
Make Bandit's abilities have longer cooldowns but in exchange be more powerful so that there is an actual reason to get resets with his Lights Out. Invisibility can have near constant uptime without resets as you only need to wait a few seconds to go invisiable again, and his M2 options are both fairly weak and have very quick cooldowns, meaning there is no incentive to refresh their cooldowns in most scenarios.
||His invisibility is already crazy strong and could have its cooldown extended more, but his M2 abilities should have several seconds added to their cooldowns in exchange for maybe buffing the damage hemorrhage does to be over 8 seconds instead of 15. Additionally, he could be given some other long cooldown skill (stick of dynamite) that would be really rewarding to spam with successful kill resets.||
!feedback
Please for the love of god revert the "bug fix" for MUL-T. Not only is scrap launcher objectively the worse primary stat and use wise, it also feels awful to use again. I unironically had fun and enjoyed using scrap launcher with the cooldowns. It's still pretty bad, but it gave me a reason to use it before proc chains got crazy. Even if it started as a bug, please, please please please let mul-t's scrap launcher charge between cooldowns again : (
!feedback yo maybe the aspects should be their own rarity and not an equipment maybe they could be purple items or something :P
!feedback
make syringes very slightly reduce the 20 second charge up for captain's nukes, fast falling nukes would be funny for meme runs
!feedback
Give Artificer a new Keyword
Artificer is one of the most outdated survivors in terms of updates. While Mercenary and others have received new keywords/updates to keep them more relevant and interesting, Artificer feels like she's fallen by the wayside, lacking damage/mobility to her glass cannon nature. Thus, I propose giving her a new Keyword to advance her kit a bit more.
Thamaturgic
Upon using this skill, increases your movement speed by 50%, and causes the ENV Suit to move you upwards instead of slowing your descent for 5 seconds.
Would be applied to Flamethrower, Snapfreeze, and Ion Surge (with Ion Surge likely receiving a small nerf in the height it grants you)
!feedback
Changes to the "heat-seeking rockets" ability (Engineer).
With the double activation of the ability, all missiles fly into random targets (if you think it is too strong, you can add additional time to reload the ability)
!feedback hey maybe we shouldnt have the captain be 1/2 his character in the void fields/bulwark's ambry. I get that it is the fact that his ship isnt there lore-wise...but pretty incredibly annoying I am neutered in content for lore reasons
!feedback
This is low priority but for Mithrix's second phase, his 'Zenith Designs' shouldn't just be miscellaneous Lunar Chimera. Instead, his Zenith designs could be giant animated statues of Providence, like the broken statues we see at the entrance of Commencement. This could add a lot to this currently uninteresting phase of the fight, and show that Mithrix, despite the betrayal, still cares for his brother in some way. Maybe they could spawn in the third phase and escape phase as well for additional challenge.
!feedback
now that the old fresh meat is gone, Acrid should inherit the heal on kill as a passive.
!feedback
Why was the game ported by a third party only to be released earlier on console when it was going to end up so back far in updates? Instead of porting the game yourselves and release it later, you know to make people consoles actually buy the game when a new update comes out but instead console players are stuck with almost a year old update with no content unlike pc players they can just mod the game and get new content, take hollow knight for example; they took their time to port the whole game make it a huge deal and not only that but with all the dlc included, you know why they included all the dlc? Because imagine being a console player waiting years for a port, teamcherry had the decency of understanding the struggle console players have.
ror tho, we dont get any updates , and there wont be any new update until the first expansion (which we’ll have to pay) comes out thats if the team actually manage to port the game at the release window, ofc if the port isnt ready they wont delay the expansion pfff you think?
!feedback
Change Death Mark to be 10% damage per debuff.
!feedback
!feedback , change "200 armor" on mul-t's power mode ability in the character selection screen, and update it to the new "100 armor" change in the new patch.
!feedback Bot is up again
!feedback
I came to a realization that the death mark change of making it just to 12.5% per debuff would make a lot of characters extremely overpowered (specifics are Mercenary with his exposed and Acrid with poision). It would also make bleed be amazing every 5th stack (it goes from 20% per tick to 22%)
A better solution, in my opinion of course, is to make it ramp up. I don't know the specifics, but the general idea is that
• 1 debuff grants +9%
• 2 debuffs grants +20%
• 3 debuffs grants +33%
• 4 debuffs grants +48% (Rounded up to 50%)
This would balance out characters that have debuffs stacked into their character, but also still make it useful to have a couple on you at all times
Edit: after I've finally decided on the numbers, here's the formula I came up with
(8 + 1x)x with x = [stacks]
Hopoo needs to seriously give consoles some love. This is basically a hot patch which makes consoles 3 updates behind. Captain is still bugged on console!!!
Haha taser go... Where did it go?
!feedback @upbeat tinsel
Hopoo needs to seriously give consoles some love. This is basically a hot patch which makes consoles 3 updates behind. Captain is still bugged on console!!!
!feedback
this description is wrong, it's 10% instantly, not a HOT
Edit: I'm dumb, it is a hot. Description should still say something along the lines of "Passively heals user over time. Activate to instantly heal yourself or an ally."
!feedback
Piggybacking off of what others' have already stated but please revert the fix to Mul-T's scrap launcher. It feels incredibly slow and clunky comparatively to before. If it was a problem of specific item stacking then perhaps a balance of a 3 second overall cooldown (IE Shooting does not reset it) would be appropriate rather than the disjointed 2 seconds per end of firing we have now.
!feedback
Make irradient pearl's (sorry I can't spell) drop chance back to 4%
!feedback add trading cards?
!feedback
This isnt really about ror2 but the server itself
I think we should get an announcment going into detail about what happend to the meme channel why it is gone and if it will ever return. also from what ive heard it was hard to moderate so an maybe you could get moderators that are dedicated to moderate the meme channel if it ever comes back, ive seen many other servers do that.
!feedback
mitchell boss item when
!feedback
A carved stone in the void fields, simply labeled "#ror2-memes".
!feedback Charms: special items that you can equip over two others during character selection, maybe a good three for commando would be 4% atk speed gloves, 1-2% damage overall pills, or 7% movement speed boots. These charms are permanent, acquired through certain tasks and you can only wear one at a time. (maybe they could also be upgraded over time)
!feedback
I like that gasoline explodes now... but I think it's a little much. Maybe reduce it down to 80% to start with or something, because gasoline is looking like the next tri-tip.
!feedback
Would love to see a DLC for Risk of Rain 1 that's either mostly a mechanical update and mass bug fix update, or even content update to introduce RoR2 items into RoR1
would also be interesting to see RoR2 characters in RoR1 and see how that plays out, but not counting on it too much
!feedback
A DLC for RoR2 that adds in a lot of content from RoR1. All the original survivors, most of the items, the stages that aren't in two (Sunken depths, the Hive one, Holy Temple), some of the enemies (Gup, those spitter guys, evolved lemurians), and the Contact Light stage/ Providence fight. It'd be awesome to see the first game in 3d, maybe even making this all part of a "classic mode" where you play the original game but in 3d (teleporter rules, stage order, providence ending)
!feedback
Potential Gesture nerf; Equipments have 50%(+25%) reduced cooldowns, activate automatically, and have +10(+5s) seconds added to the timer (after all % reductions applied.)
Meaning that one Gesture would bring your 100 second equipment to 60 seconds(100/2 =50+10=60s). Two Gesture would bring it down to 40 seconds(100/2/2=25+10+5= 40)
||!feedback||
New Item Type:
Ornaments
Ornaments are a special rarity of items that the player can only have one of, like equipments (MULT with retool could carry 2). Ornaments typically have a one-off effect that slightly changes the player’s playstyle with a specific boost. Ornaments have a chance to drop from Shrines of Chance and money barrels.
This 'utility item' slot would allow some unpopular/weak items to be changed into ornaments so they do not have to compete with others of their rarity. This would mainly include items that stack pretty poorly and have relative one-off effects; like Squid Polyp, H3AD-5T, Warbanner, and eepecially Wake of Vultures. It is often very disappointing to get one of these, so having them occupy a utility slot would make them more rewarding to get and allow more player engagement in their choice of trinket. Elite Aspects would be changed to occupy the ornament slot instead of the equipment slot, so you'd have more reason to hold onto them.
!feedback I don't know if someone already suggested this but you should be able to stand on and not be able to go through captains new utility ability. You can ping it and it will stop where you pinged it, but you can phase through it. It seems like a bad idea on paper since it gives you less room to move around when in combat, but lets say if u wanna dodge some beetle/beetle guards by standing in a place so they cant get to you or want to stand behind something to block projectiles when there no wall near you. Or in multiplayer you have a loader and you use the needle(that's what ima call it.)for her to swing around and give her more mobility. Bottom line, it may seem like a bad idea, but it does have a lot of potential and possibility for it if it was its own object itself.
!feedback
I felt weird seeing the new bustling fungus , goat hoof, and cautious slug (syringe was fine ig) in the anniversary update. The hair on the goat hoof looked unnatural and almost plastered on, which I guess it was because 3D software, but it was just so weird.
I personally think the item picture should be as simple as possible while looking like the general item, and the change to the player model can be much higher resolution and have detail and such
also side note: I personally don't think the detail added looks very good next to other items, but that's just my opinion and devs know their art style, so I won't intrude :)
!feedback Change the homing position of the drones to be vertically above the character and to the side rather than the center of the player character model.
Currently the drones can fly into the player, knocking them around with quite a bit of momentum and also blocking shots and annoyingly blocking use item projectiles.
!feedback
change "200 armor" on mul-t's power mode ability in the character selection screen, and update it to the new "100 armor" change in the new patch.
!feedback
Allow Personal Shield Generator to synergize properly with health-increasing items (with the effect calculated after any health increase).
!feedback
Make it togglable if obliterate is a option at the start of the round in multi-player. To keep trolls who join games that are loop only from stopping the fun
!feedback
Change to Titanic Knurl
Gain 50 (+50) hp. Increases your health regeneration by up to triple the amount when at or below 30% hp.
Currently, Knurl is just completely outclassed by Bison Steak and Cautious Slug, two white items. This change makes it something you will want to keep even in the late game.
!feedback
REX's Directive: Harvest buff -
Make the projectile enemy-seeking or make it spread between enemies like Acrid's Epidemic (up to 3 enemies, for example), but at the cost of less fruits drop or less health per fruit
!feedback
Titanic Knurl Buff
+3.2 base health regeneration (+1.2% per stack)
+10% base health on level up (from 30% to 40%)```
!feedback
Lunar item that replaces your M1 with a melee based attack in contrast with Visions being ranged.
!feedback
i just think a speedometer would be neat
!feedback Ecs key goes back a page in menu
!feedback
Make squid polyps apply the tar debuff on enemies they hit. Would give them another use if you have deathmark.
!feedback
This should be the Sniper's passive ability! (hope it comes soon)
!feedback
Alternate Gamemode: The Arena
Fight 1v1 against a random survivor (controlled by AI). Gain an Item for every win, but the enemy survivor also gains an item each round. Multiplayer could also be incorporated here for simple pvp. The map would be called "The Arena" and would look something like ||the final boss area||, but smaller.
!feedback
When Mythrix takes your goat hoof your leg just disappears
!feedback
Artificer has fallen on the wayside when it comes to being a "glass cannon", especially since Captain and Bandit (probably also Loader) are better at nuking enemies than her.
It would be nice to have some small changes to her kit OR to give her different passives/item interactions so she can output more damage with clever ability usage.
What about a unique passive that makes attack speed actually increase her damage? Her being the ONLY survivor who can (theoretically) get infinite damage might cement her role as a glass cannon. Alternatively, frozen enemies could take crits from electric attacks, or burning enemies could take guaranteed critical damage (this would also encourage more people to get Gasoline). Or give her a damage increase buff for every ability she has on cooldown, so we can choose which ability to use LAST in order to dish out the most damage.
If damage isn't the way to go, perhaps her M2 could start cooling down as soon as it starts charging, as opposed to AFTER firing it, but increase the overall cooldown by ~1s. That way, Backup Mags and Brainstalks would allow her to nuke enemies more often.
!feedback
Revert the bug fix to scrap, but reduce its damage. That way it feels the same but is less effective
!feedback
Make artificer leave a damaging area on the floor when using her r ability from the ground.
!feedback
I'm sure this has been suggested plenty of times already, but I feel like it really can't be overstated how much of a great addition literally any kind of 'save and quit'-functionality would be. Too many great runs where I got really close to completing a challenge (be it in the game or self-imposed) have been undercut by game crashes or real-life time constraints. Games like The Binding of Isaac: Rebirth save your progress even if you alt-f4 or the game crashes, which is something that Risk of Rain 2 would really stand to benefit from, although I'm sure that this sort of saving mechanic would be challenging to implement in RoR2 for a number of reasons. However, I still consider this to be something Hopoo should look into.
!feedback
add Heretic item models
!feedback
Artificer's primary should have Bandit's ammo system, her primary shouldn't be CD locked I feel. This would allow her to benefit more from things like attack speed to recharge her bolts faster which also would pump out more procs
!feedback
Please make mercenary's sword and skills red with his mastery, that would be insanely cool
!feedback
Engineer needs an alternate primary skill. Like a rocket launcher or a shotgun.
!feedback
Tougher Times remake concept: Rather than granting a flat chance to reduce any hit to not-a-hit, give it a cooldown instead. Tougher Times gets a 100% chance to block an attack over 25% of your max HP. After blocking an attack it goes on cooldown for (time) seconds. Additional stacks of bears reduces the cooldown multiplicatively.
!feedback
Change how being frozen works for mul-ts power mode so it doesn't kick him out of it instantly
It's a bit agrivating when you switch to powermode just to have to wait a few seconds to turn it back on again because you killed a few glacials
||!feedback|| Revised Gladiator Survivor idea
!feedback
Add more equipment that have passive effects like the Gnarled Woodsprite
!feedback
A challenge to finish the Sky Meadow (The Sprite Fields) with the Gnarled Woodsprite on you. This unlocking a new equipment or item
!feedback
If Commando's grenades absolutely have to remain as-is on the interaction principle (that being: they can't interact on contact with enemies) then the next best step is instead making it interact with itself and Commando's skills instead.
Let me introduce you to Killing Floor's Grenades to showcase what I mean:
https://www.youtube.com/watch?v=bmIWUHlNQqo
Killing Floor's grenades are inherently crowd clearing tools but also, they're burst damage options for classes that can take advantage of it by setting them off early and alongside other damage elements - usually explosive as well.
The proposal here is that - in order to keep the grenades the way they are but in a way of not making them feel as "limp" as they are - is to utilize this gameplay component of grenade interactions with attacks like Phase Round as well as grenades themselves to institute an interesting combo game with Commando that rewards good positioning and good cooldown management - principles that are good for his role of a jack of all trades as well as a tutorial class.
The best thing about this is the fact that it doesn't actually step on the feet of those wanting a direct on-touch interaction with enemies because this inherently benefits its landing and rolling principles instead while also allowing this as a secondary benefit for these ideas as well. This would also work with retooling the grenades as well to have a longer fuse time by only a second (since that's all that's really required) in order to effectively prioritize accuracy or crowd control, with a punishment for missing the former.
For the skill itself, it would probably demand more in reserve with a longer recharge time to facilitate this combo gameplay as well. If that were the case, then I would suggest really buffing up the damage and radius of the grenades as well. Either way, this falls under developer intention when the core idea here is "make grenades interact with one another if nothing else, pls."
demolition is my favourite perk (usually i dont use sharpshooter on multiplayer, mainly demo or support)
hell on earth 6p helth fp and sc
credit to then--,zaoldyeck,me and bazilisk
!feedback
We should be allowed to pet the beetle guard’s
!feedback
It’d be nice to see buffs/reworks to commando’s suppressive fire and grenade. Because of the buff of his m1, it made suppressive fire lose some of its shine, which pushes people to use nades. The problem with that is the grenades now bounce when you throw them at the ground, making it hard to hit enemies close to you
I think a buff to his suppressive fire would be nice, and maybe turning his nades into sticky bombs would help
!feedback . Please, keep the it online game when the host disconnects !!! This request has lot of time and I've saw it several times here. It can not be possible drop a beutiful four player game because host disconnect (whether on purpose or not). God !
!feedback
Idea for a red item - each consecutive attack from the same enemy type reduces damage taken from that enemy by 10% stacking up to max of 50% reduction. This is reset if you take damage from a different enemy type or after 5 seconds.
||!feedback||
Give Rex's DIRECTIVE: Disperse 2 charges instead of one, as it is outclassed by Bramble Volley in nearly every way. It having 2 charges would give Rex more mobility and displacement options at the cost of a burst-healing tool.
!feedback
A slight tweak to artificers primary, make it work like Visions of Heresy or Scrap Launcher where it starts a cooldown for reloading all charges after either shooting all of them or waiting a certain amount(Not like bandits reload). This would give arti some attack speed scaling on her primary, since unloading faster means you get to reload sooner. It’d still keep her rotation-based play style, however, since you’d have to wait in between reloads of your primary, giving you opportunities to use your other abilities in the cycle.
If this change would require a cooldown too long to keep the feel of her primary, or make it feel odd in some other way, the primary itself could be changed to lend itself more to this reload-based system.
!feedback
Buff huntress
!feedback
!feedback
repulsion plate rework idea:
50% base damage as damage reduction (+10% per stack)
damage reduced cannot go below 1```
!feedback
Please fix the clay dunestrider c:
!feedback
A red item that gives a small stack of armor (additive, not percentage based so survivors with 0 armor can actually stack it) on hit, like a reverse Shattering Justice
Stacks of armor quickly decay over tiem as you stop hitting things, so it's good if you keep attacking things and helps runs where survivors may not have enough mobility to avoid getting hit by a big attack (i.e. a brass contraption)
!feedback
Make the grandparents burning sun attack not kill enemies. As it is, it acts as a free 'screen wipe' if you have access to cover while every enemy swarming the tp event is killed by the attack. This attack has actually saved runs for me in the past where I would be overwhelmed in the tp event by all the enemies but I get to cover, wait a few seconds, and this attack will have killed everything allowing me to no longer be swarmed.
||!feedback||
Personal Shield Generator Buff
Whenever the shield takes damage, has a chance to drop a Shield Booster pickup nearby. If you pick up the Booster, it will instantly recharge 33% of your shield health. Taking heavier hits of damage or having your shield break has a higher chance to drop a Booster. Extra stacks of PSG further increase the chance of dropping a shield booster upon taking damage, which allows shield builds to better compete with healing builds for sustain. (Booster recharge amount up for debate, maybe increases with stacks of PSG instead)
!feedback
Newt currently just seems like a slightly more interesting background prop in the bazaar between time, so I'd like to have an event happen if you repeatedly get kicked out of the shop (like having to fight newt). If you manage to beat the event, you get a reward (Like lunar coins which as of now are pretty hard to come by). I think this would make for some unique interactions and choices as well as more unlock possibilities or challenges.
!feedback
Include a timer or a little progress bar alongside equipment drone portraits so you can tell when they're gonna use their equipment.
!feedback
Old war stealthkit buff / new item
• Standing still for 5 seconds turns you completely invisible
• enemies do not get updates to you
• effects like bleed's blood spatter and such don't show (or show, but don't do anything)
• Starting to move keeps you invisible for 2 seconds (+2 per stack)
!feedback
Legendary item called Reactor Core that causes shields to recharge in half the time they usually take.
||!feedback||
Legendary Item Idea:
Witches Ring
Attacks that deal 500% damage or more trigger on kill effects. Has a 10 second cooldown. Extra stacks decrease cooldown by 10%.
||Extremely useful in situations where on kill effects are hard to trigger, like single bosses and everything on Commencement. From Komradespectre's Aetherium mod.||
!feedback
Add something special to Sky Meadow aside from the portal to Bulwark's Ambry. Right now Sky Meadow is something of a plain stage compared to the level's before it with their legendary chests and optional bossfights. Bulwark's Ambry on it's own doesn't really offer much of a bonus aside from unlocking the artifacts and even then it just doesn't offer anything if you want to go to mithrix loop one. The tougher enemy spawns and weird gravity things and meteors are the only thing it really has on offer (maybe a higher shrine spawn chance but I'm not 100% sure of that being the case.) Which is a shame for the final "proper" stage.
I don't think the solution would be to simply add in the gimmicks from the stage 4 variants, (albeit it might be the easier option and the optional boss on siren's call gimmick would make more sense because we already have two stage variants that spawn legendary chests). And while I am not 100% sure what would make a good "bonus" option for players in the fifth stage, here are my ideas:
Super Shrine of the Mountain- A forced golden shrine of the mountain is spawned on stage. When it is hit it will cause a shrine of the mountain effect equivalent to two or three shrines of the mountain, with an equivalent reward, maybe even with a small chance to spawn a red item. Along side that it could possibly spawn one random boss item from any boss, either upon completion or simply from hitting the shrine. This would satisfy battle junkies or people who think they can handle the DPS check this would give them, or people who don't think they're good enough to continue and want to end things off with a bang.
Force shrine of order- People like shrine of order memes but it's always at the behest of RNG if one spawns or simply just at the very end with Mithrix. This is a VERY simple and low cost change but I think some players might enjoy the option as they hit the "hill" of a run, so to speak
But generally I just think this stage needs something
!feedback
Buff alien head to be all things time. Cool downs, equipment, and "out of combat" status effects.
This would
a) buff the item tremendously, making it actually viable and possibly a meta item
b) buff slug (didn't need it but still)
c) buff red whip (might actually make it viable compared to goat hoof or energy drink)
d) buff shield (like the post I replied to originally wanted)
Over all would be a very interesting change :)
!feedback
Huntress Buff Ideas
My ideas to bringing out her full potential in a creative way too.
Primary (Strafe):
- Increase damage from 150% to 160% or 170%. (I’m confident 160% will be completely fine, however 170% might be pushing it. So testing would have to be done of course.)
- Shooting while sprinting in ANY direction and moving slightly faster. (The description of Huntress claims she’s “extremely mobile,” which feels untrue. Shooting while sprinting in any direction with a minor speed boost will be a start to making that claim more believable.)
Secondary (Laser Glaive):
- Each enemy killed by the Laser Glaive reduces the cooldown of Laser Glaive by 1 second. (Her description claims she has “high damage output,” which again, feels untrue. Laser Glaive feels mediocre with a lengthy 7 second cooldown. Usually the Glaive can at most take out a few enemies unless they’re all Lesser Wisps, so only a few seconds would usually be shaved off. Her damage output will be increased as she’ll have it a bit more often.)
Utility (Blink):
- Reduce the cooldown from 7 seconds to 5. (Her default greatest dodge ability on a long cooldown doesn’t make her seem “extremely mobile,” so it really needs to be reduced. Phase Blink with three charges and 2 second cooldowns each actually feels extremely mobile, and it feels like a no brainer to pick that over Blink if you want to live.)
- Enemies lose track of the Huntress for 2 seconds after Blink (Helps Huntress survivability and gives a decent reason to want to actually choose Blink over Phase Blink.)
Special (Arrow Rain):
- Slow enemies more. (So many times enemies easily walk out of it even if placed and timed right.)
- Slightly increase radius (To simply put, it’s too small.)
- Increase damage (The damage output seems like a joke compared to its variant, Ballista.)
Additional Input: Right now, her variants (aside from Flurry) feels way more akin to what she was meant to be, rather than her default abilities.
!feedback
Make the crowdfunder a lunar item, it literally steals your hard earned money
!feedback
Corpsebloom is a really cool idea, and deserves more love
Current stats:
Heal +100% (+100% per stack) more. All healing is applied over time. Can heal for a maximum of 10% (-50% per stack) of your health per second.
New stats:
Heal +100% (+100% per stack) more. All healing is applied over time. Can heal for a maximum of 20% (-50% per stack) of your health per second.
The only change is a 2 times increase in the max health regen per second, but it's a big deal. With 100 health, healing 10 health per second versus healing 20 health per second is immensely important, especially the farther you go into a run.
!feedback
Give captain a new primary which is an automatic rifle (or semi) that does up to (dev's choice) damage.
!feedback
Corpsebloom Change
Increase the healing pool size for every stack of Corpsebloom.
Why?
For those of you who don't know, Corpsebloom works by storing healing in a pool to heal over time with. It stacks terribly because this pool doesn't increase in size with stacks, thus reducing your ability to heal greatly. If the healing pool size increased in size with stacks, you'd better be able to accentuate healing over time v burst heals with it. Would make it not useless to stack.
!feedback
Make Helfire Tincture count Shield in damage (or, maybe just Transendance or the elite essences)
!feedback
increase the capacitors cooldown, or lower the damage. It almost always outclasses every other equipment for very little trade off. Feel like every time i see a dps equipment that isnt the capacitor i'm always disappointed and i dont think thats necessarily healthy for a game
!feedback
Royal Capacitor Change
Reduce the damage, and make it spread lightning to nearby enemies after hitting that does very minor damage and shocks, like Captain's Tazer. It would still deal pretty fine damage to enemies at the center of the strike.
Why?
This would make Royal Capacitor more of a CC item, while still retaining the single target autotargetting it has. Would help balance it with the other equipment.
!feedback
Make commando's nades be a charge-based ability (like artificer's M2's) but where the longer you held then the farther/harder you threw them, so that you could more accurately control the bounce.
!feedback
Commando Nade Change
Make the Grenade detonate on the second bounce, the light following it turning red after the first bounce. It would still be able to detonate from the timer if it doesn't bounce again.
Why?
This retains the strategy of the bounce mechanic, but gives the player a lot more control over where it will blow up. This would make nades much easier to use, especially on flying enemies near walls.
!feedback
Add a guaranteed red item 3d printer to Sky Meadows.
||Besides the artifact portal, this stage doesn't have much unique mechanics going for it, so players would always have this stage to look forward to if they wanted a chance reroll unfavorable legendaries.||
!feedback
Suppressive Fire idea: Agile, more shots, less accuracy.
Suppressive Fire has lost its luster. A Double-Tap buff narrowed the dps gap, while Frag Grenade became a quick-slinging dps boost that barely interrupts the normal attack routine. Suppressive Fire needs its own niche: Crowd control.
By giving it less accuracy, a wild spray of bullets can lock down more enemies and interrupt several attacks. By giving it the Agile tag, it can ease escapes during the momentary distraction. By giving it more shots, a competitive close-combat kit can include it, offering more reward for riskier play.
This change will give Suppressive Fire more purpose while keeping its identity as a stunning spray intact.
!feedback
MUL-T Power Mode Change
We don't really have a Tank in the game so it was refreshing.
Reducing the healing he would get in Power Mode, maybe 50-60% less healing something like that, to me, that would've been a good way to entice people to leave Power Mode.
Power Mode to Tank hits, Normal Mode to regen once too many hits were taken.
As it stands now, MUL-T really cannot afford to stay in Power Mode, this change would make it balanced as you would hzve to retreat to heal a'y substantial damage taken
!feedback
Increase the size of Captain’s taser aoe for each time it bounces off a surface before hitting.
This would give it some better utility and play well with its max distance increasing in the same scenario.
!feedback
Hemorrhage Rework
When an enemy has hemorrhage, make them store damage over time per stack of hemorrhage. This would be like execute damage, and would be displayed as such. When the enemy is hit with an attack that deals 400% or more damage, add all the stored damage onto that attack, using that number for total damage calculations.
Why?
This change would allow players to see just how much damage hemorrhage deals, as well as get some crazy damage off procs if they play their cards right. Although, if this change were to take place, hemorrhage would have to lose the ability to kill by itself and refresh on stack, so as to keep it balanced.
I wouldn't mind this being implemented somewhere else, of course. Just an idea.
!feedback
Freeze Rework
When an enemy is frozen, give them the Frostbite debuff. This slowly decays at the enemy health, not causing them to lose it directly, but putting the execute mark over lost health. On an attack that deals X% damage or more, add the damage stored by Frostbite to the total damage of the attack. This debuff can stack.
This would replace the old freeze execute thing, but the Frostbite debuff would be usable in a lot more situations. Bosses could be frostbitten, even if they can't be frozen. Ice elites would apply it instead of the ice slow. In fact, all instances of Ice Slow would be replaced with Frostbite (Frost Relic as well). This might need a bit of balancing, though.
Perhaps Frostbite could even deal percent health, so as to live up to the %health execute freezing had. Frostbite would also have to slow as well, because ice. Now whether damaging frostbitten enemies eats away at the stored damage, that'd be up to the devs. Frostbite shouldn't be able to kill enemies, though. It's stored damage, after all.
Why?
Yes, I know this is the same idea as the one above. But, with this change, a few things would be improved: Arti would be able to get really high damage procs by applying frostbite on enemies, which could amount to some serious total damage procs on said enemies. Ice elites would be scarier, by making enemies with stronger attacks able to chunk your health if you get hit after being frostbitten.
Now, with these changes, Arti would lose the easy execute she has. However, that was sort of the point. It feels pretty unfair to be able to execute Mithrix just because you froze him. This change would make it feel more fair when you stack him up with Frostbite, then land a meaty hit to finish him off. It'd feel more fair. Freeze would still work fine on regular enemies, but you'd need to make sure to hit the big hit to finish them off easily. I do think Frostbite would add oomph to Arti.
!feedback
Alternative Captain primary revamp: Long Range revolver
Fire a single shot shot for 480% base damage with no damage fall off and with a 0.8 proc coefficient
+ Bloom is as big as a half charged shotgun shot (more accuracy)
+ Charging a shot makes it more accurate and gains piercing potential
+ Piercing chance goes up to 90% at full charge (100% on kill)
+ Knockback is greatly reduced because screw knockback
(ping me if you disagree. I want to know if anyone out there actually likes the knockback from Captain's shotgun)
+ No reload time
- A shot is released as soon as it is charged (but you can also release it sooner)
- single shot, rather than a burst + you lose 50% possible damage per fire
- less procs on average
!feedback
Remove the first level of charge on engi default mines (the 300% phase) and only have it at the delayed 900%. This would introduce a dynamic of having to wait longer to do more damage, instead of having to slowly kite a boss onto mines that you placed down.
!feedback
Captain Alternative primary: Hand~~-held~~ Cannon
Fire a single, massive iron ball for 1200% base damage
Pros
• It's a fkin cannon ball
• Always pierces on kill
• does as much damage as 10 vulcan shot bullets
Pro/Con depending how you see it
• Affected by gravity
• Less AoE potential
Cons
• Long reload.. somewhere around 0.5, but not above 1.5
||!feedback||
On Sundered Groves, the gold chest is supposed to be surrounded by glowing red mushrooms to make it easier to find. For whatever reason, these mushrooms only show up when you are super close, which means you'd be close enough to see the chest anyhow. Please make these red mushrooms visible at long range (this is max settings btw).
||!feedback||
New Lunar item: Corrupted Design (i suck with names)
Stats:
Every 60 seconds: Spawn a Lunar Chimera (golem) that attacks both your enemies and your allies. It has 100% (+100% per stack, linear) health and 100% (+100% per stack, linear) damage. [Damage numbers up to developers' intent. Also, check notes.]
Questions:
What scaling do the Chimera's stats follow?
To make it a riskier item (and to follow the lunar quality) the Chimera levels up with you. If you have reached level 21, you'll meet a 11800 health Chimera. (485 health more, 485 health less, I suck at maths) [Health percent is up to the devs. Also, check notes.].
What do you mean with "attacks both your enemies and your allies"?
It's as simple as it sounds. For as long as its attention span will allow, the Chimera will target either you, a drone of yours or an enemy, randomly chosen.
Notes
- For balancing reasons, the Chimera probably should only have a fraction of the health it's supposed to have. Or maybe 100% health is fine.
- I thought about making this item a lunar equipment to make you able to use it when most needed. [Check "Why".]
- The 60 second cooldown should start when the Chimera dies, not when the Chimera spawns. The player needs some breath.
- The Chimera should be more likely to target you when there are less enemies around, but more likely to target enemies if the area is crowded.
"Why?" and Tl; Dr
This item gives you the chance to run away while a moon chunky boy packs some wallops to the enemies, with the risk of having the moon chunky boy packs a wallop to you instead.
Feel free to ping me; I'll listen and improve.
Edits
- Fixed typo
!feedback Give Lunar Golems their original wavy bullet attack as a special charged attack, like how the Lunar Wisps have the charged up ball attack. A bit sad if an enemy only has one ability.
!feedback
Give every character a passive
It sucks that some of my favorite characters don't have a cool passive ability like most of the other survivors. (Commando, Huntress, MUL-T, and Engineer don't)
I would really like it if everyone could have some new unique thing. Maybe huntress can sprint in all directions, and engineer can give a random item to the drones and turrets and things he buys. That's just spit-balling, but I really like the passives on the other survivors and I would like the last 4 to have something cool as well.
!feedback
While it's definitely awesome how you can upgrade to the point that you kill every enemy with barely any effort, the fact that items dictate your runs kind of makes it inevitable that you stop using your other abilities and go with just your primary. While we do have items that give extra charges to our abilities (Backup Magazine, Hardlight Afterburner), I have another idea: offensive items that only proc from certain ability slots, like the secondary? This way, throughout a whole run, players will be encouraged to always mix up their abilities however far they get.
!feedback
Artifact that allows players to only pick up items they have spawned.
I'm always concerned the randos I'm playing with are about to steal my items, like when I'm waiting for recycler to charge or when I'm trying to buy lunars at newt's. Obviously the downside is it makes it harder to share if you want to be generous. Artifact of greed? Of possession?
||!feedback||
buff bandit rifle to have less spread than burst (or no spread at all)
!feedback
Add a bloodshrine in N'Kuhana's altar that when triggered would give N'Khuna's opinion
!feedback Frag Grenades
Give them some form of subtle magnetism when the fuse is active
Why? I think this would make them easier to use overall. You'll still need to be deliberate to land your shots, but you'll have an easier time doing so and it should be less finicky and unreliable. As long as it's aimed at the target it should work.
!feedback
Add a way for Commando to aim his Frag Grenades before he throws them by holding the Special key, much like how MUL-T can with his Blast Canister by holding the Secondary key.
Why? Currently the best way to use Commando's grenades are to throw them into a group and hope for the best. By making the grenades more similar to Blast Canister, it would encourage careful aim to better make use of it's crowd control capabilities.
!feedback
Shield generator buff: decreases time for shield to recharge per stack, stacks hyperbolically. This would make shields more viable late game.
!feedback
This isn't related to risk of rain 2, but to the server itself. Could we possibly get a spam chat in the server? :>
!feedback Change Elite Aspects into boss items that have the same likelihood of dropping as normal boss items for Hordes of Many Elites, with the aspect being determined by the Elite Horde's type, as normal. More consistency(Considering its' lackluster power), allows Engi-turrets to gain it, and it allows you to have an equipment that actually has a purpose.
!feedback
Make boss items unrecycleable. They’re only in the same rarity for convenience sake, and items like shatterspleen are balanced around how rare they are. Recycler just breaks that.
!feedback
Add a way to obtain N'Kuhana's opinion in Wetland aspect such as a mini-boss like the ones in Abandonded Aqueduct
!ideas you should add a character that is in a trench coat with a tommy gun thats it
!feedback add a little lunar newt on top of the lunar pods outside of the bazaar
!feedback
When the mastery skin is applied to MUL-T make HAN-D in the background get MUL-T's color scheme
!feedback make a cooler 3rd skin for each survivor for when they complete eclipse 8
!feedback
When a lunar seer is used and the player takes the blue portal, a cleansing pool has greatly increased chances of spawning.
!feedback
Expand eclipse with some new levels to it. Possible modifier ideas (I'm open to suggestions on what levels things should be)
Director costs for enemies are halved, meaning you face tougher enemies sooner.
Chests and other interactibles cost 25% more (building off the enemies drop less gold eclipse modifier)
Players move speed is reduced by 20% (to go in line with the reduced healing and reduced starting health previous levels give)
All proc coefficients are 25% lower
All ally cooldowns are 20% longer (building off the eclipse 7 reduced enemy cooldown)
Etc etc
!feedback
Spawn gunner turrets in the final boss arena instead of the ramp when you load into Commencement.
!feedback Allow the Grovetender to spawn on Sundered Groves as the boss, since they like to tend to groves, and because they are a relatively unused boss. In exchange take Dunestriders off the spawn pool for this map, since thematically they have little reason to be there.
!feedback
Make the recycler have a chance to increase the rarity of an item
!feedback
Already been stated before, but 3rd skins for a super mastery, like monsoon win with no artifacts/on a high stage would be dope, maybe have it be a primarily gold skin, for example, Captain's shotgun could be golden with a fancier coat and such.
Or, Umbra skins, the models exist so getting a way to unlock the skins as usable probably wouldnt be too hard, maybw you'd have to kill a certain umbra X number of times to unlock that specific skin.
||!feedback||
Add some sort of revive system to multiplayer. The number one thing that kills excitement for my friends in this game is when one of them dies early in a stage, missing out on tons of items and having nothing to do but watch as we rush the teleporter. This gets 1000x worse if someone dies on Commencement before the final boss, as they have to watch the epic fight that we most likely will lose for several minutes at the very least. In quickplay, this issue is even worse as if someone dies a bad time they just disconnect.
Potential Solutions
- Reviving an ally on a stage takes several seconds and reduces their stats for that stage, and repeated revives take longer and further decrease stats.
- Revive takes only a few seconds but you only do it after teleporter boss, or are restricted to 1 per stage.
- Guaranteed Shrine of Revival on each stage, that curses/debuffs everyone after use.
- On interacting with a dead-player, a small chargable flare spawns that you must stay close by to charge (charging looks kinda like Diablo strike charging), before a drop pod arrives with the revived player inside.
- Revives require some resource from the players as an opportunity cost, like cash, lunar coins, xp, scrap, etc.
- You have a set limit of revives per run, higher difficulties decrease life count?
Just any system would make the game much more enjoyable for the multiplayer side of this game, at the cost of maybe making things a bit easier. Changes could be made elsewhere, or this could be an adjustable setting in the lobby
!feedback
There's been quite a bit of debate over whether drones and turrets should inherit items, with some people wanting it so drones would be more powerful, but others saying it would be overpowered. I've come up with what I think would be a decent solution:
Item Drones
These would be fairly rare drones, about as common as an Equipment or Incinerator drone, and wouldn't cost any money to purchase. Instead, when interacting with them, it brings up a menu similar to a scrapper menu, where you can transfer one stack of items to it. Once these drones receive an item, they activate, providing the effects of that item to all offensive drones and turrets. Some drones like Healing Drones and equipment drones probably wouldn't be able to use/receive some items, but Items would be capped out at a stack of 5 of the same item per drone. Item drones would be able to receive white and green items, and maybe reds and yellows, but I'm not sure about a couple items (Tesla Coil, Genesis Loop, Empathy Cores, etc.)
Why?
This would allow drones to receive some item effects, while keeping both the player, and the drones to both have all of the item effects.
TL:DR: Add item drones that the player can give a stack of items to, which then applies those items to all other drones
!feedback This has probably been said before, but topaz brooch more belongs in utility instead of healing. While it does technically improve survivability and increases effective health, it doesn't really help restore health. On top of that, unless if you're a high damage character or if you have a bunch of stacks, the barriers can be short lived.
It can be real sucky to have a healing chest have a chance of giving you something that is auxiliary to healing at best.
!feedback
Allow dead players to control turrets
!feedback
I really love the idea in the reply and would like to add my two cents to it.
idea for getting to the fight
my idea to kinda flesh out the concept would be having to get kicked out of the shop from stage 1-4 then going to the bazaar after stage 5 is completed (skipping Mithrax and continuing the loop) and attacking the newt again.
this time you will be sent to a boss arena and you'll have to survive what ever crazy lunar magic the newt possess. (not sure on what his ability's would be but maybe aoe's and area denial attacks, maybe even spawning traps and walls to catch survivors, the newt has already displayed its ability to manipulate space so those kinds of moves wouldn't be far fetched)
incentives for doing the fight
I feel like the lunar coin reward is good for incentiving doing the fight repeatedly (5-10 coins per fight) also for a challenge it should be "corrupted (insert character here)" "beating the fight on monsoon as (insert character here)" and it could give you a corrupted or lunar styled skin for the unlock.
aftermath
but what would beating him entail, probably shutting the bazaar for the rest of the run OR cut all prices in half for lunar items in the bazaar for the rest of the run. Depending on what the devs think is more appropriate.
either way i still think the area should be accessible for void fields but the shop just have that wall on it.
!feedback
Add a secret fake wall on the bazaar between time that would lead to the Newt's home.
!feedback
Add Prismatic Trials' Time Crystals and "Meander" Modifier in the main game, maybe as artifacts.
!feedback this is vague but I'd love to see more small hidden realms with simple but difficult challenges that reward you with a guaranteed, specific gold or red item - more things like completing Gilded Coast to get a Halcyon Seed.
!feedback make a channel called #worst-feedback where feedback with over 45 downvotes goes
!feedback Different skins or unlocks for obliterating vs beating the final boss
!feedback Have a guaranteed cleansing pool spawn somewhere. Could be on Commencement, that hard to access part of Scorched Acres, or somewhere else. Them being so rare makes them have a very low impact on average runs and trying to unlock the Radiant Pearl log is still a nightmare.
edit: typo
!feedback
Give Rex’s mastery skin “map skins” similar to Stone Titan or even Artificer’s chrome skin, where it would change appearance to reflect its environment.
It may take a bit of work but it would be very cool and a bit more satisfying to use.
!feedback
the characters are placed weirdly in the dropship on the character selection screen, it should be changed so all four player characters are visible
!feedback
So the drones dont hug you anymore... but now they're just always in front of you, blocking shots. Can we just have drones that stay the hell out of your way entirely?
!feedback
I couldn't find this anywhere, but I would love for eclipse to work in multiplayer! Monsoon is too easy sometimes and I want my newb friends to feel true pain. If the devs can't figure this out (or are too lazy to) here's my suggestion:
Eclipse can be chosen from the settings menu where you set everything else (tags, public, ect) where there is perhaps a gamemode option (for any other gamemodes that get added). You could even force the host to choose his eclipse character here like in SP for even lazier deving.
Eclipse will be locked to the HOSTS current eclipse level.
Upon completing a multiplayer eclipse run, all players who's eclipse level with their originally chosen character who's eclipse level is less then or equal to the hosts eclipse level is will level that character up. For example, if host is playing their eclipse 6 huntress, my eclipse 2 and eclipse 6 friends will level up. Meanwhile, my eclipse 7 friend stays the same. This allows for:
-Multiplayer Eclipse runs with almost no coding needing to be done on the dev's end
-It allows for others to get their eclipse characters up while also meaning that a. their characters won't get carried to said eclipse (since it's +1. for even more precussion, make it so that the survivor has to survive, as the game already checks for this with death quotes) while also meaning people can't cheese past harder eclipse levels by playing with their low ranking friends
- Means i get to see my non eclipse friends suffer perma damage :)
The select a character at the start thing might be tedious but it's better then the feature not being available at all.
Ty, love the game :)
(p.s I'd also love eclipse achievements but i know the devs want Eclipse to be completely unrequired. might as well add this as a bonus though :) (the achievements could unlock the next eclipse level btw for "content" haha)
!feedback
make a cleansing pool spawn beside the Newt, incase you accidentally grab a bad item as a character, such as brittle crown or transcendence on rex.
!feedback
Mul-T Passive idea: Haphazard Upgrades
For every scrap of each rarity, gain a small percent to certain/all stats
UnCommon scrap: +3% armor, movement speed, and healing
Legendary scrap: +5% max health, +5% jump height,
Boss scrap: +2% to all stats```
Bizzozeron item ?!?

!feedback
Make a "Shrine of Cleansing" spawn beside the Newt, allowing you to remove lunar items (of your choice) that you got in this bazaar.

!feedback
The Beacon: An equipment that tells the equipment drones to use their equipment. Cool down mirrors what the cool down would be for the same cool down equipment drones when they fire automatically (if have more then one takes average).
Why? Add a way if a player chooses to have more control over equipment drones. Having this equipment would prevent equipment drones from using equipment automatically cause that would defeat the point. Open to suggestions.
!feedback
Artificer - Ion Surge change idea
Ion Surge Damage increase | 800% - 1000%
I think a damage increase to Ion surge would make players choose it more. This is because right now, Ion Surge really only feels like a movement option rather than an attack, this would give Artificer players the option to use the ability as a proper weapon rather than strictly a movement option. This change wouldn't make it better then the flamethrower in my opinion because it still deals a lot less damage.
Ion Surge attack bonus | "After Ion Surge is used, gain a small attack boost for a short amount of time while in the air"
This change would be fitting, as it goes along with how you would unlock the ability in the first place. "Killing 15 enemies before touching the ground". I don't think the attack boost should be anything major, however it should still be enough to encourage the player to use Ion Surge to get this boost.
To add onto this I reccommend implementing the ability for all survivors to aim a little more downwards, almost right below themselves, this is because the damage boost would mean nothing if you couldn't hit your targets after using Ion Surge to get above them.
!feedback
Have Tonic's vision distortion stop after a certain consecutive number of uses, so permatonic runs arent endlessly distorted
!feedback Remove scavengers from the game or nerf them, maybe keep the twisted ones (the one that is summoned by going to the obelisk and having Beads of Fealty on you) Sure, you can have 8 people take it on, but very likely at least 1 person is going to die to it. It might be just me getting garbage luck, or the fact that I am loader main, or they are a little OP. I had a scavenger that basically was doing this pattern: Shotty blast, look in pack, shotty blast, look in pack, it kept repeating, then I had another that was outregening how much damage i did to it, and I did a ton of damage. They gain a massive amount of armor searching, and there so called ''shotgun'' is more like a hybrid of a sniper and a shotgun, and those things do EXTREME damage, and they have thingys they throw, which aren't too bad, as long as you know how to avoid them, or not have as many of the (I call them pellets, because they are like them) pellets hit you. The main problem is the searching, because they get 5 of each item they scavenge (lol). It might be the ones that have a teddy bear (dear god, I really want those to be removed for enemies), but even my strongest attack is only about a 5th of there health, then I hit them again, and I don't seem to do very much, if any at all. I think they should be highly nerfed, make them have 2 or 3 items for each item (example: 3 hardlights) for the pack searching, and make them gain 100 armor instead of 200, half there damage and health, but make them drop 4 items instead of 10. I don't know what the case is, but they do some severe stuff, and it also completely destroys the run and makes it not that fun.
!feedback
Merc's M1 combo shouldn't move the screen side to side as he does it, its quite obnoxious at high speeds especially
!feedback
Add drone logs. Monsters have logs, environments have logs, and survivors have logs, but what about the drones? Sure the one equipment references the drones, but I feel and perhaps so do others, that adding a log for each drone type could help expand lore and add to the characters of the drones, like the TC-280 Prototype, etc.
To collect the logs, it has a chance of dropping when the drone dies. Drones die frequently on runs some times (because you can repair them) so would allow a similar mechanic to the way monster logs are collected.
!feedback
!feedback
So I came to a realization. my original version of Mul-T's passive would be completely useless with command on, because there's no way to get scrap with command on.
Even though command is pretty much sv_cheats 1 for Risk of Rain, I still want it to be balanced for all kinds of gameplay, so here's a rework
Mul-T Passive: Military-Grade
Damaging an enemy for 200 health reduces their armor by -1, while increasing your own armor by 1.
Reset armor on kill
This would allow Mul-T to have a much more tanky build, slowly increasing his ability to sit still and still be safe from most damage enemies.
!feedback
Make a third special skin that's unlocked by a challenge pertaining to the character. Such as killing an umbra with huntress, killing mithrix with captain, or finishing the game with the fuel cell with MUL-T
!feedback
This is probably a bug, when I use thermal harpoons and cancel the move it instantly refreshes all cooldowns on slicing maelstrom. The harpoons doesn't need to fire or even lock on, I can just press shift then cancel and all cooldown on the secondary recharges. It also recharges all stacks, I had like 3 backup mags and it recharged all 4 stacks
!feedback
Have the completion bar have additional blue bar that overlays the normal bar appear when you hit over 100% completion
!feedback
https://youtu.be/jwEP6Kz67AI
Make walls thicker so you can't do stuff like this, because im sure this isnt the only instance of clipping out of bounds
!feedback
Health Bar Changes
Bring back the stacked health bars for enemies after they start scaling a lot. Also bring it back for the final boss, so that it makes more sense when he comes back for the third phase.
Why?
Stacked health bars make it feel like you're doing more against an enemy, even though you're still doing the same amount of damage. More of a QOL change to make the player feel like they're doing plenty of damage late-game.
!feedback
Give Topaz Brooch a positive status effect that prevents barrier drain for 1s (+something_small per stack). The stack would NOT reapply on a new kill, giving time to let barrier decay should you ever let up your kill streak for 1 second after your first kill. Players who can burst kill many enemies get a satisfying amount of barrier, while slower killing players get respectable periods of small barrier.
The reasoning behind this is that when you get this item on your first item, it iteratively sucks as you level up. As commando as level 1, you kill 1 wisp and get 15 barrier. It lasts 4 seconds because you have 110 health, so if you get hit by another wisp (level 1) 2 seconds later, you get 7 health barriered off a 15 health attack (good deal).
However, you kill some monsters and you level up to level 4 as commando (achievable before stage 1 boss fight). Your health goes to 209, which makes your 1 Brooch barrier last only 2 seconds! This is unsatisfying. It gets worse as you level up. At level 6, commando gets 300 health and 15 barrier decays in 1.5 seconds. At level 9, health is 400 and barrier is at 1 second decay! For comparison at level 9, Monster tooth requires you to be close to the killed enemy, but gives 8+(400*2%) = 16 non decaying health. Outside of a printer or Command, a single barrier is worthless compared to a single any other white item (besides bison steak) as the game goes on.
With the buffed Brooch, there is a floor to how bad the scaling gets. Even at level 24, with 900 health and 0.5s decay, adding 1 second before decaying makes it feel a lot less bad than just seeing your barrier instantly disappear.
Loader does not gain this effect and is not changed unless they get a Topaz Brooch.
As a possible way to balance stacking the item, this delay may be reduced as barrier reaches the maximum to maintain current behavior, which seems balanced and fair.
Here's a quick video to follow this up, note that I was spamming right click and timing shift here
!feedback
Now that we know there is a run history, make the main menu feature the last survivor you played as, dead or alive based on lose/win.
!feedback
Add a toggle-able (heavy) rain setting. Would not do anything on abyssal depths.
!feedback
Make an artifact to guarantee a family/elite event every stage (all beetles/all blazing for example)
Note that family events differ from kin, as family events are all monster of a type (golems + titans) and kin is just 1 monster (golems or titans)
!feedback the item logs say the pods were for the more isolatory survivors, and the anniversary update added crashed ships on the maps. multiplayer games should have the players come down in one of those together, rather than 2+ separate pods
!feedback
Give Mul-T his 200 armor back for power mode, but make it built in over time
• On activation, gain +50% armor per second (Mul-T has a base of 12 armor) up to a max of 200
• Lose all armor when exiting power mode (minus base 12)```
this will take 7 seconds total to reach 200, so I think it's very balanced, given shield takes 7 seconds to start regenerating
!feedback
Cap Altar of Gold at 1 per stage.
I just got two stages in a row with two Altar of Gold each. One is nice, but two feels like a waste. Consciously, I know it barely costs any director credits, and rolling a second altar doesn't actually "waste" an altar spawn. It still feels bad on a subconscious level, and players can't even use extra ones.
!feedback I think it’s really weird that you can have the Diablo strike land in midair by targeting a flying enemy. The strike is a heavy and solid object after all. On another note, the strike doesn’t have a whole lot of vertical reach. If it hits the ground and there’s an enemy flying a certain distance above it, odds are they’ll be fine.
With these things in mind, here is a proposal: Make the strike incapable of being called in unless you aim at the ground, but give it really high vertical reach so flying enemies can still be hit(think of it as the object hitting them as it’s falling).
!feedback Item Concept
Green Item
After using a skill with a cooldown, reduce the cooldowns on your other skills by X (+Y per stack) seconds.
X would be a pretty small number, probably around 0.2 seconds on the first stack. It would stack hyperbolically up to a slightly higher number, maybe around 0.5 seconds. Please note that it wouldn't reduce the cooldown on the skill you used.
Triggers
Skills that have magazine reload (Visions of Heresy, Scrap Launcher, Bandit M1) would only trigger the item on the first shot. Artificer's M1 would trigger it for every shot, due to each shot having an independent cooldown.
Why?
This item would most benefit characters who have both long and short cooldown skills, Artificer primarily. But it would also encourage skill-cycling for all characters, so as to maximize dps. It would help characters bogged down by cooldowns late-game especially.
!feedback
Logbook Change
Add a keyword dictionary to the logbook, that explains each keyword and its effects in detail.
Why?
Mostly for those people that want to get a better look at each keyword, which would be quite useful if you could access your logbook mid-run.
!feedback
Artificer ENV Suit Changes
Flight
Allow Artificer to fly upwards using the jetpack.
Fuel
To balance that, add fuel. You'd only be able to fly up so much, and it wouldn't be that much. You'd still be able to hover if you don't have fuel, though. Fuel wouldn't recharge while hovering, only when not in use. A good balance would probably be a full recharge after 15 seconds of not using it.
Hovering
Lower the angle of hovering, so Arti falls quicker while hovering.
Why?
All of these changes would emphasize that Arti is about positioning. Yes, they would also give her mobility. But not that much, considering it's purely vertical and highly limited. It would also add depth, where now the player has to plan out when to use their jetpack so that they aren't stuck without fuel if a bunch of enemies decide to spawn.
!feedback
In response to this:
Add the jetpack skill as an alternate passive, ENV Jetpack. This will allow some players to use this new skill while still allowing others to play a "classic" Artificier with the hover.
||Having more alternate skills means more flexibility in the character, and that means more fun for more people, doesn't it?||
!feedback More logs!
Shrine logs, drone logs, artifact logs..
Writing entries for each and every one of these might be too much to ask, but even just being able to view their models in more detail would be really cool.
!feedback Desperado
maybe add so 1/4 of the Desperado you get per stage says for the next one so it doesn't 100% reset just 3/4 get removed
||!feedback||
Give Bandit's Lights Out and Desperado abilities a 0.5s grace period for killing blows granted with items proccd by this ability, like what it does for Mithrix in the most recent patch for achievement purposes.
Bandit starts to fall off on higher stage counts and on Commencement due to having difficulty killing very high health enemies with the base damage of his special, so this grace period would maintain the resetting/stacking aspect of his special ability further into the late game.
!feedback You can get stuck on this wall and get soft locked
!feedback
Queen's Gland: When within 20m of a friendly Beetle Guard, gain 30 armor.
Just a fun extra feature that puts the "Guard" in Beetle Guard. It was mostly inspired by the Empathy Cores, which scale in attack based on the # of allies on the field.
!feedback
Add weather, and day/night variants for each stage.
Why?
Well, aside from being a fun way to have some scenic variance, you could also use this as a basis for adding new items to the game that give you a benefit based on weather or it being day/night time.
!feedback
Leeching Seed needs a serious change due to it being out-paced by Harvester's Scythe in any situation where you have one or more pairs of Lensmaker's Glasses. It either needs to grant some other benefit to resolve it from Scythe or otherwise it should probably be a White level item.
!feedback
It's a slippery slope to post multiple feedbacks in one but I feel like someone has to do it. Here's feedback based on my experience as well as comments of some friends, players and viewers. It's not meant to be perfect but bring overall balance to a better place. Please judge it as a whole, not just based on one change you like/dislike.
https://docs.google.com/document/d/1xvRCmw1af0cifsJ1GiQbw32_yB6VU5YGSe1d4M0I9Ns/edit?usp=sharing
!feedback
Give the Ion surge more damage
!feedback
Add a way to track how many of each item rarity to help delegate loot in multiplayer.
!feedback
Make the elemental aspects items. As equipment, they're underwhelming and there's many other things I'd much rather take in just about every situation. Vase is better than half of the aspects. So why not just make them super rare items that work the exact same way they do now? They could be balanced as needed, but right now it just feels like "Oh wow, a very unlikely event happened. Time to move on with my run like nothing ever happened."
!feedback Captain being utterly useless in Void/Coast is really disrespecting. At least give him Airstrikes so that he's not completely gimped.
!feedback
Why doesn't Grove Tender tend to Sundered Grove? I think Grove Tender should replace Dunestrider or Stone Titian.
!feedback Give captain “mini-abilities” in hidden realms. I, for one, really like that his abilities get disconnected and would be disappointed if this cool feature was removed. On the other hand, though, he needs to be a tad more powerful there.
!feedback
You should revert the changes to Bison meat. The recent change is sorta bad since it's a static +25 health increase per stack that can be over taken by infusion in an instant. It also partially invalidates infusion since it's more common and gives you an instant increase in health. However, the other reason it's bad is because shield generator, a similar item in the same tier, gives you 8%(+8% per stack) of your max health as shields. This is sorta broken by comparison cause health is hard to gain back compared to shields where you have to wait 5 seconds to get back. So, if you were to ask me "Luci', do you prefer 4 bison's for 100 health or 4 shield generators for 32% of your health as shields? I'd clearly say the shield generators since that's a ton of extra damage sponge potential compared to the bison and is just much more efficient since it takes 3 white items to get a green and infusion gives +100 hp (granted it's after killing said amount of enemies but still, 2 infusions cut that down to 50 enemies and so on and so on.) I propose a way to give ranged and evasive classes more health regen by having it be done in this way:
we give bison +5%(+1% per stack) hp regen on kill for 3 seconds. This gives the player a nice amount of health regen. at the start of the stack, but it doesn't get so strong that it over rides the power of monster tooth. Since monster tooth's instant health gain is 8hp+2% of your max hp(+2% per stack) of the players max health. This lets more evasive players who prefer to stay away from enemies to heal without invalidating the health gain of monster tooth. It also returns max health increase back up to the green tier and makes the health economy that much more efficient in terms of increasing your max hp since infusion's just more powerful and better over all.
||!feedback||
Rex DIRECTIVE: Harvest Buff
Give Rex's DIRECTIVE: Harvest 2 charges instead of one. Enemies killed with Harvest active on them explode, dealing 15% of their max hp to nearby enemies.
Why?
DIRECTIVE: Harvest is outshined completely by Tangling Growth's ability to root massive amounts of enemies, heal insane amounts from extreme range, and the fact that you don't have to go into melee range to collect the healing like you do with Harvest. This change would make Harvest able to clear out groups of enemies better with its explosion on death (like Shatterspleen's), and two charges of it would give Rex and their teammates more options to collects healing fruits.
!feedback How about an equipment that recharges everyone's ability coodowns
!feedback
A practice range would be quite pleasant. With the ability to freely change loadouts, equipment, and spawn monsters.
!feedback update the fuckin xbox version so i can play bandit pleaaass
!feedback
||!feedback||
Enemies poisoned (or blighted) by Acrid should cause the old Buffalo Steak passive on death, healing him for a bit of his max health. The old Buffalo Steak was super handy for Acrid to survive early game poke damage, so giving its old effect to Acrid's passive would really help him get through the first few stages.
||or just revert the changes as I suggested above.||
!feedback Something really simple, could yall please allow key binding through console? 🙂
Give Captain an alt Util and Special skill that work all the time, but are weaker.
Some ideas for his beacons are
For healing, he throws down a gas canister that acts as a healing pool for all allies``````For stunning, he drops down a car battery that shocks anything touching it (so smaller radius) every tick``````For hacking, he attaches a clock looking thing to a shrine or chest, hacking it twice as fast, but only hacking that one item``````For resupply, it's basically just a bandolier box, but people press E on it to gain their cdr, instead of picking it up
You'll also probably notice little details like the hacking beacon "hacking it twice as fast" or the car battery that "shocks anything touching it per second"
I'll admit, these special skills would be a direct downgrade to Captain's original beacons, but they would also be more nuanced to the point of being better than the beacons.
Alt Specials recharge 5 seconds after the old ones are finished. For Healing and Stun, that means you don't get it back until next stage
For his Alt Utility, just give him a mini grenade launcher. Less damage, but also less cool down
!feedback On phase 4 of the mithrix fight, have Mithrix's eyes glow red and have him say in chat "Heh, your making me use more than 5% of my power..." and then have him teleport behind you and take your items before beginning the final phase. Also give him a naruto headband and have an anime outro play during this phase
!feedback
Maybe when using Commando’s tactical slide, you knock enemies into the air similar to MUL-T’s Utility.
This doesn’t have to do damage, but it would just be cool
!feedback
Artifact of Acceleration: all enemies have their attack and movement speed grow gradually with the game timer.
!feedback
make it so more bosses have a low health attack like claydunestrider, wandering vagrant, grandparent, and alloy worship unit
-grovetender would make a bright like shine from his backpack and then summon two greater wisps
-imp overlord makes a portal in the ground that has a gravitational pull that does massive damage when your in the portal
-stone titan would throw chunks of rock at you that are pretty massive and do lots of damage
not all of these need to be added (or even the idea but make more bosses have these low health attacks) i like the attacks for the bosses that do have them
!feedback among us survivor
!feedback
Mithrix and Umbras should agro one another.
!feedback
Chaos Artifact Change
Make enemy groups that hate other enemy groups attack each other when Chaos is on. This'd be like Imps fighting everything, Void Reavers fighting everything, Scavengers fighting everything, you get the idea. Make such enemies deliberately attack their sworn enemies, per say.
Why?
This would add to the lore of how some enemies hate other types of enemies. Of course, they should try to target the most dangerous enemy to them, so if you're the most powerful enemy, they'd all target you. It would certainly add to the chaos this artifact is about.
!feedback change the description of #top-feedback-archive so it says you need 50 upvotes to get there, the current number for it is wrong
!feedback
Happiest Mask Change: Make it so Overloading friendlies drain from shields first because at the moment HP drains first resulting in them only living for 15 seconds instead of 30 seconds.
||!feedback||
Buff Captain's Resupply Beacon to also have a scrapper on its back side. The scrapper function would break after 3 uses.
!feedback during the Mythrix fight make his lines pop up briefly and cover a large chunk the screen kind of like in superhot. Would make him a lot more intimidating
!feedback
!feedback
I like this idea but I feel it should be N'kuhana's Retort (Malachite aspect) instead. Getting a free N'kuhana's Opinion on stage 2 no less would be incredibly powerful, pretty much assures every Engi stationary run is a won run. A more balanced item would be N'kuhana's Retort, as it requires the equipment slot and overall isn't as game breakingly powerful.
!feedback maybe more fun and silly artifacts would be cool, like frailty (i find it funny).
!feedback
idea was from @brittle apex
Make Mercurial Rachis damage blue so it feels more impactful like when Focus Crystals show their buffed damage
!feedback
Small thing, add a bind that toggles the hud, for screenshots
!feedback
Vanilla Paladin or something similar as a dlc survivor :v
!feedback
Artifact of Annihilation
Every entity is one shot
This would make a lot of runs harder, while also making a lot of other runs easier. Characters like Loader actually get balanced, and characters like Commando become a mini-meta because of his fire rate
!feedback
Due to the different weapons that are visible on the new map, Moon2, I feel that it would not be difficult to implement something to allow Mithrix to be a much more enjoyable fight for those who feel he is lacking. Essentially, weapon switching during phases 1, 3, and a full range style during phase 4. Allowing Mithrix to change up his combat style on the fly is a good way to keep players on their toes and push Mithrix into becoming a more fleshed out Final Boss fight.
Now, the method would be to have him function like Soul of Cinder from Dark Souls 3. Weapon Switching on the fly during phases 1 and 3. I do feel that his fourth phase could still be tweaked to be an actual threat instead of a lazy item-steal filter. While it's not a hard phase at all, it's still unenjoyable for some and lacks the proper substance of a Final Boss. It feels cheap. I believe it should also function into this Weapon Swap System, where he uses a full range based kit like he already does, just more aggressive and actually giving the player some sort of challenge instead of a lazy cop out of stealing items.
Make him worth the fight, not just a boring damage test. As much as I like him in vanilla, modding has proven that I know he could be done so much better.
remove lunar coins
!feedback
!feedback
An idea for an alternate bandit utility skill
He becomes invisible without doing damage for the same amount of time and becomes faster than the default, the next attack he makes while invisible will gain a hefty damage bonus