#ror2-feedback-and-ideas

1 messages · Page 38 of 1

glass vortex
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!feedback
Add secret bosses/puzzles on certain maps that when beat/completed would give the player an elite aspect pertaining to the event (ie: ifrits distinction could be acquired by fighting the ifrit on rally point delta or abyssal depths or n’kuhana’s retort from a puzzle from where you find n’kuhana’s opinion)

safe prairie
#

!feedback
Make a swarm of Grovetender’s baby wisps fly out of him when he dies as a callback to Ancient Wisp spawning wisps on death.

fathom fossil
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!feedback
Ok, so there are various wrecks across the maps that represent either ships from the UES Contact Light or the UES Safe Travels. What if one of the ships on the early stages had a static, non-increasing cost that could only be reasonably purchased on the second loop? Once you pay it, the ship appears to be hacked by something (maybe a really smart lemurian) and a boss fight occurs. Perhaps it could spew out an army of buffed enemy drones, with multiple healing drones healing a massive zerg rush of turrets and gunner drones. It would fly around, periodically adding more drones as time went on, eventually adding incinerator and missile drones if the player takes too long. The boss itself does not have weapons, which would be an interesting design space. On death, the boss either drops items or even chests of varying rarities.

formal rose
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!feedback
Ive thought about this item for a little bit now: A lunar item that would increase your critical strikes damage by a certain amount but that would ALSO increase the chance of dealing a "bad crit", which is essentially the opposite of a critical strike (less damage than an average hit) so there would me more than just stacking up crit chance and leaving it as that. So for instance, you would increase your critical damage by 20% but also get the debuff which makes it so 2-3% of your critical strikes hit for less damage instead of more. Stacking this item could increase the amount of bonus damage a crit does while also increasing the chances of it being a "bad crit" so getting too many of this item could potentially ruin a run, also clover and purity could affect the chance of a "bad crit", making clover essensial for even considering this item.

jolly forge
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!feedback
Intensify wax quail so it's more viable as a defensive measure.

polar moon
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!feedback

A small hub world would be nice, maybe utilised during the countdown to starting a run or as a way to start runs (load up the game, enter the hub world, then select a run from inside the hub world, akin to lego games and choosing levels in those). It wouldn't have to be big, even the Lunar shop or the quarters seen in the character select screen would be decent. It would allow you to see progress on achievements easily (i.e. Keeping track of gesture of the drowned), perhaps a training simulation from which you can test out builds /artifacts/characters/ items as well as showing your unlocked items etc. In an easier way.

hollow basin
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!feedback When the Stone Titan summons the cluster of rocks over it, make the projectiles launched by this have very high knock back, since titans are helpless in melee combat, so they can gain some distance from survivors. Also let them use the laser at point blank range.

safe prairie
#

!feedback
Quick Gup concept

Gup
-Large enemy around the same cost as Parents
-Large aoe attack similar to Beetle Guard’s slam but around it
-High cooldown projectile attack that spawns a Geep and damages on impact
-Splits into 2 Geeps on death

Geep
-Similar aoe attack but in a smaller area
-Splits into 2 (maybe 4?) Gips on death

Gip
-Attempts to bounce toward you and detonate similar to Jellyfish

Give Gup the love he deserves

little barn
#

Lizard's Scales [Lunar]

+) Critical hits have a 5(+5 per stack) damage multiplier

-) Normal attacks deal 0.5(-50% per stack) total damage; stacks exponentially

Based on the stories of Dragon scales, and tying into the lore of there being a lizard magic race, this item bounces off almost harmlessly for most enemies, unless you hit them with a critical strike, in which case they go toppling over.

oak garden
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!feedback

Maybe would be a really cool idea to coop with modders once in a while to add some new content to game since a lot of mods add some really cool ideas and it would also probably encourage people to make more amazing mods.
Maybe make a mod contests where winners get to be part of official updates/dlcs

hallow acorn
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!feedback
I think it'd be a tad neat, and easy to do, if the option to enable Toggling Artificer's Hover, rather than having to hold Jump to use it, on the PC version.
I enjoyed her on Console, where that feature's already implimented, but when I switched to PC, it was beyond jarring

near nova
#

!feedback
Lunar Coins entirely suck for people that want to try their hands at Eclipse but don't want to cheat. One of the things that make people have no interest in actually using the mechanic properly and just get practically infinite coins is the fact eclipse will have you continuously retrying and spending, but barely winning any so you really cant outweight the losses.

Solution : As Eclipse is a whole separate gamemode, why not just give players in eclipse a set ammount of starting lunar coins, separate from the actual ammount of lunar coins they have in their profile?

edit : thanks vinity 😭

radiant jacinth
#

!feedback
Lunar Coins entirely suck for people that want to try their hands at Eclipse but don't want to cheat. One of the things that make people have no interest in actually using the mechanic properly and just get practically infinite coins is the fact eclipse will have you continuously retrying and spending, but barely winning any so you really cant outweight the losses.

Solution : As Eclipse is a whole separate gamemode, why not just give players in eclipse a set ammount of starting lunar coins, separate from the actual ammount of lunar coins they have in their profile?

Text credit to @near nova who didn't use !feedback right

oak garden
#

!feedback

Couple lunar items balance change:

  1. Spinel Tonic: make afflictions stay even under active tonic or give it another type of permanent debuff so it wouldn’t just become OP under permanent uptime

  2. Gesture: Make it weaken effects of equipment instead of instant activation (like less damage for damaging equipment, or give special effects like recycler having a chance to reroll item into lesser quality)

3)Heresy set: Make it so player gets a health drain after picking up a single item of set so ||Heretic transformation|| would be way more tough to acquire

radiant jacinth
#

!feedback
Artificer flamethrower becomes agile, ergo, you can sprint while using it.

proper heart
#

!feedback
Make the squid polyp turret give a slow down debuff equivalent to the tarred debuff

strange salmon
#

!feedback
with the update, game decide that I want to play on my home language, but I want to play on English, can you disable automatic language switch? I don't want to see shitty Russian translation and font

languid delta
#

!feedback

Please add optional settings to increase the font size on everything. I cannot ever see how much damage I'm doing once it starts getting insane with the lights and damage numbers everywhere and sometimes have trouble reading the item pickups because my eyesight is bad.

open tartan
#

!feedback
Enigma needs an update, and some QoL fixes to allow its role as an equipment randomizer to shine.

  • Effigy of Grief got reworked a while back and should no longer have an issue; add it to the roster.
  • The last round of bugfixes included making Milky Chrysalis work on survivors that don't show the visual. If that means it works normally with Enigma, add it too.
  • Prevent Enigma from rolling the same equipment just activated. Repeats are for non-Enigma games.
  • While Enigma is active, allow targeted equipment (Capacitor/Recycler) to be activated without a target. After targetless activation, they affect the nearest enemy/unrecycled item on the map. This stops the awkward pause in equipment usage especially present with Recycler.
  • Put Spinel Tonic on the "not rolled, not affected" list with Crowdfunder. Nobody wants Afflictions without the Tonic.
main goblet
#

!feedback
Just some small QoL stuff I thought of (I'm sure others thought of these too, I just wanted to mention these), some changes to the logbook, mostly for items.

  • Colors for item scrap (in the logbook and inventory), and not just a faint outline around the item. It would make sense (at least in my mind) that white scrap should by white, green should be green, red should be red, and yellow should be yellow. Plus this makes it easier in to see what scrap you have to those who have a hard time seeing the outline of some items.
  • Rearranging several items in the logbook: ie, putting the ice and fire bands next to each other (as they are separated by harvesters scythe right now), putting the pearls next to each other, heresy set items next to each other, boss items in order of most likely to encounter early on to later. Also putting the artifact key, scrap, and halcyon seed at the end of the row. Just putting the scrap at the end of the rows for each rarity in general instead of somewhere randomly in the middle.
  • Adding Elite Equipment to the logbook, I know this one had definitely been said before, but I thought I would like to bring it up again. It would make for some good lore and also it's just nice to see which ones I have and have not obtained at least once.
  • rearranging monster logs too, putting all the lunar chimeras next to each other in a row only makes sense. Same idea as the boss items for the bosses, in order of most likely to first encounter to the least likely, with Mithrix, Aurelionite, and the Alloy Worship Unit being at the end.
gritty jasper
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!feedback
Random idea I had for another weakish enemy:
Young Lemurians - Tiny on-all-four legged creatures that are more similar in healthiness to Wisps though with slightly less scaling. One of the potentially fastest enemies available, they possess a shorter ranged fire burst compared to Lemurians and Elder Lemurians, but close the gap by sheer agility. Also has a slightly stronger melee swipe.
Low spawning cost.

gritty pilot
#

!feedback
Make brittle crown unaffected by luck

worn delta
#

!feedback

Give Artificer slightly increased move speed while in the air.

stray wyvern
#

!feedback

Bandit alt utility skill idea

Throw out a radio that plays sounds (music maybe? western-themed?), distracting enemies.

The idea is to have enemies go towards this radio making it easier for backstabs. The trade off is invis, so maybe thr radio will stay around for a decently long time?

long herald
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!feedback
I believe as an allternative game mode should be a sandbox. This is where all the levels are the same and just like any run, but you able to do whatever you want with like a little menu that has all the options. (spawning a beetle, Give-Alien head, Give-100 lens maker glasses.). Something like that where you can test build, dmg, and eneimies.

hot raven
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!feedback
Allow scrappers to scrap drones as well. Rarity of scrap depends on cost, so gunner/healing will be white, missile/incinerator could be green, etc. Alternatively, more expensive drones could give increasing amount of white scrap, since white printers are the most common.
I've seen a couple people suggest that there be a way for the player to get rid of drones, if they have too many or they're just dying in later levels. This integrates it into an existing interactable.

wind drift
#

!feedback

Maybe, uh.. look into this? 105% total completion seems a little bit, uh, wacky?

main goblet
#

!feedback

Perhaps decrease aggro targeting against Equipment Drones or give them more health/regeneration/armor. In most of my runs, they don't seem to last more than two stages before they are destroyed. They just need some sort of more survivability.

proper heart
#

!feedback
Make the healing fruit from REX instead drop helicopter seeds that glide in the air, as long as the ability is used on flying monsters like wisps.

crude jackal
#

!feedback

Make rising thunder bring the enemy to exactly your height when in the air. In the current state of rising thunder when a enemy is hit they go a bit above the players head which makes it where they can’t combo mid air with rising thunder and m1.
This would make it easier for merc to finish weaker enemy’s off with a single combo than him using rising thunder and waiting to hit the ground again so he can slice the mob he had hit

little barn
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!feedback clicking the ready button once readied should unready you, currently the only way to unready is to have someone leave the game entirely and join back.

past ermine
#

!feedback
Mithrix didn't take my essence of heresy even though I was playing as Bandit so I couldn't get Lights Out

main goblet
#

!feedback

Item idea: No idea on the name, but basically the opposite of the Dark Mark, where if you have 4 or more buffs (excluding its own) you get a set amount of armor. It could be a good way for survivors without base armor to have some extra armor without needing Jade Elephant or Rose Buckler.

gritty pilot
#

!feedback
Buckler Rose (joke name)

Gain x armor after standing still for x second(s)

little barn
#

!feedback

Add an FPS (Frequently Posted Suggestions) list.
I'm so tired of seeing suggestions about adding Sandbox mode, literally anything to do with Bandit's daggers, bug fixes; cross-platform, split screen, or modding on console.

This list wouldn't be a "if it's on the list, it's never getting added" just more of a "these have been posted so many times, that we don't need another detailing the exact same stuff"

gritty pilot
#

!feedback
Make spinel tonic unaffected by luck

lament dock
#

!feedback

I feel like it would be cool if (like in a dlc or something) we could have all the maps from RoR1 into RoR2 and have an extra game mode where its pretty much RoR1 in 3D (note: it could come with the items/mosters from the first game but that's optional and I don't really care about that)

short sky
slim talon
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!feedback

Make the Twisted Scavengers drop 18 Lunar Coins instead of the 15 they normally do so that you get a net gain of 15 coins instead of 12 (if you don't get lucky with a portal spawn/lunar bud) to give a more meaningful difference to the amount Mithrix gives

gentle pulsar
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!feedback
It would be nice if sundered groves spawned multiple legendary chests according to the number of players, just as the AWU drops many legendary items

main goblet
#

!feedback
Equipment (no name at the moment)
300 second cooldown
Effect: gives a 5 second period where you cannot go lower than 1 health. this effect cannot happen again for 30 seconds after this effect ends and it cannot stack

little barn
#

!feedback

Pressing [interact keybind] after opening the Command menu should automatically pick the last item of that rarity you got

that way, if you're stacking 50 of an item, you can do that instead of having to go through and click through every single menu

orchid prairie
#

!feedback
Could Acrid's jump-smash get some sort of boost depending on airtime? Increased damage, increase area, anything? It'd feel pretty cool to come smashing down from up high and actually get something out of it!

sharp pawn
#

!feedback
You know how Warbanner activates when you activate the teleporter? Would be nice if it happened for all holdout events too, like Focused Convergeance and Lepton Daisies.

eager plume
#

!Feedback New Secondary for Huntress
Name: Explosive Bolas
Cooldown: 6 Seconds
Description: Throw explosive Bolas at enemy, dealing 150% damage on hit and rooting that enemy. After 2 seconds, it explodes in a 20m radius explosion that deals 300% damage to all enemies in range.
Non-listed information: Bolas travel at about 5m per second, fairly slow, not hitting an enemy doesn't stop the explosion, the Bolas should ground "Light" enemies on hit.
Edit: Because I'm bad with distances, 8m-12m seems more reasonable. Also, listed cooldown this time.

open tartan
#

!feedback
Give drones some armor and proportionally less health, so their effective health stays the same but they don't take forever to repair themselves.

Right now, a lv1 Equipment Drone takes 50s to repair its max health, increasing to 74s as they level up. A Healing Drone spamming heal only decreases drone repair times by about 25%. When a drone takes damage, it lingers at lower health for too long, getting whittled down across multiple waves of enemies.

By giving drones some armor (which makes sense, being made of metal), and reducing their max health proportionally (25 armor would need -20% health, 100 armor -50%, etc), their repair rate would increase proportionally as well.
% health gains from the survivor using Woodsprite or other means would be unaffected, as it restores the same amount of effective health as before. Only their self-repair and the benefit drones get from Healing/Emergency Drones would be affected.
hollow brook
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!feedback I think the Death artifact should receive a use in single player. Here is an idea:

If enabled in a solo game, Death will provide you with a unique drone with high health and decent damage. If this drone dies, however, you die as well.

tough pendant
#

!feedback Mithrix Fight Change

Have Mithrix spawn how he envisioned Aurelionite in the second phase instead of the lunar chimera. He could even spawn multiple.

Why?
This would add some extra grandiosity to the fight, and it would add to the lore as well. Plus, it would make it feel like more of a boss fight, rather than fighting a bunch of the chimera for a bit. Somewhat like the Gilded Wurms from the first game.

wicked flame
#

!feedback

Alter the pillar of blood behavior. As it stands, its a free pillar on the final stage, especially if you have repulsion armor plates. When people first encountered it, i saw many claim its an anti-shaped glass pillar, meant to punish you for that choice and drain your hp.

Thats not the case anymore. A repulsion or two reduces its damage to just 1, making it a completely free pillar and probably the fastest one too.

Either make the pillar do %hp damage to not be countered by repulsions, or make it inflict perma-damage 'curse' like the eclipse 8 modifier so that its an actual blood sacrifice and not a 'stand here for a few seconds and bam, free pillar charge!' like it currently is

minor cloud
#

!feedback

Add a catchier sound and/or visual effect for collecting a lunar coin, and make it so you don't have to press the interact button to get it, instead you just need to move into it

Why?
I think that the act of getting a lunar coin isn't fun. Consider, for example, when you collect a coin in a Mario game, instantly you hear the sound effect, and dopamine flows within you.
Comparatively, collecting a lunar coin is boring. Not only it doesn't make any catchy sound or visual effect, you have to press the interact key while standing near it to collect it, which is a bit annoying.

It's a QoL thing, would make lunar grind more enjoyable

hollow basin
#

||!feedback||
Adjust the Alloy Worship Unit’s supercharge attack to only give it a shield worth 5-10% of its health, not 50%. This would allow survivors with good enough builds to crack through the shield as a reward for being ahead of the curve. All the 50% shield does is artificially extend the already long fight.

Alternatively, this shield could be changed to instead be temporary barrier, so we can continue attacking to whittle its defenses down faster.

little barn
#

The final pillars are cool and really unique while also being RoR-esque, but not in the right place in my opinion. Basically, they're great in any situation except for anyone with enough mobility.

The change is simple: Make the pillars worth it, and give buffs that are given to the player after each pillar event

First, I'd like to say, at least one of each pillar should spawn. That's a given, and should have been the case from the start

As for my ideas,

Pillar of Mass
Mass is an interesting pillar, as it takes twice as long to finish as all the others, which also means double the spawns of enemies to fight.
Gain Mass-ive: +100% minion spawn rate. This would double Queens_Gland, Empathy_Cores , and all drones bought while not actually giving any extra items (so they don't get a stack advantage).

Pillar of Design
Design pushes you away from the center and gives you the cripple debuff (which makes you slower), so it's pretty fitting that you should get..
Extraordinary Design: +30% movement speed while in combat

Pillar of Soul
Pillar of soul is pretty simple: the charging area gets progressively smaller as time goes on. I don't really know what to add for this, so I'll throw out a couple ideas

  • Decrease your hitbox.
  • Gain some armor or other form of protection
  • Set OSP to +10% max health (very unlikely to be taken well, but it is an idea)

Pillar of Blood
Currently, blood pillars drain you of 10% per second for a total of 10 seconds, meaning 100% health technically gets put into the pillar.
Gain Blood Oath: +10% max health. This would not only be fitting, but very useful, as the immediate next thing you're probably going to do is fight Mithrix; This would help tremendously with that.

quick pumice
#

!feedback giving acrids poison alternative, blight, a small proc chance each tick of damage would really help it out. i don't think there's ever been a point in choosing it over poison and i'd love to see absolutely anything done to it

fallow arrow
#

!feedback purity affecting band cooldown?

hollow basin
#

||!feedback||
Add the Clay Man as a fast moving fodder enemy for Scorched Acres and Abandoned Aqueduct, since it seems weird the Clay Templars don’t have their little friends. These melee only enemies could have the gimmick of moving and attacking faster than most mobs, and healing a bit on landing a hit, to resemble their Dunestrider cousins.

You could then make a clay themed family event where only Clay Men, Templars, and Dunestriders spawn (good luck).

fallow arrow
#

!feedback a lucky character that has a 1.2 proc coefficient or something :P

true pawn
#

!feedback

Rework Chronobauble

Make it include attack speed, but modify the rates. Instead of 60% movement speed drop, have it be 30% movement and 30% attack speed, keeping the time and stacking the same, that way, it would gain a larger use for aoe characters beyond being a proc for death mark.

swift knoll
#

!feedback buff huntress base dmg up to 13 from 12 and her dmg per level to 2.6 from 2.4

hollow basin
#

||!feedback||
Make each stack of Gesture of the Drowned reduce all healing by 30% per stack.

||Would still be insanely powerful, but would now come with a dangerous downside that presents an actual choice to the user for if they want to stack it more||

fallow arrow
#

!Feedback Atg mark 2 from risk of rain 1 as a red, 7% chance to fire 3 missiles and rename it the Atg mark 3

safe prairie
#

!feedback
Allow Leeching Seed to proc off any damage source, not only damage with a proc coefficient.

royal dove
safe prairie
#

!feedback
Fix some of the camera/aiming jank that occurs when pressed up facing an enemy.

This currently causes you to aim upward a bit. This doesn’t seem like a big deal, but it is very noticeable when using piercing abilities such as Phase Round when it causes you to miss enemies behind the first.

oak garden
#

!feedback

Add some more interactions to Commencement that would provide a minor bonuses to Mithrix’ fight (like in RoR1). Even though reworked stage is amazing it still feels a bit low on things to touch so such a change would both add more things to stage and also encourage its exploration for a pretty bonuses

shy coyote
#

!feedback
When you get Lepton Daisy as ||heretic||, put it in their hair!
It'd be a cute little addition. Maybe the devs could make some lore tie into it?
(i've posted this before)

short coral
#

!feedback

It's not exactly thrilling to get wake of vultures - it is one of the worst red items in the game, and is even worse than some green items. My idea is that elite aspects you have grant you some kind of resistance to that type of elite (If you have the blazing aspect, take less damage from blazing elites and/or the burn no longer affects you, etc), but I think that any kind of buff to wake of vultures/elite aspects when held by players in general would be great

vague hamlet
#

!feedback

Commencement: Sometimes, depending on your current build, the Pillars available to you might prove to be unfavorable (i.e. 3 Pillars of Soul w/ 2 Focused Convergence)

To somewhat alleviate this issue, introduce an interactable randomly placed on the map that allows you to spend Lunar Coins to spawn a random Pillar that was previously unavailable.

Additionally, to avoid this feature to be overbearing to the experience, only allow it to be bought twice maximum.

edgy glade
#

!feedback
Make the portals on Rallypoint Delta darker

latent root
#

!feedback

Make the healing orbs from DIRECTIVE: HARVEST automatically fly towards the survivor with the lowest health within a medium or long-ish range.

odd lynx
#

!feedback

Add a random character option on the character select screen. Will still use selected loadouts on survivors.

gusty ibex
#

!feedback

I propose a option to toggle "simple description" and "Advanced description" for items in the game, as long time players prefer more detailed description with the effect and the % amount that the item gives per stack.

eager plume
#

!Feedback Add 4 Pillars of Trial at the beginning of the stage, which, on use, Spawn a random Perfected Enemy that is tough. Not limited to Commencement's enemy pool. Then, add an item drop on the other pillars already in game when they are completed, it would have a 50% of dropping an Uncommon, 25% of dropping a Legendary or Boss item. When a Pillar of Trial is used, it would destroy 25% of the non-trial pillars. This would add meaningful player decision to the level, because as it is, the Pillars are just time-dumps, not meaningful choices.
Edit: Forgot to mention, but using a Pillar of Trial would work towards the geyser for going to the Mithrix fight.

stray wyvern
#

!feedback

Have the shield that Solus Control Unit creates midway theough the fight heal them based on hiw much damage is done to it. As it currently stands the shield is a 5 second break where you dont attack already, and is a completely useless mechanic otherwise.

When they summon their shield, if you attack the shield while it's up, all the damage you did will convert into health when it the shield removed. (I actually thought it did this in the first place)

queen plover
#

!feedback
a counterpart to the death mark that increases damage reduction/improves some stat when you have 4 or more buffs applied.

late orchid
#

!feedback

Chronobauble buff

To play with the time/speed theme, make it so you get increased movement speed for each enemy currently slowed (only the Bauble’s slow counts). This would stack similarly to Predatory Instincts and the more stacks of the item, the higher it can go.

Essentially, this creates a mini game of trying to maintain a pretty short debuff on as many enemies as possible constantly. Early on and with certain characters that lack consistent AoE such as Commando and Cap this would be no easy task, but definitely achievable

Updated stats: Slow enemies on hit for -60% movement speed for 2s. Gain x% increased movement speed for each enemy currently slowed, up to x (x per stack) enemies

dim hamlet
#

!feedback

Update the pages to Chris' music in both the Music & More tab in the game and #faq . In #faq the link is straight-up outdated and doesn't link to any album, and in-game there are just a few words from Chris, it would be very cool if it linked to the Bandcamp/Youtube/Spotify links so Chris gets some more recognition for his great work.

hollow basin
#

||!feedback||
Make Lunar Coins not carry over between runs, and add more ways to earn Lunar Coins in each run. This would make getting certain Lunar items feel rewarding instead of cheap, and would make the reroll machine more balanced.

||Examples for new ways to get Lunar Coins could include Shrines of the Mountain rewarding a few after the teleporter event, Shrines of Blood and Shrines of the Woods offering one if you complete all 3 stages, Aurelionite and the Artifact Reliquary dropping a few, and maybe after killing the Twisted scavenger you get teleported back to the loop instead of dying, with a whole bunch of shiny lunar coins.

Other balance changes could be made, like the Void Fields requiring a Lunar Coin fee to be entered, since currently there is no reason no to get and get free items and xp, and have it be an actual decision to choose to go to the Void Fields or get a sweet lunar item. Maybe Lunar Coins could even resurrect allies, costing more coins to revive an ally each time 😳||

spice onyx
#

!feedback

A "Mark all as read" option on the logbook so you don't have to go through and hit all the items.

pearl perch
#

!feedback

The perfected elite buff icon doesn't have cute lil eyes (its just a circle). The rest of the elite buff icons do. Give the perfected elite buff icon cute lil eyes.

hexed topaz
#

!feedback Now that we get our items back in a consistent manner, maybe Mithrix can have more hp in his final phase? I feel that now it’s TOO easy, but I appreciate it not being frustrating like it was before.

hollow basin
#

!feedback Increase the self damage that Hellfire inflicts. It’s a fun item but way to strong with a single stack of barbed wire, and it should require you to have at least a little sustaining power to spam constantly.

unborn salmon
#

!feedback Similar to pinging chests/items/enemies/the teleporter instead of pressing a seperate button to ping things for items it could put in the chat that they want someone else to get it or the teleporter/cell vent to wait on activating it

little barn
#

!feedback

Kinetic Battery [UnCommon]
• On killing an enemy, gain 1 max shield per kill per personal shield generator
• Cap at 8% max health (+8% per stack)

terse girder
#

!feedback
Potential change to leeching seed: make it heal based on the %damage dealt, like so. On hit heal x% of damage dealt as healing. Maybe it would have a short cooldown and only proc on larger hits, sort of like bands, with more stacks reducing cooldown? Since healing a %damage would naturally get super out of hand I’d think.

humble oasis
#

!feedback

Had an idea from the discussions going on in feedback discussion: instead of changing the rarity of seed or changing how it works drastically, what if it had something related to planting a seed in something for a constant heal over time?

Say, on hit put a seed on the enemy (could also count for a debuff for DM) that takes 1 HP from the seeded enemy per tick and gives it to you, lasts for some amount of seconds before erupting into a high damage thing (like Runald's and Kjaro's but instead of on high damage hits it's the end of the debuff)

safe jacinth
#

!feedback This is a purely cosmetic thing but I think it would add a nice touch to the game. Stacking items is a key element to RoR2, so I'm proposing having a minor change to an item's model once a certain number of that same item has been picked up. For example, after picking up 10 lens-maker's glasses, they start sparking with red lightning bc you now have 100% crit chance. A similar thing could happen for tri-tip dagger once 100% bleed chance is achieved (it could become bloodstained, or start dripping maybe.) Ukelele could turn into an electric guitar, will-o-the-wisp's jar could crack and show a bunch of wisps inside, deathmark could become a skull necklace, and who knows maybe at 10 goat hoofs your character finally decides to put one on the other leg. The number of items to get the alternate model could scale with item rarity. Maybe 10 for white, 8 for green, 3 for red (although the red items already have a lot of effects and look powerful on their own, so maybe not)? I recognize that's a lot of new models to make for a purely cosmetic change, but I always did find it kind of odd that only one of each item you pick up actually shows. I think this would deal with that oddity very well, and give the game just that much more personality.

fast kayak
#

!feedback add a deathmatch style mode where each 3 or 5 min a scavenger spawns and the players on the match can go grab the items or kill themselves

compact solstice
#

!feedback Change the character selection screen so you no longer see the character you select appearing on the screen and instead you see the spaceship inside with the characters in their spots doing some animations to look alive and the camera zooms in the character you choose (Like enter the gungeon or Nuclear throne basicly) it would look really cool and it would visually display your progress as you unlock more chracters, this could also be used to display other unlocks and stuff in the furniture/background

stuck kiln
#

!feedback Pressing escape should close out of command item selection

languid swan
#

!feedback Fast printing should be a thing in the base game

safe prairie
#

!feedback
With Irradiant Pearls now more common, give Mithrix some sort of interaction with it, either through a quote or the absorption of it.

wind laurel
#

!feedback
when your captain and your about to diablo strike but you accidentally dash cancel you need to wait 40 seconds to recharge it again, thi happens with outher character like bandit's lights out and desparado. so the easiest fix in my eyes would be to make it cancel it but not consume its charge, as if you were to make it not cancelable you could get stuck in walking when you accidentally hit the diablo strike

open tartan
#

!feedback
Make health costs negative regeneration ||like Heretic has||.

Why? Because Rex, Hellfire Tincture, and other self-damage have bad interactions with Tougher Times, Repulsion Armor Plate, Medkit, Focus Crystal, Razorwire, Eclipse 8, and more. By making things like Shrine of Blood into brief regen debuffs, they can no longer be blocked, reduced, or abused.
Once this has been done, the two sets of mechanics can be balanced independently instead of neither at all.
fading parcel
#

!feedback Kind of a repost, but I accidentally left out something important; I meant to say the grenades should have some magnetism when their fuse starts

azure sorrel
#

!feedback
with the addition of the bazzar tablet i would imagine that with lunar coin cheaters in pubs (or servers that have randoms from arround the globe),
it becomes a pseudo command run that only effects lunar items, i would imagine that cheater would always attempt to get heretic pre stage 2 or get a perma uptime tonic
my main point/ idea
Allow us to have an option to have the server not show up for people with a lunar coin amounts beyond a specified number.
this will mostly be for pubs and giving out the code via clipboard bypasses this same with inviting a friend.
side note
I honestly have no idea how much of an impact this would have considering it has been a long time since ive played a pub
(also considering that people might think this add as im saying all cheaters are bad, its mainly ones that do not really think about others experiences)

safe prairie
#

!feedback
Every survivor currently has identical movement speed. Character movement speed could be used as a way to balance them while allowing for immersion in their gameplay.

For example, Loader and Acrid, being slower bruisers, could have a slower speed than they do now, while Huntress and Mercenary could use a higher-than-average movement speed because of their high-speed combat.

This could be sorted into a Light | Medium | Heavy weight class system if you wanted to get a little more complicated with it, and make it affect knockback.

This probably seems like a bigger change on paper than it would actually be, but if necessary some stats could be tweaked to compensate.

meager pulsar
#

!feedback
currently atm I enjoy playing with dissonance and mods using loader to just traverse around the map, I think it'd be cool if there was maybe a playground mode or something where it's just the stages and you can spawn items or monsters.

if this is implemented make sure for it not to count towards your logbook stats.

little barn
#

!feedback

An item that gives you max health for healing

linear version: +1 (+1 per stack) max health per 10,000 health healed
percentage version: +1 (+1 per stack) max health per 1,000% max health healed

either is ok, but the idea is to reward those who lean heavily into the healing range.
Obviously engineer would benefit greatly from this, and maybe REX too.

Edit: forgot to add that regeneration does not count

I honestly can't tell if this would be broken or underpowered until second loop or something like that. Let me know your thoughts :)

  • I reduced the amount from 5,000% to 1,000% because 10 times max health is still really high compared to most healing
safe prairie
#

!feedback
Increase the size of Phase Round as it passes through enemies.

I know it just got buffed, but it still doesn’t feel very good to use compared to Phase Blast.

restive tundra
#

!feedback

optional compass under accessibility or something

azure sorrel
#

!feedback
mountian shrine discord emoji named :justonemore:

noble prairie
#

!idea a character based around the clay enemys and tarr who’s ability’s should be tentical based

hard gate
#

!feedback

Give the beetle queen’s acid spit attack a sound effect during the “wind-up” period or make the visual telegraphing more noticeable. For an attack that can quite easily one shot you, I feel like some easily missable green particles which are very difficult to see if you are behind the beetle queen (a position you are encouraged to be in as one of the characters) isn’t really adequate. It wouldn’t make the fight a ton easier, but rather would make the spit attack just a little less annoying.

The “mechanic”(don’t know if it even is an intended one) where the acid spit bounces off of you if you are airborne could probably be removed if the attack was changed to be slightly more telegraphed, since you could dodge it more then.

latent root
#

!feedback

The pillars on commencement simply waste your time, and Mithrix only gets stronger during that time. I suggest allowing the player to go to Mithrix immediately, but make the pillars drop items on completion. This way you have an interesting choice of rushing to mithrix to prevent him from scaling more, or trying to get some more items to possibly save a mediocre run.

atomic forge
#

!feedback
**Spoilers for the hidden survivor:**Make Heretic's self-damage effect separate from regen, so picking up a tonic or anything else that boosts your regen by a % doesn't amplify the effect.

spring steppe
#

!feedback

Something should be done about drones and the grandparent. If you don't have the means to kill the grandparent quickly, it will almost certainly kill (almost) all your drones, which can seriously cripple (read as: end) a Captain run. Either the drones should have some strongly improved AI to run away from the sun attack, or have some kind of innate damage reduction against it specifically.

green pebble
full coyote
#

!feedback
Make it so if there's a tie between enabling/disabling an artifact, it always defaults to disabled. Similarly when two difficulties are tied, default to the easier one.

wind laurel
#

!feedback
when mithrix takes your items on his final stage and someone dies mithrix will still lose that players item but they aren't picked up, my suggestion is to make it so the dead players remaining items are destributed to the remaining player(s) but you won't pick up the dead players lunar item (just so you don't unfortunatley pick up a transcendaence or something as rex from a merc player)

gritty pilot
#

!feedback
Mithrix shouldn’t take pearls. For lore reasons more than anything, Mithrix, having spent way too long on the moon, probably wouldn’t like stuff gained from cleansing away lunar items.

fallow barn
#

!feedback
Make more levels in the void dimension. Like void fields.

gentle plank
#

!feedback
New drones.

merry trail
#

||!feedback||
I feel as though DIRECTIVE: Harvest locks you out of other skills for far too long, with no clearly visible animation to indicate that. This partially contributes towards the skill feeling a lot worse than it needs to.

I would suggest reducing the duration of the skill, allowing the wait to be cancelled with m2 and/or shift, or implementing a more interactive animation. Its a small nitpick but it would go a long way towards making the skill flow with the rest of REX's kit.

latent portal
#

!feedback

I'm loving the commencement rework. I think it is absolutely gorgeous. I just think there should be something done to make the ||rescue ship|| sequence a bit more unique when compared to the many types of holdout zones in the game. Just a small change I think would be cool. What I'm thinking is to make purchased gunner turrets spawn around the zone instead of in the temple, so the player would get more value out of buying them on Sky Meadow with some extra cash. They would also help deal with whatever the initial scene director throws at the player with some extra fire at the regular and perfected Lunar Chimichangas. Also, maybe add 1 or 2 railgun turrets near the zone, or inside the bubble too as homage to ror1 and so the player has something to do with their money just for funzies at the end of the game. Keep up the great work, Hopoo Gaaaaaaaaaaaaaaaaaames. ❤️

queen plover
#

||!feedback||
Passives for Commando and Huntress. At this point, with the wide variety of passives we have, it doesn’t feel right for two characters to just have nothing.

Example passive for Commando:
Combat Training/Adrenaline: using 3 abilities in quick succession increases attack speed for a short time.

I don’t have anything for Hunterness, sorry.

Also engineer

safe prairie
#

!feedback
Make Suppressive Fire also stun enemies in an area around the enemy hit.

queen plover
#

||!feedback||
Artifact of Chance:

Every interactable costs money to use/open (everything you press E on)but has a chance of dropping an item, just like a chance shrine. Gold is carried throughout stages and the cost of every interactable would be based on what it does (barrels would have a much lower cost than drones, for example).

Teleporter bosses would still drop items, chests and printers/scrappers can appear but still work the same as everywhere else, needing to pay gold for each use and have a chance to drop or not drop an item.

Brought to you by the great minds of #gd1-nullified

pliant swan
#

!feedback
Add a pausing mechanic to online multiplayer. Maybe that means it's a vote system where everyone can vote to pause, or you can pause and it freezes everything around you in a radius. Especially when playing with friends and someone needs to do leave and do something, you can pause and not worry about not participating or dying. Also, it removes the need to go to "safe spots" (like newt, after void fields, or after aurelionite) and allows for more fluid gameplay when someone has to step away from the game.

short coral
#

!feedback
Make it easier to land a ping on an intractable, especially from far away

wind laurel
#

!feedback
lunar item: increases attack speed depending on how much health you have currently but decreases your base attack speed over all, this would be based off your current max health so that you wouldnt get shaped glass and have always buffed attack speed or infusion and be extemely slow

half jungle
#

!feedback

Currently Acrid's Regenerative tooltip is, at the very least, misleading. It says he heals for 10% max HP over 0.5 seconds when actually he regenerates for 10% max HP per second over half a second (so 5% HP). Increasing the regen to 10% would make it BUSTED with Tonic. Making it Healing would remove the Tonic interaction and possibly make it too powerful with Opinion and Aegis. So a compromise. Have it heal 5% of your max HP instantly and then regen 5% over half a second. This would significantly improve Acrid's melee staying power with non-Tonic builds without removing or massively buffing Tonic builds.

slim peak
#

!feedback
Player experience points are scaling nowhere near to level cap whereas enemies hit that much faster since its time based for them. enemies should have their level cap removed so they can continuously grow, and players should either have better exp scaling, or an item that increases exp earned by either a flat or percent rate. after 200 hours i've not even come close to getting past level 32 in terms of exp despite runs going on for upwards of 6 hours.

little barn
#

!feedback

Alt Loader Secondary: Harpoon launcher

• 160% base damage
• Pierce enemies on hit
• Projectile stops on a map surface
• Stuns all enemies while active
• Upon deactivation (letting go of the key bind), retract harpoon back towards you, pulling all enemies tethered towards you, dealing 2.5x base damage on animation finish (when it's fully retracted)```

This would completely remove Loader's mobility stemming from her secondary, but instead give her a lot of AoE damage and give her another skill ceiling relating to combos
safe prairie
#

!feedback
Bring back Lunar Chimera helix missiles + make them a more interesting enemy to fight

  • While above 50% health, use the helix missiles as its attack
  • When health drops to 50%, gain a small defensive buff (possibly some armor + stun immunity?) and change its attack from the helix missiles to the missile barrage

Lunar Chimera (Golem) already has an unused defensive buff move, and its helix missiles were a unique move that I would love to see return without totally replacing its new missile barrage attack.

barren field
#

!feedback
Idea: Blood Sacrifice for Items

There is a blood shrine that takes health and gives coins, but what if there was a shrine that took health for items? 25% for a common, 50% for a uncommon, 75% for a golden, and 99% for a legendary. It would look different, but would say, "Give health for a random item?" and wouldn't say how much health it would take so it would always be random and a shot in the dark if it was a good item.

sharp monolith
#

||!feedback||

i hate to ask items like tri-tip dagger, lens-maker's glasses and alien head to be even better,
B U T
i think more items should have a point in stacking past their threshold. it makes them utterly useless in longer runs. maybe tri-tips should bleed more than once on hti past 7, or alien head should increase ability charge but the 1st charge has base cooldown unless you stack more. i'm not requesting for these specifically, i'm just requesting that something like this be implemented into the game

little barn
#

Moving Box [Lunar]

+) 1(+1 per stack) item dropped per chest
-) 50%(-50% chest spawn rate; stacks exponentially)

Doubles items dropped from chests are always the same item.
Affects all intractables that drop items except equipment barrels.

patent sierra
#

!feedback

Is it just me or does the character select screen now have position audio, where since the characters are on the right-half of the screen, their sounds come predominantly out of the right speaker? That sounds very jarring and annoying and I'd like for it to be reverted back to center positional audio on the character select screen.

hushed aspen
#

!Feedback

This most likely won't make its way into the game nor be liked very much, but I just wanted to get it out there, I was thinking about a new special or secondary (probably secondary) for le MUL-T.
(gotta get those modes)
-Missile mode

Stunning. Prepare a gigantic missile for 5 seconds, when lauched, it has a 30 meter radius and 4000% damage. After use however, you are slowed for 10 secs for 40% of your movement speed and cannot use any other ability except your primary for the duration. All enemies that manage to survive are stunned for 5 secs. Cooldown of 1 minute. During preperation, gain 50 armor.

safe prairie
#

!feedback
Make Laser Glaive agile.

knotty pasture
#

!feedback

Alternate game mode: Antagonist/Versus mode for multiplayer based on Monster Circus and Auto Chess

Both players spawn into arenas separated by a transparent barrier (They cannot directly interact with each other), monsters spawn in at the default sliding Risk of Rain 2 rate [Monsoon, Drizzle etc]. What makes it Antagonistic would be as well as spending items on gold, each player can spawn in monsters into the the other players (their Antagonist) with gold. So maybe $100 for 5 flaming beetles or $1000 for a Stone Titan. This cyclical behaviour feeds into each others arena until one of the players die.

So the players have a dilemma, do I choose to spend my limited gold on making myself more powerful to survive the onslaught OR do I spend my gold on spawning more monsters in on the other player to make their game more difficult.

Game settings could include:
Force item equality, where the items both players can receive are random but both have the same order to balance it.
Include/Exclude enemy types
Force players to choose the same hero/loadout

This competitive aspect could reward players for wins by having a point shop for alternate skins and cosmetic items for the characters.

References:
Auto Chess: https://en.wikipedia.org/wiki/Dota_Auto_Chess
Monster Carnival: https://global.hidden-street.net/party-quest/monster-carnival

little barn
#

!feedback

Super Balls [Equipment]

On activation, send out 1 "super ball", that bounces off all surfaces and enemies. Ball is affected by gravity and all velocity changes

• Upon hitting an enemy, hit for 50% base damage, gain 10% speed and bounce strength, and increase next hit by 50% base damage

• super balls exist for 10 seconds; cooldown is 20 seconds

This is based on a game I used to play called N-Gon, which had a bullet type that bounced off walls and such and was a lot of fun to mess around with trajectory. Yes, it was called super balls.

alpine bridge
#

!feedback

Create Better Mithrix fight Music

Mithrix is a fantastic boss, and as such should have amazing music, but his music just seems so boring and not too different from the traditional soundtrack. Given his "holy" and ancient nature, I think much more powerful music is needed to immerse the player into the fight. I was watching Woolie Gaming's stream of Risk of Rain 2 and he had the Supreme Calmitas theme from the Terraria Calamity Mod playing while he killed the boss. It made the fight feel much more epic. I would suggest changing the fight theme to be more powerful to fit the theme of the boss.

little barn
keen nymph
#

!feedback add some console exclusive features like splitscreen or some items so most of the features arent just bugs

stray frost
#

!feedback (white item) blood bag: the first 3 (plus 3 per extra stack) activations of a blood shrine give a blood token stack. when the teleporter is activated, all blood tokens are consumed from all players and the teleporter starts with 5% charge per blood token consumed.

short pendant
#

!feedback Have the temporary status effects above your healthbar shrink (or some similar visual effect) as they tick down, until they disappear once the effect's gone. This way, you'll have an idea of how much longer they'll last at a glance.

stray frost
#

!feedback (green item) photon rerouter: increases the teleporter radius by 5% per stack addatively (2 stacks = 10% 3 stacks = 15% etc)

dusky egret
#

!feedback new item rarity tier, purple items. purple items are special in that they can only spawn in specific normal environments in the same way that yellow items can only spawn from specific boss fights.

purple items would be added into item pools with a 5% chance of spawning out of regular chests, and 15% out of large chests. in terms of strength, they would be about the same as yellow items. it would give more leniency if you roll a bad environment, plus it would also be cool for worldbuilding if you got a little relic or something that's of the area you found it in

sharp monolith
#

||!feedback||

Currently, nobody uses Commando's Phase Round except people who have not unlocked Phase Blast. It is generally considered to be useless.
Give Phase Round a longer cooldown but give it enough damage to proc bands. This will allow for bands to be more useful on Commando, as well as giving a reason of any kind to choose Phase Round over Phase Blast.

stray frost
#

!feedback (red item) heavenly tounge: increase the base stat growth (hp per lvl, hp regen per lvl and base damage per lvl) by 15% per stack addatively.

hollow basin
#

||!feedback||
MUL-T Alt Utility
Suspension Cable

MUL-T launches a long range zipline to a piece of terrain, creating an anchor at the aimed location and his own which deploys a cable between the two. MUL-T can press the use button while at the anchors or the cable to hook onto the zipline, which will gradually drag him upwards, or quickly slide him downwards depending on the angle. Pressing the use key while on the cable will switch the direction you are going, and jumping will instantly free you from it. You can use all abilities except Suspension Cable while on a zipline.

||Has a very long cooldown, but ziplines are relatively permanent, only disappearing if more than 3 have been deployed. Great for helping MUL-T traverse tricky terrain quickly and rain down fire from an improvised position in Power Mode. While on the zipline, you aren't that fast and pretty vulnerable to ranged attacks, so use with caution and position intelligently. Might be fun if teammates could ride the zipline.||

stray frost
#

!feedback (lunar equipment) lunar lottoey dice: with a base cooldown of 60 seconds and a minimum cooldown of 12 seconds (this 12 second delay also applys to the multiple stacks of your equipment due to fuel cells so only 1 instance of activation can occur at any time) . upon activating this equipment you will gain 1 of 4 positive effects and 1 of 4 negative effects both of which are chosen randomly and last for 12 seconds. (the odd numbers refer to the positive buffs and the even numbers refer to the negative debuffs) the effects included are
1: gain 100% proc chance on all your items
2: apply the death mark debuff on yourself
3: gain the brainstalks buff causing abilitys to have a 0.5 second cooldown
4: the teleporter charges 50% slower
5: 50% of healing recieved is also gained as barior
6: temperarly reduce your max hp by 25% and lose one shot protection
7: your attacks apply weaken and blight stacks to their targets
8: reduce your base movement speed and base attack speed by 30%

dense hatch
#

!feedback Let Dios best friend be able to revive team mates. But only be able to have one Dios per person.

stray frost
#

!feedback (stage 3) restless vally: the design would be the gloomy remains of a once prosperous forest turned to a witherd wasteland of those who rose up from the dead, with all that left be a couple of dead treestumps, a few scratched and or partly smashed tombstones, with 2 bridges one missing the crossing part in the midddle over a shallow river of souls flowing from a waterfall starting at one side of the map off the edge of the other side (think slightly higher water level than wetland aspects) that slows movement speed and attack speed of both player and monster alike that tread it's acursid flow by 35%. also has a few small humps accros the land and has a gurranteed shrine of gold behind the waterfall. the stage would also have monsters that are either devoid of life (stone golems and clay templars) or are mechanical as well as some other enemys but with a unique undead design exclusive to the environment. Newt alters could spawn in 1 of 3 locations those being either behind the waterfall of souls by the shrine of gold, under the non damaged bridge in the river of souls, or atop a tall withered treestump a bit far from the river of souls.

leaden shore
#

!feedback

Currently personal shield generator not only is a meh item to pick up, there's sometimes incentive to not pick it up due to how lifesteal, OSP and shield regen window works. Same with how transcendence renders all the healing-related items basically irrelevant. In the end I think shield's regeneration method is a bit at odds with how the game increases the difficulty, which is add more monsters and make them stronger, both before and after ambient level reaching 99.

My suggestion is that make shields behave as if it's a mix of normal HP and shields, which is making lifesteal work at 25% efficiency for shields, and shields replenishing takes 5 seconds (nerfed from 2 seconds), after 6 seconds (buffed from 7 seconds) of not taking damage. So that it acts as a more "self-replenishing hp that can also be healed in a lesser extent) instead of a mechanic and a type of hp that you a lot of times actively don't want any of.

gentle plank
#

!feedback
Environmental damage : if u hit several times a wall or a rock it will be damaged and maybe destroyed. On a big wall there will be several cracks.

late orchid
#

!feedback

Make Irradiant_Pearl multiply all stat boost, like tonic does (so it would multiply the effect of all syringes, health regen boosts, etc). Also make it give armor if you have none already

Irradiant pearl currently doesn't even give you 10% more regen, it just adds 0.1 regen regardless of if you have negative regen on Heretic, it makes no sense

gentle plank
#

!feedback
New multiplayer mode : 4 players or less are playing and trying to win like a normal party but a "game master" player can spawn basic monsters or elites monsters and can take control of a monster and try to kill human players.

proper heart
#

!feedback
Make the mercenary have the take no damage challenge instead of the huntress

weak sparrow
#

!feedback Once everyone is up to date can we focus on a cross play patch? I want PC to be able to play with Xbox, PlayStation, Switch, and Stadia

tough pendant
#

!feedback Pearl Log Change

This is kinda off-topic, but there could easily be a reference to Rain World in the Pearl and/or Irradiant Pearl Logs. For those of you who don't know, Rain World is a crazy tough 2D adventure game, having a similar mood to the original Risk of Rain. In fact, some of the unused OST clearly had the RoR motif in it. So, I think a reference to a similar game wouldn't be uncalled for.

gentle plank
#

!feedback
Why not add some water like lakes in some levels and then add sharks and other big fishes / monsters (i let u imagine) and maybe a HUGE boss like a kraken.

proper heart
#

!feedback
A passive equipment that would be a shoulder mounted sentry that slowly shoots at enemies, and when used sends out an atg missile. This would make using melee classes or just any class in general in glass mode a bit more bearable

fallow arrow
#

!Feedback maybe a 10-20 second revive for teammates and make Dios like quick revive in zombies, in multiplayer it makes the revive faster and in single player it revives you once

proper grove
#

!feedback
New Survivor: Med-E a support and DOT based Survivor (there is a small mention of Med-E in the medkit log)

hexed herald
#

!feedback
more artificer skill variety, add more options to each move to represent her other available elements, for example her shift could have two alts, a wall of fire that does consistent DoT, and an ion wall that acts as a solid surface, her primary could have an ice alt that acts like a medium fire rate shotgun that shoots tiny ice shards, her m2 could have a fire alt where it summons a pillar of flame from the ground at a target location, dealing significant immediate damage and then lingering for a few moments with less dps, and her R could have an ice alt where it summons an aoe ice blast around her that does mediocre damage and slows nearby enemies. Just a few suggestions, thanks for reading.

heavy pier
#

!feedback
Risk of Rain 2 Battle Pass

short sky
nimble flame
#

!feedback Artifact concept: Artifact of Shifting

The Artifact of Shifting would introduce a kind of morphing mechanic into the game, where once you defeat an enemy, the enemy will enter a state of a kind of paralysis for a few seconds before dying. During this paralysis, the survivor can interact with this enemy to "possess" the enemy. While possessing the enemy, the survivor technically becomes the enemy for a limited time, having full control of its attacks and abilities. Obviously this would seem busted, so to balance it out, the possession would last a limited time, possibly depending on the type of enemy (regular enemy - 20 to 30 sec; elite - 15 sec; miniboss (maybe) - 10 sec). Once that possession ends or the possessed enemy dies, the player is ejected and the cycle continues. It would also have a set cooldown of when the possessing can actually happen similar to Kjaro/Runalds. This seems like a fun gimmick to add to the game without breaking runs completely although there's probably more detailed explanations than this. This is an idea inspired by the mods.

hollow basin
#

!feedback Buff the Stone Titan to not be such a pushover in melee range, maybe by allowing him to use the laser attack at close range, or by buffing the stone construct it summons to do heavy knockback and damage at close range. The most iconic and badass looking enemy in the game shouldn't just give up and die because you get close enough for a hug. Maybe giving it a stomp shockwave attack to knock survivors back would work well.

heavy pier
#

!feedback
areas from the different stages on one big map, 50 player battle royale with minor npc enemies you can farm to open chests and such. Gradually a storm closes in around the map that damages players who stay in it.

proper heart
#

!feedback
Give option to move to the next and previous logbook entry without having to leave the notes

hollow basin
#

!feedback Buff the Grandparents to be more threatening with their ability set. They have a rock throw attack, but for whatever reason they can never hit anything with it, so buff their ability to chuck rocks by massively increasing the projectile speed and knockback of this ability, and make Grandparents who land the gravity star attack attempt to hit you with a rock while you are stuck. Additionally, make the Grandparents more likely to form a gravity star if you stay within close range for too long, so they can deal with people sitting in their laps more effectively.

fleet moat
#

!feedback
Artifact of Order
Each stage only spawns one type of white, green, and red item. Could also apply to blue items in stages, but not in the bazaar. (Does not apply to boss items as those are just boss specific)

gentle plank
#

!feedback
New secret skins that they are not in the menu.

hollow nimbus
#

!feedback
Give money a purpose in Commencement beyond use of the Crowdfunder and repairing broken drones.

barren field
#

!feedback
New reborn bosses with more health and more mechanics, and a boss gauntlet, like the pantheons and dream bosses from hollow knight that could give a new skin.

buoyant loom
#

!feedback
New character idea for the expansion.
The Vanguard
They send me in first, I get in, get info, get out. The commando does clean up.
Health 95 (+28 per level)
Health Regen 1/second (+0.25 per level)
Damage: 10 (+2.1 per level)
Speed 9 meters per second.
Armor: 0

Primary: Burst fire:
Agile. the Vanguard fires a burst of 7 round. Deals 7x10% damage. Rate of fire: 1.2 uses per second.
Proc coefficient: 0.8

Secondary: Explosive Round.
Cool down: 20 seconds.
Fire a single explosive round for 250% damage to a 1.5 meter area.
Proc coefficient: 1.0

UTILITY: Scouting Flare.
Cool down: 12 seconds. Stunning, Expose. Throw a flare that explodes for 0% damage. It stuns each enemy in a 5 meter radius and Exposes them.
Proc coefficient: 0.0

Special: Firing Position
Cool down: 45 seconds
The Vanguard takes a knee and holds position. Increasing attack speed by 25%. Each time you damage an enemy while in this state the cool downs of your other abilities decrease by 1 second. Moving disables this state and ends the effect.

little barn
sharp monolith
# little barn !feedback Took a while for me to make this. Hope you enjoy :)

[EXTENSION]

Currently, all logbooks in the game are told from one of three perspectives: Humans’, Mithrix’s, and many anonymous’. This means the perspective of morality of your player character’s actions are heavily biased. Your character is good, the planet is evil. End of story. There is not a single logbook that details any sort of event or aspect of the planet from the perspective of its inhabitants, or even the planet itself. With the Purple-tier items that have been suggested, this could be changed, and could add an entire new layer to the storytelling. Not only could more details be given about the survivor-uninhabited planet, but more themes could be gone into. N’kuhuna represents the planet more so than Providence does. N’kuhuna is more of a chaotic bringer of balance, and represents the planet and its natural ecosystem extremely well. This theme has barely been touched on, and is extremely interesting to me. With purple items, logbooks can be detailed from the perspective of this chaotic ecosystem and its embodiment of balance, and shed all new light on the sort of “harmony of overwhelming and collective murder” detailed in the speech in “A Glacier Eventually Farts (And Don't You Listen to the Song of Life)” that happens on the planet.
In conclusion: these new purple items could detail the unique events that happen on the planet while uninhabited by both the Survivor and Providence, give a new perspective of what the Survivor and Providence actually do to the planet, and how it affects them, and shed new light on the themes of the violent and natural balancing and ruthless ecosystem of Petrichor V.

honest swallow
#

!feedback
I feel like Engineers Carbonizer Turrets are lovely and have so much potential... But they are no match against the sheer power of the stationary counterpart + Bungus. If there was a way to make them a bit more viable, like have them target enemies faster or give them a bit more range so they don't have to walk for 20 meters until they get to shoot, would make them a very nice alternative. Also if they could somehow listen to your pings (both movement and attack) would be a cool feature us fellow mobile turrets enjoyers would love

fickle temple
#

!feedback
make planula give an armor boost
its a stage 5 exclusive item and its effect diminishes over time, an armor stat to it would make it more worthwhile and make it keep its usefulness further into the run

hollow brook
#

!feedback Melee-focused Acrid builds are very difficult to survive with. The Regen mechanic is cool, but not enough.

I think it would be super cool if Vicious Wounds’ third attack and Ravenous Bite provided extra regen If they catch more than one enemy in their effective areas. So if you bite two enemies at once, you’d get 1.5x or maybe 2x the normal regen.

hollow basin
#

||!feedback||
New Stage 5 Alt Map
Sacred Ruins

This stage is based off of the Temple of Elders from the original game, which also had a Primordial Teleporter, and the main centerpiece of the map is the temple's fallen guardian, the body of a massive Stone Colossus. The Colossus' body provides much of the terrain and cover, but other cover can be found in the ruined columns and pillars from the ancient temple, mainly destroyed by the original survivors of Risk of Rain.

polar moon
#

!feedback Making the UI fade when out of combat or not prompted (I.e. When not attacking etc) would be a nice feature that lets us take screenshots without clutter

stray frost
#

!feedback Alternate mercnary debuff to replace expose. I call it prone, it still does the +350% damage on proc instead of the 1 second cooldown to the mercnary skills, it stuns the target for 1 or 2 seconds, but there would be a 4 or 5 second grace period in which you can't reapply the stun part of prone to the same enemy that was stunned by it.

strong spruce
#

||!feedback||
Improve environment on Sundered Grove.

almost all of the logs and mushrooms on the sundered grove stage are too thin and you can be hit by projectiles and explosions through them. I've died several times by being hit by a laser or clay bomb that hit the inside of a log while I was standing on top. either make enemies not able to see you through the logs or make the logs thicker.

stray frost
#

!feedback (survivor) Witch: you unlock her by killing the secret boss aurelionite in the guilded coast. the primary is to consume energy from your mana bar below you hp bar to channel a continuious bolt of lightning that does 200% damage per second with 39 meters of range from yourself (triple the bonus damage radius from a focus crystal) to the first target and it can bounces to attack up to 2 extra targets dealing 100% damage per second to the extra targets. the rate as which the bar drains and refills when not using the primary is improved with attack speed. the secondary is to throw a colldrin that does 375% damage on impact with an enemy stunning them and bounceing off them if it hits the ground it will leave a puddle of sticky sludge that has the radius of a mini mushroom ranged attack, sludge puddles last 6 seconds and enemies who enter the puddle are inflicted with a 25% reduced attack speed and take 50% damage per second. the utility is to hop on your broomstick gaining 30% movement speed, remove and become immune to slows and allowing you to fly like the milky crysilis wings for 3 seconds, you can't preform other actions during flight. the special is to throw a magic potion that summons an clone of yourself that stands around and taunts enemies nearby, after the clone expires after 7 seconds or dies it will explode dealing 600% damage and dropping a sludge puddle at it's location.

sullen dew
#

!feedback (Commencement Pillars)
I suggest making the pillars entirely optional and having the lifts to Mithrix available from the beginning of the stage.
In return, charging the pillars could add small helpers to the mithrix fight. I'm not overly particular on the what, but an example might be the Pillar of Soul spawning an interactable that summons a few wisps (with a cooldown on use) that proc your on-kill effects when they get to Mithrix. Small game changers like that, which someone with a lot of on-kill items might really want and someone else may shrug at and choose to skip in favor of saving time and fighting a weaker Mithrix.
These would roughly be akin to the furnishings you could find on the last stage in RoR, like the medical bay and gauss cannon.

Lore wise, it'd be like creating things like Mithrix and Providence do. They used soul to make wisps and golems, so who's to say your survivor can't do the same on a teensy scale?

I generally want to see the change for two primary reasons. For starters, spending time traversing a map and charging pillars while not powering up goes against most of the game. The rest of the game was about powering yourself up faster than the enemy, but with commencement you have to wait around for 10 minutes. I'd also like more of an actual reason to get around the map that isn't just hard forced. On all the other stages I don't bull rush to the teleporter because I want to loot some chests. There's nothing like that in commencement, and having the pillars summon generic buffs or interactables for Mithrix gets around that some.

fading elm
#

!feedback
Another simple one, Pressing R will cancel Supply Beacon placement

frozen hazel
#

!feedback
New dev items for new devs?

wind laurel
#

!feedback
make acrid's poison ignore old guillotine because at that point why bother using blight if regular poison can do percentages of health for bosses and kill elite enemys without you have to finish them off
(this may not be what you want but this would balance it)

quaint mirage
#

!feedback
Give acrid's blight multiplayer scaling of some kind
Currently there isn't a good reason to take blight over poison in multiplayer unless the other person takes poison acrid or the other person agrees to give you all the items

hollow basin
#

||!feedback||
In the future for small DLCs, I'd happily pay for character ability packs that contain several abilities based around a theme for a certain character or group of characters. Examples could include a new set of abilities for Artificer based around a new element like 'Corrosive', an Engineer loadout with flying drones and deployable jump pads/ziplines, and a Captain loadout including a slug shotgun, deployable health pickup secondary, and an aimable orbital laser utility.

heavy pier
#

!feedback
Risk of Rain in game currency used to buy various emotes your character can do while you play as well as skins and sprays for cosmetic purposes. They can also be bought with large quantities of lunar coins

candid mural
little barn
#

!feedback

change this channel's (#ror2-feedback-and-ideas) slowmode to 15 minutes instead of 30 minutes.

-There's rarely any spam, so no need to keep it as long as it is
-Most of the time, the time limit only hinders my (and other's) ability to post the ideas we have in the moment that they exist (and in my case, I forget them almost always once the timer is up)
-It allows for people with multiple ideas to post them much more productively rather than having to wait for 4 hours just to get a couple different balancing changes out

If people are worried about there being multiple suggestions related to the same topic, that's on the moderators and admins to comb through those, not the server's responsibility to wait an extra 15 minutes.

humble oasis
#

!feedback

I'm not sure if this has ever been suggested before but I was playing with shields a bit and noticed that they're affected by bleed. Maybe to give it some more incentive to use, shields could be immune/resistant to bleeding? Maybe some other dots? I know I'd want to pick up some shield items if they kept me from taking damage from dots early on.

In the same case, one could argue that would make it too powerful but I think with the current mechanics they have it could work out pretty well.

sharp monolith
#

||!feedback||

Getting the Artifact of Origin in Risk of Rain 1 is insanely hard. It is probably my most difficult challenge I have faced in a video game in the past year or so, even on Drizzle.
I think a challenge similar to Artifact of Origin in Risk of Rain 2 would be very interesting, as there are just over 50% more artifacts than in the first game, and it could give newer players a reason to collect more artifacts that are directly harmful to the player (like Chaos and Death), as well as adding another new and (hopefully) rewarding challenge to the game.

candid mural
#

!feedback

Add an easier way for you to see how many ruin stacks you have on enemies. As it is currently, it's just a debuff, which is insanely hard to see in the chaos of lategame when you're most likely to have heretic. Maybe put the total number of ruin stacks you have across all enemies as an icon above the Ruin skill?

proper heart
#

!feedback
Give the fuel array the utility of unlocking a new hidden broken ship to escape in commencement that's accessible after fighting mithrix, completely skipping the wait period on the current escape ship.

proper heart
# proper heart !feedback Give the fuel array the utility of unlocking a new hidden broken ship...

!feedback
After revising my idea in #ror2-feedback-discussion this is the revised version of my idea

Adding utility to the fuel array by in commencement it being able to be used to skip pillars and skip the 1 min loading on the ship by unlocking a hidden broken ship that is accessible after fighting Mithrix. This could even have an animation for it charging the pillars and the broken ship.

Thanks to @sharp monolith, @leaden shore, and @radiant escarp for helping me out with refining the ideas.

regal tree
#

!feedback

A way to pause the game in multiplayer. Maybe a system in which if every player pauses the game the game actually pauses; the same way it pauses in singleplayer. It could be something similar to the multiplayer launcher, with all characters having to press a pause button and then the game pauses? I don't know if this has already been said in #ror2-feedback-and-ideas , but I feel like it could be a useful and convenient multiplayer feature.

near nova
#

!feedback

TL'DR : Focus more on level variety, because it's the primary thing the game is missing imo.

Sent in a .txt because the message would take up too much space, i recommend downloading and opening it if it's too annoying to read on discord

little barn
#

!feedback
give Bizzozeron his own item in the next patch so he feels welcomed in this community and can fit in with the other developers

tough pendant
#

!feedback Aesthetic Change

This may be asking a lot, but it'd be amazing RoR2 could feel more "grungy", per say. The original had this muted, natural, filthy color scheme, and it really made colors pop.

Why?
The filthy feel of the original game made it feel a lot more real, despite being made of pixels. In this game, it's got a lot of bright colors, which kind of takes away from the mood of the game. It adds contrast, at the cost of losing contrast in everything being around the same level of contrast. Filthy colors would help make the game pull more at players, providing a more sad mood, somewhat akin to the first game.

fathom fossil
#

!feedback
Give the bag dropped by the scavenger the same glow as the rusted lockbox. I can't see it when there are multiple scavengers killed.

hollow basin
#

||!feedback||
Commando Passive Idea
Combat Ready

Commando spawns with one random white item. At the start of each stage, he gets an additional free white item.

If this is too unbalanced, he could get white scrap instead. Commando has been lacking a passive for a while now, and this help him a little in the early game while also teaching new players who pick him what some of the items are. If he gets scrap instead, it would also teach new players about the scrap and 3d printer mechanic seamlessly.

sharp monolith
safe prairie
#

!feedback
Abyssal Depths could use a prop makeover. In terms of aesthetics, it doesn’t really match up to newer maps like Siren’s Call or Sundered Grove.

The same could be said for a couple older maps too, such as Titanic Plains or Distant Roost, but Abyssal Depths sticks out the most to me.

normal zinc
north dragon
#

!feedback
As it stands right now, Acrid blight is really bad and the only benefit to picking it, is that it can kill enemies itself. I think the duration of blight should be reset so it can be stacked like bleed.

Also another idea is to reduce the minimum cooldown for Acrid neurotoxin to allow it to be shot out more frequently, since the ranged acrid build primarily focuses on constantly shooting secondary, and in the case of blight, stacking blight. Having a 0.5 second minimum cooldown on secondary makes it really slow to stack up blight which is made especially worse since it also can only stack up to around 10 stacks before the duration wears off.

little barn
#

!feedback
the ability to quicktoggle artifacts by clicking them here would be nice

azure zodiac
#

!feedback make huntress thiccer

cinder crane
#

!feedback please bring the miner

hollow basin
#

||!feedback||
Captain Utility Alt:
Orbital Laser

Upon activating his utility, Captain can select three points in the ground with his targeting array. After a brief delay, an orbital laser will travel across the points for 3 seconds, dealing heavy contact damage repeatedly to enemies touched by it.

Draw a line across several fodder enemies for the laser to cut a swath through them, or make a small triangle in a to focus damage on a smaller group of heavy targets. Only selecting a single point will cause the laser to stay on that location. Has an infinite vertical hitbox to shut down airborne enemies. Since the laser only lasts for 3 seconds, close together points make it travel slower to deal more contact damage, whereas further apart points make the beam travel faster to cover more ground but deal less damage to individual enemies.

proper heart
#

!feedback
Make the atg missile proc chance to increase by 1% for every one one you get after the first one

sharp monolith
#

||!feedback||

Pinging enemies should make your AI-controlled allies, like Beetle Guards and drones, attack that enemy first.

faint gyro
#

!feedback
Make bandit’s throwing knives a bit thicker and longer ranged so it’s much easier to hit enemies with them

proper heart
#

!feedback
An ability that swaps out frenzied leap. Acrid dashes forward while spinning dealing massive damage to every enemy caught in it's radius.
EDIT: The ability would also briefly stun enemies

alpine raft
#

!feedback
now, im not sure if you already can but i think it would be a nice gimmik if you could exchange your laser sword for the greatsword thats at luna as the soldier. just a visual change. or maybe even make it change the primary to another, to the sword fitting primary. would be a cool small easteregg or something :P

little barn
#

!feedback

Alternate Primary skill for Acrid

Leeching Grapple
A single claw slash that deals [moderate-high] damage, and grabs onto the first enemy struck. Steal HP from the enemy as long as the grapple is maintained.
A grappled lightweight enemy can be thrown by pressing M1 again, dealing [low-moderate] damage on impact.
A grappled non-boss heavyweight enemy is unable to attack, but can still move, for as long as Acrid holds on. Press M1 again to let go.

While grappling, Acrid can still use his Secondary and Special skills.

boreal slate
#

!feedback
2 things, buff gunner drone damage and buff flamethrower drone hp.

Gunner drones damage is uhhhhhhhhh happiesttroll not good to say the least

and having a close range attack drone is cool, but they just die faster since yknow, they are up close to things

ivory flint
#

!feedback i almost grantee its been suggested before but engi should be able to ping enemies and have the turrets target them, just to make him a little more active and that allows engi to target high threat enemies rather than hoping the turrets target it

hollow basin
#

!feedback Buff Acrid’s Regenerative passive from 5% hp to 10% hp.

Regenerative being only 5% makes Acrid fairly weak in melee, as he has to wait for his entire 3 hit melee combo to get a measly 5% health, or use bite. Ok pare this to Loader, who gets 5% barrier health for every melee attack landed, making her much better suited for sustained melee combat. If 10% is too far, maybe let’s go halfway to 7.5%, or let Regenerative proc for each enemy hit with the 3rd melee attack/bite.

restive tundra
#

!feedback

Be able to view your current items while paused. Sometimes you just need to slow down a bit and think what the thing was that you needed to get rid of.

dim hamlet
#

!feedback

Change to Acrid's alt leap
Cooldown reduction per enemy reduced (2s>1s). Gain 20(+20) armor for each enemy hit.

mild lantern
#

!feedback

I'd love to see an item that adds extra range to melee attacks, kinda like the drill item from RoR1.

fading parcel
#

!feedback Frenzied Leap
Cooldown: 10s -> 6s (same as default)
Cooldown reduction per hit: 2s -> 1s (goes from needing 5 hits to 6 hits for cooldown negation, to compensate)

I think this would make it more appealing to use

near nova
#

!feedback

Give the Red scrap it's own unique Logbook entry (instead of being the same as the other scraps)

candid mural
lyric peak
#

!feedback
huntress is supposed to be the glass cannon character, with low hp and big damage, she do have the lowest hp, and no armor, and same base damage as all other survivors, yet her damage is not that big, especially her single target (apart from ballista the only good damage skill she got) even loader got much better stats than huntress (more armor, regeneration, hp..) so i guess buffing the damage of huntress would be a good way to compensate her lack of hp, maybe by giving her more base damage, or increasing the damage of her primaries

wind laurel
#

!feedback
acrid is supposed to be a "melee" survivor, though most of the time you don't go to close but instead camp and get visions of hersey, though you can play acrid melee with ravenous bite and default M1 there should be a melee special, skill my idea would be he takes his ball and chain from ror1 and swings it in front of him or slams it on the ground either way the ball and chain can be decided by the devs if they want to add it to the character model or just when he attacks

crimson sequoia
#

!feedback
Would love to see an indicator for when Infusion is still gaining stacks or not. I know that there is the visual queue of the red orbs flying to your body but a constant and easy to check UI change would do wonders for me and the few friends I have brought this idea up to. The two ideas I have are the Health bar returning to green or the ui icon becoming an empty vial. Obviously something else would work, but I feel those get my point across pretty well.

night urchin
#

!feedback

Bandit shouldn't lose his Desperado stacks if you revive with Dio's Best Friend

hollow basin
#

||!feedback|| Buff Captain's Shocking Beacon to have a slightly larger radius and inflict the crippling debuff (-20 armor, -50% move speed) so it can better compete with other beacons and be useful against boss enemies

restive tundra
#

!feedback

The ability to place markers, which are basically permanent pings, until you remove them or move somewhere else. For marking those chests or recyclers you'll return to later.

hollow basin
#

||!feedback||
To help new players, after staying on the same stage for 5 minutes, the teleporter should automatically be pinged followed by a chat message saying something like "UES Safe Travels scan complete... sending coordinates now".

This would help a lot of newcomers who struggle to know where teleporters can spawn, helps them keep track of time better, and makes the lore of the Safe Travels flying overhead feel more present in gameplay.

little barn
#

!feedback i find it strange that the intended way to activate buttons on aqueduct is by rolling the pots, but their physics are so unusual and inconsistent that it makes it a pain. running into a pot should make it roll like an actual pot

vast lotus
#

!feedback
legit just small QOL change but it'd be great, (goes off of last post by O.K) make it so pots have higher hp, and regen quickly, this makes it so pots only explode with large bursts of damage, and makes it so that you can use your weapon to move the pots which would give more momentum and control

frozen hazel
#

!feedback
Alternate MUL-T Utility: Toolshop
Place down a small toolshop with 500 hp (scales with your level.) And allies within its 5 meter radius gain 20 armor, 10% attack and less aggro.

This will give MUL-T the tank role he needs and deserves at the cost of mobility, and increasing his support for his team.

hushed aspen
#

!Feedback

Increase the nailgun's range and lower the spread a bit.

Why?
Well, the nailgun isn't just for obliterating bosses from existence. MUL-T does very well even on solo. But due to the fact there are a ton of wisps, lemurians (that's my nemesis right now btw, and beetles, the nailguns spread basically makes you have to be within shotgun range (or really close) to even land a decent chunk of your nails, for lemurians and beetles which is a bit dangerous and its best to distance yourself a bit from enemies anyways. The range buff would be for the social distancing part, and the fact that there are a lot of wisps. If you try to shoot a wisps at medium range with the nailgun, chances are you are not going to land many, and they tend to act like snipers, and make themselves pretty far away.

hollow basin
#

||!feedback||
Buff MUL-T's Rebar and Scrap Launcher to better compete with nailgun.

How?
Rebar could use a straight up damage increase due to its poor dps, or to make it more interesting, it could gain a very slight increase to damage for each enemy pierced like Phase Round (maybe a smaller % bonus).

Scrap Launcher is fun but just doesn't have the damage or ease of use of the Nailgun due to its reload speed, so a slight damage increase would help it out, or it could receive and extra shot before reloading.

Why?
MUL-T is all about versatility and having different tools for different jobs, but unfortunately double nailgun is usually the default mainly due to its great dps and proc rate, especially with Power Mode. ||We aint gonna talk about the saw as that is reserved for ebings of divine status||

rose garden
#

!feedback Pots are finnicky... maybe just update tar pot physics. OR you could opt to be able to pick up and place down bought turrets from current and/or previous stages! No-one really buys turrets anyways because they can't move... turrets that walk by their own are sortof Engineer Engineer's thing, and it would be pretty OP if you could just buy an army of auto-aim spiders. Why not be able to pack them up and erect them somewhere else? Bad idea, yea or nay?

open tartan
#

!feedback
Have luck affect accuracy. (Not bloom/spread, just the random trajectories within them.)

When I first got a Clover on nailgun MulT, I heard the activation chime constantly. My first thought was that it was rerolling inaccurate shots, making them closer to the center. It wasn't until later I learned that crits are rolled on projectile creation, and that was what I was hearing. I was disappointed that accuracy is the one exemption to how luck affects attacks.
Clover being so rare, and randomized trajectories being so uncommon, this wouldn't have much impact on most runs. Besides buffing Commando-Clover interaction, only 5 of 44 abilities would be affected, since Bandit's Burst and Rex's Inject aren't randomized. This would also reinforce Purity's theme of making survivors rely more on their reduced cooldowns, as those 5 abilities are all primary ones.
timid trail
#

!feedback

For next year's April Fools, add the maidmurian to the game

trust me it's gonna be cool Maidmurian

crimson saddle
#

!feedback

In multiplayer, if yes/no votes on an artifact are tied, it should default to OFF rather than ON, because some of us have that friend that likes to force on artifacts that we hate.

tawdry cliff
#

!feedback

An option to have the game auto select a random load out when you do a run would be awesome

timber blade
#

!feedback
A limited number of uses of the Lunar Refresher per visit to the Bazaar

   I know the Lunar Refreshers double in price every time you use them, but this doesn't effect players that go into the files and give themselves millions of lunar coins, letting them effectively choose what lunar item they want almost every time they enter the Bazaar.

   This can be frustrating for others who don't enjoy using this exploit, and can ruin the experience of the run for one of the party members, or the entire party if it gets too bad. A limit of 3-4 refreshes to the Bazaar would allow players that don't mind giving themselves as many coins as they want to still use some to gain an upper hand, but not get in the way of the enjoyment of players who see this as cheating.
river quail
#

!feedback

In a similar vein to Rex having robot and plant themed choices for abilities, artificer could have a fire, ice, and electricity option for each ability too. Being a flying space themed cryomancer would be pretty cool ngl.

icy obsidian
#

!feedback

Artificer currently has issues when it comes to scaling into late game without bands, due to a lack of attack speed scaling on her abilities. Making Artificers R ability gain more attacks with attack speed in the same way as commando and merc; aswell as reworking her M1 ability in some way would go a long way toward making her the rest of her kit more viable later in a run when compared to nano bomb + Band procs.

restive tundra
#

!feedback

Acrid should be able to melee, and use epidemic while midair from the dash ability.
I feel like dealing with 1hp wisps is annoying, you can't reach them.

cosmic skiff
#

!feedback

Create a built-in One Shot for attacks so if any enemy is at 1% health, any source of damage will kill them, would be very convienent for bosses such as mithrix and teleporter bosses, and would match with the 1% starting crit, of course this wouldent be able to be scaled aside from old guillitones.

hollow basin
#

!feedback Give Artificer's Ice Wall 2 charges by default to help her use it to control different groups of enemies and work as a backup in case she misplaces the first wall due to wonky placement system.

pseudo delta
#

!feedback Spawn Gunner Turrets inside of the escape ship bubble on the moon, instead of where you spawn. Would give some nice flavour to the moon escape.

hollow brook
#

!feedback I think it would be cool if Directive:Harvest's projectile had the Slayer attribute so you can kill enemies easier with it and get the delicious fruit.

normal zinc
normal zinc
#

!feedback

Artificer's flamethrower improvement. Increase range by 75% and change from line flame to cone flame with a moderate tip angle of about 20 degrees. Shooting a big flame would feel a lot cooler. Duration of the move could be reduced in turn to lower the total damage without lowering the up-front damage, and letting artificer be more mobile with it.

rocky crane
#

!feedback

I dont know if someone ask for this but I have an idea for a new artifact. An artifact that randomize the order of the stages but the fifth stage will still be the one to offer the option to go to the moon and the 8th stage will still be the one to offer the celestial portal. I can only think of using this to make gamemodes like staying in the first stage to be more interesting. As at the moment, you can only play on two stages for this game mode, and that is ashame. As there are so many unique maps to play on. I also think it will make gameplay to be more unique as it'll offer different playing experiences for each run.

faint gyro
#

!feedback a pretty minor one: change Rex’ tangling growth and the roots that appear when he runs to green when using the alternate skin

strong spruce
#

||!feedback||
Complete Artificer's Skills
Artificer has three distinct ability types, (Ion, Flame, Frost) each with their own effects and appearance. While Artificer does have the average amount of abilities right now, it would be nice if there was an ability of each type for each ability. This would require:

-A Frost Primary
-A Fire Secondary
-A Fire and Ion Utility
-A Frost Special

While this does seem like a lot, this would add a fitting sense of symmetry to Artificer.

gritty pilot
#

!feedback
Make flamethrower scale duration with attack speed (same amount of attacks over less time)

boreal slate
#

!feedback it would be neat to see some unique drones that have more interesting attacks other than gun or missile, like a laser drone, or a drone that doesn't heal but buffs damage instead, or a drone that grants a damage resistance shield when you are injured

strong spruce
#

||!feedback||
Huntress Alt Secondary

~Laser Kunai~
Throw a seeking knife that deals 1000% damage to a single target.

This ability would make up for Huntresses poor single target damage, at the cost of her most powerful ability.

jagged dock
#

!feedback make repulsion armor plates just give 5 armor or so instead of reducing incoming damage by 5. Makes it worse against early titans and wisps (because they fire 3 shots aka 15 damage damage reduction), but more importantly, make them actually useful later in the game.

An example for later in the game: you are playing commando and found an armor printer and printed 10, you get 50 damage reduction now, 50 armor if you change it.

At level 30, midgame-ish, if you get hit by a greater wisp, you take 105 damage, reduced by damage reduction = 55 damage, if you do armor you take 66% damage, aka 63 damage, pretty comparable

At level 70 (about 3 stages and 20 min later), if you get hit by the same non-elite greater wisp, you take 225 damage, reduced by 10 plates that's 175 damage, with 100 armour it's 148.5 damage. Not crazy, still usefull.

HOWEVER, at level 70 you will most likely get hit by malachite, that's 6x damage. that's 1300 damage with damage reduction, no commando would survive that without oneshot protection, but with armor, it becomes 891, which is actually survivable and not a waste of items when you have 10 of an item!!!!

In conclusion: armor plates giving armor makes them a bit worth earlier in the game, but changes them from scrap material to usable lategame

little barn
#

!feedback

Remove the enemy/world level cap. Trying a "how long can I survive" run gets kinda stale when the difficulty stops increasing at 99. Would be great if it just scales indefinitely.

strong spruce
#

||!feedback||
A skills 3.0 update

Maybe sometime after DLC 1 or as part of a later DLC, an update to the balancing of survivors as well as new abilities.

hollow basin
#

||!feedback||
Alt MUL-T Secondary
Augment

Fire a powerful projectile based off of your currently equipped primary. Encourages MUL-T to keep switching to different primaries for situationally powerful abilities, since MUL-T is all about having the right tool for the job. This would have a longer cooldown than Blast Canister, and would help Retool compete with Power Mode.

Sawblade - Shoot a sawblade that burrows into enemies, dealing staggering damage repeatedly as it drills into them
Rebar - Fire a higher damage rebar bolt that deals extra damage for each enemy pierced
Nailgun - Shoot a concentrated shotgun blast of nails that have a tighter spread than the default nailgun
Scrap Launcher - Launch a giant scrap bomb that explodes for high damage and heavy knockback in a wide radius

sharp pawn
#

!feedback
Have every lunar item be available per visit to the bazaar, but only once. No refills/rerolls or whatever.

sharp monolith
#

||!feedback||

Make Acrid invincible in the animation where he gets up from his rest at the beginning of a run.
I almost had an Eclipse run end as soon as it started because of the long animation, and, even other times, it's just annoying in general.
Other survivors are invincible in their pods, so I don't think it's too unreasonable.

hollow basin
#

||!feedback||
Buff Commando's Grenades so when you hold R, you can see their trajectory line like MUL-T's Blast Canister. Additionally, if the grenade directly hits an enemy, it sticks to them, but if it hits terrain, it bounces like normal.

Why?
This would fix the Grenade's main problems of being hard to use effectively due to their unpredictable trajectories, and would make them much more useful for airborne enemies and fast ground based enemies (worms, imps, Mithrix). It would also still let player bounce the grenades around like normal if they like doing that. Landing a sticky grenade in any game is always satisfying.

steady wharf
#

What about a lunar item that increases damage taken but applies it over time, reduces burst damage but it hurts more, it would give a chance to fight past the burst but require better evasiveness on the player. Also not a bug, but for fireworks, if there is a ceiling above whatever you interact with the fireworks explode on impact. Would it be possible to launch the fireworks sideways if the environment would block them?

little barn
#

!feedback

New Artifact
Artifact of recollection

This would make a cool DLC since you can add quite a bit to it

The gimmick of this artifact is to make Ridk of Rain 2 be like the prequel. Only items appearing and equipment from rofl of rain 1 can drop. And the same applies to enemies.

Certain stages will have their music changed to fit the first game and sky meadows can now spawn on stage 2.

Certain bosses will be slightly chanted like stone titan will say "collosuss" instead and scavrngers will be smaller.

All bosses will now drop an item to recollect from the first game and if you pick a survivor exclusive to risk of rain 2 it will be randomly changed. It will also automatically pick the default and not monsoon variant of a survivor.

And once beating the game it play the ending cutscene from the first game

timid trail
#

!feedback

If you kill the newt, a bag of lunar coins could drop like scavs do, but only once per run

quick pumice
#

!feedback
a way to make leeching seed compete with the harvesters scythe could be to make you receive healing from every source of damage? --like every tick of damage from bleed / poison, sticky bombs etc

safe prairie
#

!feedback
Resupply Beacon could also refresh skill cooldowns (like Bandolier).

This should give more incentive to use the Resupply Beacon over others in certain circumstances, such as if you are using Diablo Strike or playing in multiplayer with another cooldown-heavy survivor.

near nova
#

!feedback
Add an artifact that selects the next enviroment entirely randomly, with the Primordial Teleporter replacing the normal teleporter every 5 enviroments.

lilac silo
#

!feedback
Bizzo Juice. A use item that gives immense speed for 8 seconds. Good early game mobility. Also Bizzozeron(one of the brilliant devs that made this game) is the only lead dev without an item named after him. We have Hopoo feather, Ghors tome, and Paul's goat hoof, but no bizzo.

raw spoke
#

!feedback
Let Loader "charge up" her pylon to control how far out it flies, like the Slicing Maelstrom from the Hooks of Heresy.

Since 1.1, it feels like the pylon flies further than it used to (I don't know if this was a stealth change or if I'm just going crazy). Sometimes this is nice to hit far away enemies since that's Loader's greatest weakness, but I find the time I need the pylon the most is when I'm being swarmed by mooks during a bossfight - in which case I may end up throwing the pylon too far and it can't hit all of them. It would be a nice quality-of-life feature to be able to control how far it goes rather than needing to bouncing it off of something to get it to where you want it.

little barn
#

!feedback
Make the Wetlands more worthwhile to go to. Aquaducts has both a more user-friendly environment, easy to access guaranteed newt altar, as well as more content in the form of the buttons.
I think the Wetland stage could be overhauled with at least something of similar quality of the butttons to make using the lunar seer almost every run not worth my time.

buoyant loom
#

!Feedback
Another character Idea for the expansion.

Gambler
"Captain, you owe me for that bad hand, I let you give me an IOU. I heard through the grape-vine your embarking on another gambit. I want in. I'm cashing in, and I want to go all in on this."

HP: 100 +30 per level.
Regen: 1/s + .2 per level.
Speed: 7/m per second.
Damage: 10 + 2 per level.
Armor: 0.

Passive: Lady Luck.
The Gambler has two states: High and Low Luck. While in High-Luck, Chance-shrines always give an item when used. While in Low-Luck, Chance-shrines give out nothing when used. Using a Chance Shrine or a "Lucky" ability switches you from between High and Low Luck.

Primary: Deal cards
Proc: 0.5
Description: High-Luck: Throws a playing card that deals between 100-150% damage. These attacks have -1 Luck.
Low Luck: Throw a playing card that deals between 10-50% damage. These attacks have +1 Luck.

Secondary Dice-Roll
Proc: 0.35
Cool down: 15 seconds.
Description: LUCKY.
High-Luck: Throws 4 dice within 10 meters. Each die deals damage based on the dice roll face-up. ((Damage x 35%)x Side of die.) These dice have +1 Luck.
Low-Luck: Throws 7 dice within 10 meters. Each Die deals impressive damage based on the dice roll face-up. ((Damage x 75%) x Side of die). These dice have -1 Luck.

Utility: Cheater Sleave
Proc: 0.0
Cool down: 23 seconds.
Description: LUCKY.
Low Luck: You activate an escape device launching yourself directly upwards 15 meters.
High Luck: you activate an escape device launching yourself forward 15 meters.

Special: Table Flip
Proc: 1.0
Cooldown: 160 Seconds
Low Luck: Throw 10 cards into the air in random direction within 15 meters. Each card deals 400% damage if they land on an enemy. If a card lands on the ground it explodes in a 2.5 meter area for 200% damage.
High Luck: Throw out 7 dice in a 15 meter in a cone in front of the gambler. Each die deals 100% damage and guarantees all Item effects trigger.

eager plume
#

!feedback Make lore interactables not a random chance but a seek out option, hidden among the stage. Its frustrating to try and hope for a Radar on stages, as its a chance for getting the log. If anything, the chance should be vastly higher, I still don't have the log for Scorched Acres, and I have nearly 600 hours in game.

hexed jewel
#

!feedback

re-add ghost pots

copper sable
#

!feedback
Huntress feels really underwhelming at the moment, her damage feels too weak for how little health she has, i think she needs either some increase to damage or mobility so that she can atleast keep herself from getting hit. allowing omnidirectional sprint and/or vertical phase blink would help quite a bit, or a simple damage increase (and maybe a small boost to attack speed for flurry) would be nice

leaden shore
#

!feedback

Make elites do damage 2x/6x times more frequently with their respective base damage instead of having 2x/6x base damage. (2x more frequently means they have 2x more damage hits in a single attack move than their normal counterparts within the same duration, same for 6x)

Currently flat damage reduction is basically a joke once you get pass the first loop and then the 6x damage elites shows up. Making their damage equivalent with before but with more instances makes flat damage reduction not totally meaningless in late game. It also makes tougher times in late game less of a gamble that you rely on when nothing else works, but more of a damage reduction but with some variance in outcome.

For the 6x damage elites, it's also an option to give them 2x base damage but deals damage 3x more frequently.

heavy pier
#

!feedback

Add aiming down the sights

dense burrow
#

!feedback artificer needs buffs imo secondary primary needs to be better for sure maybe a ukelele effect on hit or proc larger explosion radius or something idk man im not a genius shes just so far behind the others it feels like (oops forgot kill me)

blazing geyser
#

!feedback
Lepton Daisy

for every n stacks of Lepton Daisies,
there are (n+1) healing periods during a teleporter event. Falling below 25% any time during a healing period, Daisy releases a healing nova for 50% maximum hp. Once the heal has been used for that period it cannot be used again until the next period.

For example, one stack would mean two healing periods, one between 0-50% charge and one between 50-100% charge. Falling below 25% hp during the first period would release a healing nova, which would not be able to be released again until 50+% charge.

2 Daisies would mean 3 potential heals, 0-33%/33-66%/67-100% and so on.

Reasoning: current healing novas rarely proc when they need to and with the addition of extra holdout zones in commencement and void fields daisy should proc more consistently and efficiently.

copper sable
#

!feedback
Please change the visual effect of the tonic, it gets very disorienting and it’s hard to tell where items are when outlines don’t sync with their respective items

sharp monolith
#

||!feedback||

Getting Tougher Times in the void is annoying as all hell. While stuff like Dio's Best Friend is incredibly difficult, it is at least predictable. Getting tougher times just means killing an enemy is determined by chance. Instead of this system of chance, the enemies could only receive just what the percentage is: ~48% of the time, damage is blocked with 5 Tougher Times. 48% is almost 50%, and 50%=1/2. Ergo, hits should be blocked every other hit in the Void when the enemies have Tougher Times.

hollow basin
#

||!feedback||

Expanding on the above Void Fields enemy item pool, while enemies shouldn't be able to get Tougher Times, their item pool should be adjusted so it's less likely they get worthless items, like Leeching seeds, Scythe, Afterburner, and others. There is little downside to going to the Void Fields early to get a massive item head start on your run, so the enemies might as well pose a higher and more consistent risk by being more likely to have better items.

sharp monolith
#

||!feedback||

||I was going to write an alternative, but @hollow basin expanded on it perfectly :)
I will use this opportunity to say that the ||#ror2-feedback-and-ideas cooldown should be toned down to 10-15 minutes.

safe prairie
#

!feedback
Rework how Grandparent's boulder projectile works, likely to have it thrown more toward its “crosshair”.

Currently, it's thrown from his side. This means two things:

**1. **If his arm that he throws the rock with goes through terrain, the boulder is instantly destroyed before being thrown.
**2. **Unless you are standing to his side and on the same side as his throwing arm, it is impossible for Grandparent to properly aim the projectile at you because it will likely end up somewhere far next to you.

I was wondering why the boulder felt so easy to be ignored. This is Grandparent's only way to damage you outside of his supernova. It would be nice if it was fired in a more consistent and threatening way.

candid mural
#

!feedback

Extra use to beads of fealty. Once per stack, you can do void fields an additional time.

Enemies will retain their previous items from the last void fields of that run (10 whites 6 greens and 1 red as an example for a finished void fields). There would still be 9 cells, and you would be able to leave whenever. However, if you do leave early, you would lose x amount of items and/or the beads to the void. This would not apply to the first void fields of the run, even if you do have beads.

sharp monolith
#

||!feedback||

Make Polyps apply Inked, a debuff identical in every way to Tar except in name.

safe prairie
#

!feedback
Heresy items are a little quiet, especially noticeable with Ruin.

This is consistent with other items in the game, but considering these create new abilities maybe they could use a little more “oomph” to them to feel more like character skills?

leaden shore
#

!feedback

Maybe revert bison steak to fresh meat but make it use the "regenerative" keyword so that it will stack better with each stack of item you have? (as in healing 10% of your max health every second after a kill, for 0.2s + 0.2s per stack)

Numbers are prone to change, ofc.

pliant swan
#

!feedback
Add a pausing mechanic to online multiplayer.

Maybe that means it's a vote system where everyone can vote to pause, or you can pause and it freezes everything around you in a radius (those are just spitballed ideas). Especially when playing with friends and someone needs to do leave and do something, you can pause and not worry about not participating or dying. Also, it removes the need to go to "safe spots" (like newt, after void fields, or after aurelionite) and allows for more fluid gameplay when someone has to step away from the game.

open tartan
#

!feedback
Lepton Daisy: “Increase base health regeneration by +0.6 hp/s. Release a healing nova during the teleporter event, healing all nearby allies for 18% of their maximum health over 3s. Occurs 3 (+2 per stack) times.”
Numbers can change of course, I just went with 0.6 and 6%/s because it has 6 petals and was pretty close to the original total healing.

What this does:
  • A small non-stacking regen increase gives Lepton a use outside the event (even Warbanner does) and partially fills the consistent regen niche left vacant by Fresh Meat.
  • Increased frequency at the cost of strength increases the chance of activating while the survivor needs it, and that they'll benefit from more of the effect instead of overhealing. Healing over 3s further increases this.
  • Stacking as 3 (+2) bursts means the player can always rely on a heal at 50% charge.
  • Returns Foreign Fruit to its place as the burst-heal item, and Synergizes better with the other flower Corpsebloom. Both these items could use some love.
gentle pulsar
#

!feedback

Would it be possible for acrid's poison to have a proc coefficient ? In his current state, without visions he lacks ways of procing items, the M2 has a 2 second cool down and monotarget, the M1 well unless it is visions you'll probably avoid getting close to enemies past a certain point in the game, the M3 is nice but has a 5 seconds cool down and requires to get into melee range, and the best way to proc items is his R on a group of ennemies but it has a 10 seconds cool down : all that just to say if poison had a proc coefficient even low would make acrid able to deal a lot more easily with single target and make him more fun to play in my opinion

leaden shore
#

!feedback

Reintroduce Mysterious Vial

Uncommon
Gives 2(+1 per stack)/s base regen.

Promoted it to uncommon due to, imo, how base regen has better value in RoR2.
Having good first stack and worse 2nd stack and on due to comparison to titanic knurl and the tradition of green items.

night urchin
#

!feedback

I think it would a fun idea for you to be granted some kind of reward for killing Newt. It could be something as little as an item that does literally nothing or a small cute flying pet that follows you around. I know killing Newt is not something you do on a daily basis and it's not something you need to do either (even tho, why would you not) but I just thought it's a small cool unimportant idea. Who knows, maybe even introduce us to a new Hidden Realms 2.0 where you can fight Newt and receive 30 lunar coins or some kinda thing, since you can't really kill him before stage 20 unless you're have a GOD God run anyways

opal gorge
#

!feedback

A map maker sorta like the Halo Forge could be fun

open tartan
#

!feedback
You can stand on drones while they move, but they wiggle around and toss you off.
You can stand on Beetle Guards, but when they move they don't move you with them.
Let survivors ride their minions into battle please.

river lily
#

!feedback

Change the description of the Artifact of Sacrifice from "Monsters drop items on death, but chests no longer spawn" to "Monsters have a chance to drop items on death, but chests no longer spawn" in order to decrease confusion.

tidal creek
#

!feedback

Item Idea:

Item Name: Familiar Acid (or) Fungus Sack

Rarity: Common (white)

Usage: Gain a 10% (+10% /per additional item) chance for 1 of your primary attack projectiles to instead come out as (A bottle/vial of acid (or) a Fungus Sack like you might imagine a 'Mini Mushrum' would have to spit it's fungus at you in game.)
It could either then bounce off enemies until it lands on the floor where it creates a circular aoe on the ground, a spherical aoe in the air if it contacts a flying enemy or large boss enemy, act like a Mini Mushrum attack in which it does damage once when it first contacts you and then moves through you before damaging you again when it lands on the ground, or simply affect the first monster it hits with: 8 (x1.25 /per additional item) damage /per stack / second of Acid/Fungal damage that is applied. It cannot crit.

An example for balance reference:
Be us:
Has 10x Fungus Sacks
100% chance for one of the next primary projectiles to be a Sack which could immediately or continuously apply a stack(s)
8x (1.25^10) = 74.5 damage per stack per second on a group or a single target

(This item could be really nice on a bunch of different characters. Huntress with her triple unlockable primary that shoots 3 projectiles for example. You're most likely in range for the acid to land on a boss since you need to be able to use your primary lock on, and you still get 2 other primary shots to proc your on hit effects. It would probably be really bad on a commando for example because you would never be able to proc your on hit effects, never be able to crit, and your damage would be lacking. It would be really good on Mul-t with his Auto-Nailgun though, being able to shoot out 12 vials per second and applying hundreds of stacks.)

(It may need to be balanced for some characters like Mul-t, since if you had 100 stacks on an enemy and you had 10x Fungus sacks you would be doing 7450 dps.)

I want to include a challenge but I'm out of letters :(

tranquil acorn
#

!feedback

Watching some old risk of rain gameplay I've thought it would be fun to change Acrid a bit. His primary would be changed to Swipe, Swipe, bite with the bite adding poison and to replace the Alt secondary it would be a Sludge Bomb or orb (Similar to artificer grave bomb) that explodes, does damage and also inflicts poison on the first 5 closest enemies to the detonation.

Additionally, taking a look at Huntress with ballista should drop bombs similar to her Explosive Arrow in RoR.

leaden token
#

!feedback Mithrix 4th phase is just a joke right now, the whole item stealing gimmick is cool once but is just impossible to balance. Since he takes all your stuff anyways I suggest that the 4th phase should be like an actual duel, no items, no shinanigans, just you and the final boss. His attacks should be changed to be an actual threat, the final phase should be difficult, but still possible with no items. This will also be a great way to test the players skill on a certain character, you should be able to stand on your own without item carries

loud river
#

!feedback

A system for picking up or selecting items that are on top of eachother. I.E. in front of a shrine of chance and especially on an artifact of command run.
I just want to turn my white command essence into a crowbar but it keeps asking me to select the Orange equipment command essence that I don't want.
It would be nice if you could press Q or E to select which item you're meaning to pick up.

strong spruce
#

||!feedback||
Recolor Attack Effects to Match Mastery Skins
Change the colors of survivor's attacks with the mastery skins. This would make the mastery skins have more value, and it would make contrasting attack colors not seem strange. Engineer, to an extent, already has this.

-Mercenary, Ori: change sword slashes and dashes to red, to match the Ori skin.
-Acrid, Albino: change attacks and poison pools to a different color, maybe like a vibrant orange.
-Loader, Classic: change attacks to a deeper blue, change fist on grapple to match the Classic skin, Change pylon model to look something like the pylons from the fist game.
-Commando, Hornet: Make bullets blue, to match the Hornet skin and contrast the normal skin's attacks.

All skins would get a change, those are just the ones I have ideas for. These changes would only effect the mastery skins, the normal skin's attacks would stay the same.

leaden token
#

!feedback HP increasing items just aren't that great right now, doubling infusion cap to 200 and making steak give 50 hp would be a great buff.

sharp monolith
fiery fjord
#

!feedback

A boss item for the horde of many? Maybe?

pearl perch
# fiery fjord !feedback A boss item for the horde of many? Maybe?

||!feedback||

I had an idea once for a horde boss drop for an "Amulet of Many" item, and it buffed all allies a flat amount. But then I realized that would be pretty useless/boring compared to other boss items, so I never suggested it. But I like the name, so if someone else came up with a concept for what it does, I think that would be cool.

Maybe that effect could be inverted, and YOU got a buff the more allies you have? but drones and stuff die easily late game, so still kinda dumb.

Anytime an ally dies you get a buff? Maybe?

Once again, effect is up for suggestion.

strong spruce
# fiery fjord !feedback A boss item for the horde of many? Maybe?

||!feedback||

It could bring back the shattered mirror, or at least something like it. It could summon an ally of you who is just a black silhouette looking character, played by ai. it would inherit your items when it spawns, and respawn on death just like the beetle guard.

pearl perch
#

||!feedback||

Anyway, what I was going to say here, I have an idea for one of the DLC. Its a massive idea, and probably wont be implemented, but what if there was a secret new final boss? In the lore, there is a lot of talk about "perfecting" the design of lunar chimera, the stone titan, and Aurelionite. Anyway, currently, if you bring the halcyon seed to the Mithrix fight, it does nothing(Except on the last stage apparently but ignore that). But this would be the trigger for the secret boss fight. If you bring the seed to the boss fight, something along the lines of Mithrix and Aurelionite share dialogue (because in the logbooks they DO know how to talk), or maybe just Mithrix talking at you and them, or maybe Aurelionite isnt there at all, and Mithrix just notices you have the seed. Or dialogue can be ignored. IDK. I'm not good at story. Anyway, brush past all that and you have a boss fight with the "Perfect Design," a massive stone titan like boss thats really beefed up with unique attacks. While you fight it, Aurelionite is trying to get their revenge on Mithrix. Idk. They do SOMETHING to make them leave the arena. Anyway, secret boss, secret ending, good lore stuff, bada bing bada boom. Something should probably be done so either you can't go to gilded coast before you get the normal ending so you don't get the secret one first. Rather than that I would make it a monsoon only encounter, but there are some tryhards who play hardmode on their first encounter with any game. Maybe this could be a character unlock? or just an item unlock? Some reward. So yeah, a DLC idea that I think is cool. acridspin

safe prairie
#

!feedback
A boss rush game mode would be a good way to include bosses that otherwise wouldn’t make sense to be in the game because of lore OR bosses that wouldn’t fit into standard gameplay, including Risk of Rain 1 bosses such as Collosus or Providence.

Hollow Knight does something similar to this with ||Sly|| and ||Pure Vessel||.

proper heart
#

!feedback
A logbook entry for providence obtained from getting all the artifacts in Bulkward's Ambry

glacial token
#

!feedback

Artifact of Temptation

A Shrine of Consequence will spawn on each stage.

On activation, the Shrine will drop a guaranteed red/yellow item per player after killing the teleporter boss.
The catch for the Shrine of Consequence is that it acts as three Challenge of the Mountain Shrines.

proper heart
#

!feedback
a compass equipment that would have the passive ability of pointing towards where the teleporter is, and the equipment use teleports the user in the direction of the center of the teleporter.

little barn
fading parcel
#

!feedback Attacks and skills from elite-skinned enemies/characters should also be skinned to match them.
Or at the very least, projectiles and AoE effects should. This way, you'll know if it's a regular contraption or an overloading one firing at you for example, or if that mushroom cloud is glacial or blazing. This would also be nice for the rare instances of getting elite equipment on players to make the skins feel more complete and cool and stuff, yeh.

Depending on the skill it could also be either the usual elite skins or some particle effects where the elite skins won't always apply

vital phoenix
#

!feedback
!feedback Instead of making Strides of Heresy be placed as a tiny leg on top of your head, make it take the place of your leg like Paul's Goat Hoof. Having two mismatched legs would be neat.

jagged cedar
#

!feedback
Ice worm

rocky bay
#

!feedback
Guarantee at least one cauldron of every rarity (including common) on commencement

glacial token
#

!feedback

Maybe for Artifact of Vengeance, the Umbras have their own boss item?
Shattered Mirror makes a return as the boss item.
Basically just an AI Umbra that follows you around, like a Beetle Guard does. Has your items, and when it dies it spawns.
Stacking gives you another Umbra maybe?

frozen hazel
#

When using mobile turrets, the icons still appear as a stationary turret

hollow basin
#

||!feedback||
Allow Captain's Taser and Shocking Beacon to both apply a debuff identical to Cripple, which lowers enemy armor by 20 and movement speed by 50% so that both can be useful against bosses.

obsidian karma
#

!feedback
Random survivor button in character select menu

sharp monolith
#

||!feedback||

A randomize loadout button in character select menu (can randomize all loadouts or the currently selected character's loadout)

hard gate
#

!feedback

Some kind of artifact or alternate game mode that increases the pace of the game. I don’t mean to actually increase tick rate/the speed that time passes at, but rather to reduce how long the game takes overall. Right now, runs take a minimum of about 40 minutes(probably more with reworked commencement) and sometimes there just isn’t enough time for that or you don’t want to go through the whole thing in one sitting, especially seeing as there isn’t a save feature.

The aspect of the game that takes the most time is probably the looting, so that’d be the main thing to cut down on I think. This would probably have to be compensated for in some way to not make the game too easy.

Other notable time sinks(not suggesting that all should be reworked in this theoretical mode, just bringing them up. Many are that way by design and probably shouldn’t be changed):

Charging the teleporter

Commencement and mithrix fight

Getting legendaries on stage 4

Playing through the game when other players in multiplayer have died

Void fields

3d printers and scrapping

Aqueduct buttons

barren field
#

!feedback

Bring back the chef from Risk of Rain 1 to Risk of Rain 2. Have him have the same moves, but update them for a 3D plane. Have a similar method of unlocking.

little barn
#

!feedback

FeMA Breaker [Legendary]
with great mass comes one big fking punch

• Gain "Force" status effect through increase max health, attack speed, and movement speed
• Force status effect increases base damage by small exponential numbers, allowing for things to scale well with time

This item is generally very good on all survivors who synergize with tanky builds, high rate of fire builds, or a little bit of both. Very good with PSGs, pearls, and infusions

The name comes from the equation F=MA (Force equals Mass times Acceleration), which implies that this item does so much force upon an object, that it breaks the very physics equation that created it in the first place.

rocky bay
#

!feedback show range of captain’s microbots like focus crystal

hollow basin
#

||!feedback||
Incandescent Bulb [Green]
It needs power

• Amplify your damage based off of how much shield hp you have
• Gain 8% of your health as shields (only for first stack)

The math and numbers are up to debate, but for simplicity's sake, every 1% of your health that is shields gives you a 0.5% damage bonus (+0.25% per stack). This would make shield health more than a liability and would allow for Transcendence based playstyles to shine by being able to trade the sustain of health for some extra damage. This is roughly equivalent to how N'hukanas gives you a damage boost for your healing received. For example, having 1 incandescent bulb with 3 personal shield generators would give you a 16% damage bonus. If your shields are damaged, the bonus is reduced proportionately.

wind laurel
#

!feedback
when you get frozen if you get hit reduce the remaining time you will stay frozen

little barn
#

!feedback
(Server feedback)
how would you guys feel about a bot that says the stats and stuff about an item
you would activate it by doing something like !item [item name] and the bot would respond with a link to the wiki, or some stats

for instance, !item Paul's Goat Hoof brings
Pauls Goat Hoof: Common item
Pauls_Goat_Hoof```diff
+) Increases movement speed by 14% (+14% per stack)

Wiki Link: https://riskofrain2.fandom.com/wiki/Paul's_Goat_Hoof

It wouldn't be too hard to code, just a bunch of "if receive" messages (probably could be made easier, tbh) and would help new players out tremendously

and could also add cool and important facts about the items, such as "Tougher times scales hyperbolically" or "Rose buckler is better utilized on survivors who are *agile*, meaning they can continue sprinting while attacking".
sweet comet
#

!feedback
Item Idea
Ace of Spades [Red]

Stats:
Gain the ability to "critical strike" 1 (+1 per stack) additional times
Gain 15% crit chance

Function:
This item's works as when you have a 100% crit chance, any additional crit now acts as a chance to crit again, doubling the already doubled damage from the previous crit. It does not mean that every hit has a chance to crit multiple times, only if you have more than a guaranteed crit.

It basically bumps the logical crit cap you should have in a run based on how many of these things you have, while not being too game breaking because of the amount of crit giving items you would have per run; as well as being balanced by being a red, thus rare.

Appearance
It would add a small band around the head of the survivor that picked it up, with said band having an Ace of Spades card in it; similar to the cards in US soldier's helmets in Vietnam.

Why?
An interesting item for mid to late game runs, giving a reason to grab more than 9/10 Len's-Makers, keeping an Optical HUD, and even still trying to get behind enemy's backs as Bandit to slap 'em something fierce, while not breaking damage entirely due to the crit required. Furthermore, the flat +15% crit chance given by the item means you don't want to headbutt a belt sander when you get it as your red after farming in Abyssal Depths for 15 minutes. That and I like big red numbers.

sweet comet
#

!feedback
Item Idea
(This is an updated version of a previous item I suggested here: #ror2-feedback-and-ideas message this version takes a different approach to an idea I had previously when thinking about over 100% crit chance)
Ace of Spades [Red]

Stats:
For every 1% "critical strike" chance over 100%, increase "critical strike" damage by 1% (+1% per stack)
Gain 15% crit chance

Function:
This item would function as a total damage bonus, as in it takes whatever the crit's damage was and add on 1% of that damage.

Appearance:
It would add a small band around the head of the survivor that picked it up, with said band having an Ace of Spades card in it; similar to the cards in US soldier's helmets in Vietnam. Once this item is able to proc; reaching over 100% crit thus activating the bonus, the card has a very minor glow to it, as well as a spades symbol in the bottom left of the screen next to the rest of the status effects,

Why?
Gives a reason to grab more than 9-10 Len's-Makers, keeping an Optical HUD, and even still trying to get behind enemy's backs as Bandit to slap 'em something fierce, while not breaking damage entirely due to the crit:bonus damage ratio. Furthermore, the flat +15% crit chance given by the item means you don't want to headbutt a belt sander when you get it as your red after farming in Abyssal Depths for 15 minutes, or going through a nightmare in the Void Fields.

That and I like big red numbers.

sharp monolith
#

||!feedback||

New Item: Lunar Blade of Mass (Lunar)

Stats:
Multiplies damage by 4x (+1 per stack (4x, 5x, 6x, etc.)) when enemy is close. Sets player speed to 2.33 (1/3 base speed). Cuts the effects of speed-boosting items by 1/2 (+1 to the denominator per stack (1/2, 1/3, 1/4, 1/5, etc.)

Appearance:
The swords found on commencement

Why?
IDK other than I thought the swords of commencement were cool

open tartan
#

!feedback
Harvester's Scythe: "Gain 5% critical chance. Critical strikes heal for 2 (+1 per stack) health per 100% damage." Heal is still affected by procC as normal.
For example, Double-Tap crits (200%, procC 1) heal 4 (+2/stack), while Kuckleboom crits (640%, procC1) heal 12.8 (+6.4/stack).

  1. Scythe works more evenly between fast-attack survivors and heavy-hit survivors, giving survivors like Acrid and Loader more durability in melee.
  2. Leeching Seed is better for fast-attackers until around 25%-50% crit chance instead of 12.5%-25%, making it more relevant in the early stages.
fathom fossil
#

!feedback

Once you beat the game as Commando on Rainstorm (or some other reasonably hard unlock condition), he gains a passive that is simply "start with a Recycler". This is great because he needs some variety, the Recycler is a great equipment for the very beginning, and it is an interesting way to reward a player who has the game knowledge to discern the usefulness of items for Commando. This is entirely analogous to Issac in the Binding of Issac, where the very bland starting character suddenly has a rerolling active item that is very powerful in the right hands. If this is too powerful for multiplayer, create a new Commando specific equipment that binds the rerolled item to the user of the equipment.

urban tendon
#

!feedback

Change the color of mercenary's sword to red on the alternate skin. It would better match his red theme imo and would be more noticeable in game than just the change in headpiece

fluid cairn
#

!feedback
Additional captain utility alternative, Laser: pick a point to target and Immediately a laser from above starts dealing constant damage to that point lasts several seconds. Not much splash damage and doesn't proc things well. Sort of a "small" option to the other twos "medium and large"

proper heart
#

!feedback
A boss rush mode on the alternate gamemode tab that would require 5 lunar coins to play. The gamemode would have you be on small sized versions of the normal maps with teleporter in the center, with no enemies spawning, except for the enemies spawned by bosses. Activating the teleporter would only spawn the boss, which after being defeated drops a guaranteed yellow item and 2 white items. This could also include unique bosses that don't appear anywhere else, and that could thematically not make sense. Such as the stone colossus or providence.

little barn
# proper heart !feedback A boss rush mode on the alternate gamemode tab that would require 5 l...

!feedback
thanks to the suggestion above for the idea :)

create a Dauntless-like game mode where you fight singled out monsters with more (double, triple, idk) health and damage. The maps would be similar to Dauntless' too where they're small islands.

For the risk of rain bosses, each island can be based on an environment that already exists in the game that they spawn from. Grovetender would spawn on a mini Scorched Acres map, AWU would spawn on a mini Siren's Call map, etc.

For those that don't know, Daunless is a monster hunter game where you travel from floating island to floating island fighting against monsters with cool abilities. To my knowledge, it's not a roguelike, so there would have to be some differences (which is honestly good, given IP rights and the general gameplay loop not fitting as snugly into the Risk of Rain template), but in general would be a very fun game mode

hybrid current
#

!feedback

If you die with a ukulele in your inventory it should have a chance to say “your music was electric”

candid mural
trim star
#

!feedback
Something I wanted to suggest for a while is a buff to teleporter bosses. It stands to reason that once you're in the late game and chocked full of items, everything in the game proceeds to die with a mere blink, making Mithrix the only thing in the game to pose a challenge to looping players (provided his few frames of vulnerability before phase 4 aren't exploited).

So I wanted to suggest something that could make teleporter bosses reasonably deadlier: Boss Armor.
For those who haven't played The Binding of Isaac Rebirth, Boss Armor is a hidden buff given to the game's end bosses (specifically the DLC ones) that increases their defense based on your damage output. Now one can reach octillion amounts of damage in Risk of Rain 2, so here's how I'd propose to do it.

Introduce a Director that stores a scaling pool of Armor. For every item in the player's inventory, the pool gains 1 point of Armor which is given to the teleporter boss. If multiple bosses spawn via mountain shrines or multiple players, the Armor is divided between the bosses as evenly as possible. This would add a reasonable amount of challenge to the late game without gimping people in the early game, as well as let people who'd prefer not to play with artifacts or on eclipse get a good level of challenge.

For more info, I'd say look here since this is where I got this idea from: https://bindingofisaacrebirth.fandom.com/wiki/Damage_Scaling

Binding of Isaac: Rebirth Wiki

Damage scaling is a mechanic introduced in The Binding of Isaac: Afterbirth to provide a more challenging experience to the players, enabling some enemies to retaliate against high damage attacks by deploying an "armor" of a sort. The more damage dealt to such an enemy in a short period of time, the more it gets reduced, offering an approach to ...

cosmic skiff
#

!feedback

Implement a cursor feature for console in the menu area, so when yiu hover over your items you know exactly your chances and your damage etc. And alloe the D-pad to be used along eith the joysticks, the amount of times ive misclicked an item while messing around with command is uncountable

river quail
#

!feedback

Change artificer's attacks that apply the standard ignite debuff into immolate instead. Seeing how bandit has a debuff thats just bandit exclusive bleed, why can't arti have an arti exclusive ignite?

This would also be a nice indirect buff when using death mark.

hollow basin
#

||!feedback||
Consider adding more environmental dangers and factors into the existing maps, like the unused tar lake in Abandoned Aqueduct. Things like this really make all the maps feel more unique, and add new threatening environmental factor to play around.

boreal ingot
#

!feedback
Give Mercenary's Mastery Skin a red lazer sword instead of the original blue one, fits more with the color of the mastery skin

little barn
#

Stone Heart [Lunar]
a stone so solid, it could never change

+) max health reductions won't affect your health
-) max health increases won't affect your health

This would be amazing with shaped glass, but really dangerous as well, as you wouldn't be able to make your survivability increase with infusions or bison steaks

Notes: If paired with transcendence, your health will still turn into shield, but you will not receive the +50% max health

safe prairie
#

!feedback
Lower the credit cost of Parents. With less than half the base HP they debuted with, their low spawn rate doesn’t feel as justified anymore.

fickle warren
#

!feedback Bring back the groovy Stone Golem trio easter egg.

rugged nova
#

!feedback

make queens gland summon a small beetle queen instead of a beetle guard because currently queens gland is very bland and has almost no use however a beetle queen is actually able to attack flying enemies and not just a meatshield

unreal jolt
#

!feedback

Give elite aspects their own logbook entries that explain the origins of each elite in mithrix's point of view. Elite aspects dont show on logbook until they're collected
(They show up as yellow-ish red,at the very end of the items section,right after the equipments.)

vague hamlet
#

!feedback

Give the Wisp-type Lunar Chimera the same treatment as the Greater Wisp (can be shocked, stunned, etc.).

cerulean tinsel
#

!feedback
Add A Unique Red Item Gimmick to Sundered Grove
Sundered Grove is really only known for being an even bigger, more natural, and emptier Abyssal Depths. It doesn’t have the originality of Abyssal Depths, simply copying the guaranteed legendary chest, or the unique egg gimmick and design of Siren’s Call. Thus, I propose giving it a completely unique way of acquiring the red item, in order to differentiate it more from it’s alternates. This could be something like gathering water barrels to water a plant that blooms open like a chest, with hordes of mini mushes spawning whenever you grab one, or something else nature themed.

eager wyvern
#

!feedback

a very small amount of I-frames, like 200-500 miliseconds, or enough to jump once, upon hitting the one shot protection (OSP) threshold, because I think it’s a lil counterintuitive to have OSP and have single enemies that completely ignore OSP by having 2 instances of damage in an instant, ex: elite mushrooms, blazing golems, elite elder lumarians, etc.

faint gyro
fiery fjord
#

!feedback

This is a blood shrine

short pendant
#

!feedback Currently, getting the headstompers often feels like a hindrance. If, for example, you want to open a chest that's on a slightly elevated surface, you'll have to wait longer for your character to land because of the boosted jump height, which is just annoying. Another annoyance is jumping out of the charge zone while dodging the pillar of design shockwaves.

I suggest that, with the headstompers equipped, tapping the jump button results in a standard jump, and holding the button will cause you to rise until you let go (up to the max jump height). This way, you're given more precise control of exactly how much extra height you get per jump, which would be much more flexible than the current flat jump height increase.

ancient owl
#

!feedback increase the amount of lunar coins you gain upon obliteration or beating the game if you are on monsoon, just to reward higher difficulty

main goblet
#

!feedback let the people on console in their game that there is no ETA on the console update or something. or let them know in the discord.

near nova
#

!feedback

make the pillar of blood block healing and ignore any sort of defense against it, because in it's current state its basically a free pillar that deals negligible damage.

hard gate
#

!feedback

(Original idea from @void chasm)

Give some items that don’t have easily apparent effects some kind of visuals. Some items like the Repulsion Armor Plating(Repulsion_Armor_Plate ) or Rose Buckler(Rose_Buckler ) are very powerful, but underused due to how hard it is to get a feel for their effect, and their usage would benefit from some kind of visual. An example would be if a certain portion of your health changed color to indicate the damage you would have taken had you not had repulsion armor plating/buckler. Alternatively/additionally there could be some kind of auditory indicator when a certain amount of damage is blocked , or you would have died without those items, etc.

Topaz brooch is an example of an item with an effect you can feel; your entire healthbar literally fills up with barrier as you use it. Things like brainstalks, or soldiers syringes, all feel very impactful, and if some of the items that feel worse were given better visual/auditory design it could really help players trying to gauge their usefulness.

hushed aspen
#

!Feedback

With artifact of sacrifice on, when an enemy drops something and it goes down into who knows where, make it so it spawns back on something so you don't just have to stare at it fall into the abyss and you can actually get the item.

river lily
#

!feedback

Make Captain's M2 an AOE bubble shock instead of a single tazer shot, but increase it's cooldown and make it do no damage. It feels extremely lackluster ATM and I see no reason to use it considering it can't stun bosses. The aoe could be the size of the tazer beacon range, but it only zaps once. All of the other Captain abilities outshine this one, so it could use a buff or just have an alternate unlockable AOE version.

fallow arrow
#

!feedback make mecenary, huntress, acrid and commando faster than the others

dim hamlet
#

!feedback

Essence of Heresy should be placed inside of the character (essentially making it invisible) and faintly glow blue. Right now the heart just floats around the body doing nothing. This really emphasises the corruption/heresy the item gives off

wind laurel
#

!feedback
GIVE CAPTAIN A NEW M2!!!

sharp monolith
#

||!feedback||

In its current state, Beetle Gland is scrap past stage three. The beetles just do not do a lot. I propose that, instead of summoning a Beetle Guard, the survivor summons a baby beetle (the flying ones with the debuff launched by the Beetle Queen) that home in on enemies periodically and inflict the beetlejuice debuff (the same one received from actual Baby Beetles) in an AOE (the same way they work in the Beetle Queen fight, only more frequent)

pliant swan
#

!feedback (this has been said before, but it hasn't gotten the attention it deserves so bear with me)

Give different survivors different move speed based off their heaviness.

  • Characters like huntress, commando, and mercenary, should have slightly higher move speed. They're characters who should feel a lot lighter so they should have a slightly higher speed than the rest of the cast. Plus their health is a lot lower than others so they should be able to have a **small **increase in mobility.
  • Medium weight characters are up to interpretation, but I believe that bandit, artificer, acrid, and engineer fall into this category. They would get a tiny mobility increase.
  • Heavier characters like loader, mul-t, rex, ||heretic,|| and captain would** stay at the normal** speed as they are right now.
gilded iron
#

!feedback

i want to help artificer so bad so here's a proposal for a new utility! A horizontal boost from the env suit spitting low damage fire from the back. @pliant swan recommended adding a touch of movement to it as well, influencing the boost in all directions by a slight amount to help differentiate it from other movement skills. I think it would help artificer a lot by picking up her lacking horizontal mobility in exchange for some of her execute and aoe power from the wall.

safe jacinth
#

!feedback I've got an idea for a red item that converts damage into hits, I'll call it N'kuhana's Gifts. Essentially, it would fire an orb that hits your target once for every certain amount of damage you do. For instance, Loader's charged gauntlet does 2700% damage. If we say that every 100% damage fires an orb, This item would then shoot out 27 homing fireballs on hit that each do minimal damage but count as a hit that can proc daggers, leeching seeds, etc. The damage threshold could easily be adjusted for balancing purposes, of course, but I think this could be a fun way to proc on-hits for characters like Loader or Acrid, or with Captain's shift.

little barn
#

Bloodlust [Lunar]

+) Triple your max health
-) All healing items stop working, save for regen and related items

+) Killing an enemy gives you their max health

Stacking the item would give you a small percentage of max health, and less healing on kill
cursive hare
#

!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!

vague hamlet
#

!feedback

Pillar of Soul: Reduce the progress decay so that it is only 50% as fast as the progress gained.

As it stands, it feels incredibly punishing to lose so much hard earned progress in such a short amount of time, especially taking into account that the zone gradually shrinks and other factors can make the base zone smaller.

inner marten
#

!feedback

Make the first musical loop of "A Glacier Eventually Farts (And Don't You Listen to the Song of Life) (The Void Fields OST) Contain the Werner Herzog Voiceover, in the OST variant, with further loops of the song playing the instrumental version.

The voice-over is really interesting, and ties the abstract and strange nature of the song together, which perfectly reflects the enviroment it plays. Overall, it'll make the environment more unique, as it already is, from the rest of the enviroments.

little barn
lunar slate
#

Add chef

ancient owl
hexed jewel
#

!feedback add lodr

safe prairie
#

!feedback
A shrine on Scorched Acres that functions similar to Imp Altars from the first game, but summons small wisps that flee from you.

Rallypoint Delta is unique in 3 ways: (1) Timed security chest (2) Shrines of Order and (3) purchasable fans as jump pads. In comparison, Scorched Acres has no unique set-pieces and could use something new.

From the wiki: When an Imp Shrine is activated, it will spawn five (up to 17 with 5 players on Monsoon) non-aggressive Tiny Imps, who will attempt to run away from the player. Killing all five in a certain time limit will spawn an item at the Shrine. If they are not killed they despawn. Activating the Imp Shrine twice breaks it, regardless of how many items it spawned.

minor gate
hollow basin
#

||!feedback||
Add some sort of jump pads to Wetland Aspect, as this map can be quite tough to get around to explore all its nooks and crannies compared to the alt stage Aqueduct, especially for survivors with few mobility tools on stage 2.

If you want the jump pads to be unique, they could be really springy looking plants that don't launch you in a fixed direction like other jump pads but give you a large vertical boost while conserving your momentum so you can use them more creatively to get to different places.

little barn
#

thanks to AJarl for reminding me that I wanted to send this in feedback

The jump platforms in the game make little to no sense. Yes, they do their job in flinging you large distances, but you can't control your tradjectory at all. In fact, the only way to change which way you're going is by landing, then jumping and hoping you didn't lose all your momentum

It seems like there was probably a system in place that was a coded "guaranteed outcome" where no matter what buttons you press, you'll always land very close to a very specific point. This is extremely noticeable in Sundered grove and the bounce pad that goes through the tree trunk (and goes over the lunar altar that spawns there sometimes), and on commencement.

As much as I think these two jump pad locations are fine, all the other ones should be changed so it only gives you a boost in a certain direction instead of forcing your jump outcome. It messes with mobility options for those that don't have a lot, and in general feels very janky compared to most game's jump pads

hot palm
#

!feedback
Make it so Command Essence has different shapes based on tier. This was a really nice aspect of RoR1 and it was fun seeing the red items so big and fancy.

This also helps with another issue people have brought up with colorblindness. If the different tiers are different in a way other than color then it's less of a handicap. Plus this can be expanded into differentiating things that look identical currently, like Aspect drops looking indistinguishable from normal equipment, or Lunar Items vs. Equipment both being blue.

little barn
#

Add a "custom" difficulty setting.

When selected, an extra menu pops up with sliders. These sliders can effect gameplay in their own ways

• Enemy scaling
Very straight forward, very simple. Can go from -100% to 100%

• Natural regeneration
Also very straight forward. -100% to 100%. Setting to negative gives negative regeneration

• max enemy count
Can't imagine what this would be /s. -100% to +100%

• enemy armor
Increases armor for enemies that spawn with it. -100% to 100%. Setting to negatives removes that armor for a minimum of 0

• holdout charge rate mulitplier
Holdouts are basically just all the teleporter events. The normal portals, pillars in commencement, and the final ship charge up. 0 to 100. Setting to 0 makes the teleporter not able to be started at all

There are so many more possibilities, but these are just the ones that came off the top of my head

leaden shore
#

!feedback

The original idea, above is a rushed one from another party after I put my idea out there
Add an advanced difficulty adjustment option on the character selection menu, after beating mithrix once. It disables achievements.

Stats available to change should include but obviously not limited to:

Base Regeneration multiplier (from Drizzle/Monsoon difficulty)
Enemy gold drops multiplier (from eclipse 6)
Extra/Negative base armor (from Drizzle/Monsoon difficulty)
Maximum enemy level (Based on a wide array of requests)
Enemy spawn radius (It has a massive amount of impact on a lot of things and internal balance)
Blue orb base spawn chance (Reduces time on stage if you don't need to go our of your way of hitting a newt altar)
Blue orb spawn chance multiplier per spawn (Current is 0.5, as in you get 50% chance of blue orb naturally spawning with each spawn already occurred in current run, forced or natural)
Non-guaranteed Newt Altar spawn chance
Enemy Speed multiplier (from Eclipse 4)
Enemy cooldown multiplier (from Eclipse 7)
Fall damage multiplier
Ally starting health multiplier (from Eclipse 1)
Chest cost multiplier
Drone cost multiplier
Shrine cost multiplier
Chest spawning cost multiplier (director credit cost)
Drone spawning cost multiplier (director credit cost)
Printer/scrapper spawning cost multiplier (director credit cost)
Shrine spawning cost multiplier (director credit cost)
Starting gold at stage 1
Starting gold on each stage (% value based on normal chest cost)
Ally healing multiplier (from Eclipse 5)

sour falcon
#

Hopoo plz...

pliant swan
boreal ingot
#

!feedback Buff the elite aspects, as it has a very very small chance for an elite monster to drop them on death. Currently, some of the elite aspects like the Spectral Circlet are very underpowered compared to the normal equipments that the survivor can obtain from equipment chests. Edit: spelling

little barn
#

Kronos' Sickle [Lunar]

Give enemies a permanent debuff until death called "Trauma". Stacks on hit.
+) +20% total damage per debuff; stacks exponentially
-) Reduce damage-inducing skill's damage to 1 hit point (does not affect base damage)
inner marten
#

!feedback

Probably been suggested before but oh well.

Give Commandos suppressive fire a damage buff of some sort, like 150% or so, as of now, it's only a stunning m1, that doesn't level well in the endgame, and is outshone by grenades in every aspect. Giving it a damage increase would make it feel more powerful and give it a place for consideration

open tartan
#

!feedback
In a crazy twist, at ambient level 99 I activated a combat shrine just as a wave of Grandparents was spawning, summoning a second wave that arrived within a fraction of a second of the first. The one-two knockback combo of multiple Grandparents each sent me high enough to get to the lowest of these rocks, and some Hopoo Feathers and Smoke Bombs later I managed to get to the highest.

It'd be neat if there was something hidden up here.
verbal summit
#

!feedback
(manual?) Idle animations for all the survivors. (Especially Engi, sitting cross-legged on a bungus build)

strong spruce
#

||!feedback||

Alternate Primary for Commando.
Commando could have some sort of gun with a higher fire rate, with lower damage and proc coefficient. In all other respects it would be the same, so overall it would be a risk/reward decision. You’d be trading consistent proc rate for more chances to proc.

little barn
#

!feedback kjaros band and runalds band should be next to eachother in the log book

frozen hazel
#

||!feedback||
Guarantee a cleansing pool on commencement, on a small island lower than everything else.
Why?
Not only does this kind of fit lore reasons, it rewards safer players who drop by pod island and dump their stuff in hopes of an irridiant. It shouldn't be so rare to find these things against mithrix, they're a real help.

hollow basin
#

||!feedback||
Commando Passive
Adaptive

Commando gains a 3 second 20% attack speed increase after using a unique ability. This effect can stack, but extra stacks do not refresh duration.

This means that if he wants to keep up the extra attack speed, he must continuously keep using different abilities, as using the same ability twice in a row will not activate the attack speed bonus twice since a different ability must be used in between them. This will help him feel like much more than an M1 holding machine, and good Commandos with items like Backup Mag, Alien Head, or Afterburner who continuously rotate abilities will be able to constantly take advantage of the boosted fire rate, even gaining several stacks at once for busts of crazy rapid fire. Numbers are just suggestions.

strong spruce
#

||!feedback||

Boss Item Change
Make boss items a chance to drop from the actual boss, therefore giving a point to non-teleporter boss spawns and not taking away a green item for a potentially bad boss item. The drop chance would be low, but still reasonable.

timber ice
#

||!feedback|| Instead of just elite elder lemurians, make Kjaro and Runald an actual boss. With a healthbar and custom models and everything.

civic lava
#

!feedback For when Capitan is unable to use their utility in the hidden realms, maybe his utility could be replaced by a simple mobility move, him jumping in the air and firing the shotgun downwards providing a small amount of vertical mobility and damaging enemies under the blast.

little barn
#

!feedback

Adventurers Hat [Uncommon]
only through experience will you know how to defend yourself against the greatest threats

On Elite or Boss Kill: Gain +5 (+5 per stack) armor

Armor resets on teleport```
sharp monolith
#

||!feedback||

The survivor you played as on a run you have lost, on both Eclipse and regular runs, should be the default one either selected (normal runs) or hovered over (Eclipse runs)

queen plover
#

|| !feedback ||
Let the Crowdfunder “activate” upon reaching full spin. This prevents spamming Q over and over to retain a permanent War_Horn buff while still allowing the item to be used with the best equipment in the game

little barn
#

!feedback

It would be funny if the most recent survivor you died as is the one who's body is face down on the ground on the title menu

crimson lotus
little barn
#

!feedback

'A'a Rock [Legendary]

Critical hits rupture enemies, causing them to take 25% (+25% per stack) extra damage from attacks for 4 (+2 per stack) seconds

+5% critical hit chance```

'A'a is a type of lava rock that hardens in a rough, porous pattern. Commonly very coarse when walking on, and leaves anyone on it very susceptible to cuts, like most rocks are.

Since the Risk of Rain lore doesn't have many earth-based aspects, `'A'a` can be changed to another name that is a native language on Petrichor V, or something like that.
sharp monolith
#

||!feedback||

There are certain items that make Void nearly or absolutely unbearable. I suggest these be removed from the spawn pool (unless they already have been):

Tougher Times Tougher_Times
AtG Missile Mk. 1 AtG_Missile
Kjaro's Band Kjaros_Band
Runald's Band Runalds_Band
57 Leaf Clover (when on-hits are in Void)Clover
Dio's Best Friend (mainly the invincibility)Dio
N'kuhuna's Opinion (when paired with healing items)Nkuhanas_Opinion
Unstable Tesla CoilTesla

There are also certain items that are virtually or absolutely useless, potentially barring multiplayer. I suggest these also be removed (unless they already have been):

Backup MagazineBackup_Magazine
Cautious SlugSlug
GasolineGasoline
Monster ToothMonster_Tooth
Topaz BroochTopaz_Brooch
BandolierBandolier
Berzerker's PauldronBerzerkers_Pauldron
Death MarkDeath_Mark
Fuel CellFuel_Cell
Ghor's TomeGhors_Tome
Harvester's Scythe (when not paired with Lens-Maker's Glasses)Harvesters_Scythe
InfusionInfusion
Rose BucklerRose_Buckler
UkuleleUkulele
WarhornWar_Horn
Will-o'-the-wispwillowisp
Frost RelicFrostRelic
Happiest MaskMask
Hardlight AfterburnerAfterburner
Interstellar Desk PlantInterstellar_Desk_Plant
Resonance DiskResonance_Disc
Sentient Meat HookSentient_Meat_Hook
Soulbound CatalystSoulbound_Catalyst

hollow basin
#

||!feedback||
Add a chance for heavy rain to occur, with loud lightning and other cool thematic effects. The true beauty of it can be seen here:
#gd1-nullified message

fossil basin
#

!feedback

The Huntress' piercing unlock description is misleading. Consider changing it to "Take no damage in Rallypoint Delta or Scorching Acres" rather than "Start and finish either Rallypoint Delta or Scorched Acres without falling below 100% health."

The way it's worded makes it seem as long as my shields take the hit and my health bar doesn't go below 100% to get around the unlock clause which isn't the case.

sharp monolith
cosmic skiff
#

!feedback

Artifact Of Clairvoyence:

Enemies no longer gain health between stages but neither do you

sharp monolith
#

||!feedback|| (suggested by @cosmic skiff)

Artifact Of Control:

Move at incredibly high speeds but you can only cause damage through collision

ornate pagoda
#

!feedback

For every extra egg nest killed past the 6 necessary to summon the Alloy Worship Unit, it moves 5% faster and takes 5% of its max HP as damage.

It's very satisfying to break the eggs, but it's disappointing when it has no effect past 6.

unreal jolt
#

!feedback
Special monster events (like the air burning forcing only wisps) add visual effects to your run such as random shock effects for jellies and embers floating around for wisps

split pike
#

!feedback

A unique red item Gimmick of Sundered Grove (Expanding the idea from @cerulean tinsel )

Instead of having a legendary chest spawn at 1 of the 5 locations, spawn a red printer at 3 of the 5 locations instead. There would be an interactable/shrine at a fixed location of the map, and upon activation of which would increase the damage of all monsters within the teleporter radius (by design, this can be overcame with Focus Convergence and skillful play). If the teleporter is completed, it would reward red scraps instead of green items. The amount of red scraps is increased if multiple players are in the game, or if additional mountain shrines are activated.

This makes Sundered Grove unique because it would be the only map with multiple guaranteed red item printers, which promotes player agency. The change also rewards skillful players who dare to take on strengthened monsters for red items, as well as rewarding ballsy players multiple red items if they dare to add an extra challenge of the mountain into the mix.

cerulean tinsel
#

!feedback
Add a Hopoo Fruit Fruit to Scorched Acres

?

As an alternate to Rallypoint Delta’s Preon Preon . This could be found in a garden, that becomes scorched after ten minutes have passed, to keep with the theme of scorched acres. This would give more of a reason to actually go to Scorched Acres, as the option of getting a Preon almost always outclasses the nothing you get from Scorched Acres, and makes it feel more worthwhile to actually get it randomly.

pliant swan
#

||!feedback||
After talking to @split pike and @cerulean tinsel about the Sundered Grove red item, I think there's a better solution that stays true to the lore and also (hopefully) isn't annoying and stays rewarding for the effort you put in.

The stage is about growing things, is it not? It's a grove after all. There should be some saplings, flowers, mushrooms, or something that you can grow. This can be done by charging it like a teleporter of some kind, or maybe it's got life leech that leeches health off of you and grows itself off of that (similar to the pillars of blood). This growth wouldn't take very long -- think 4 focused convergences type speed I guess. The woodland sprite could give some bonus to the growing event for lore purposes.

There would be 3 of these growing events that spawn at 3 of the 5 locations where the legendary chest can spawn. After growing the first area, you are rewarded with a green item. After the second, another green. After growing the third, you receive a red item. To clarify, you would receive items in a Green > Green > Red sequence.

Sundered Grove is a fairly annoying stage to deal with. It's large and has some awkward nooks that seem to make the stage double in size. The purpose of this idea is to reward the player a little bit more with the extra 2 green items. Hopefully, the growing event would be something you complete as you traverse the map rather than actively seek out.

split pike
#

!feedback

Artificer alt utility: Pillar of Flame

12 second cooldown

Summon a pillar that deals 800% damage (proc coef = 1.0) and ignites. The pillar remains for 5 seconds and continuously damage monsters around it for 100% damage per second (proc coef = 0.1). The pillar would propel all airborne allies upwards while preserving their initial momentum.

This ability is a strong alternative to the already great snap freeze, while also being a useful vertical mobility tool for both you and your team.

ps. the pillar itself has a small radius but a larger height, making it suitable for dealing with flying monsters. Its height also indicates how far up it will propel you.

pss. it would also be cool if the pillar is summoned at an angle if placed on a tilted a surface, and it propels you into the direction that it's pointing.

round hill
#

!feedback
fix the lunar shop refresher being able to re-roll the same items
(example: Transcendence --> Transcendence)

dim hamlet
#

!feedback
An Escape the Planet Objective. This objective would always be persistent throughout the run, only being ticked off when either obliterating or winning the game.

indigo coyote
#

!feedback Celestial arena: Fight yourself in a past run that obliterated or another player that did the same. To balance the pvp, both players get to choose the items that both of them will have. Winner takes all items.

keen field
#

!feedback
How about a guaranteed scrapper when visiting sky meadows near the crashed ship. This would make people get rid of items like N'kuhanas if they don't want Mithrix to have them. This could be very useful given scrappers only appearing randomly. With that change players wouldn't need to loop just to hope for a scrapper on another stage.

azure sorrel
#

!feedback
although this is already a mod, have the elite equipments give players 1.25x damage, and 1.5x hp
its difficult to find a use for elite equipment since they are rare and only 1 is considered a good pick
this would allow for them to be somewhat useful but not break the game compared to the mod (which does 2x and 2x respectively)

keen nymph
#

!feedback
after not collecting from the timed chest in rallypoint, can it like explode or something after about 30 minutes or so? I don’t want to loop and be reminded about how slow I am

little barn
#

!feedback loaders meant to be a heavy hitter, probably the heaviest character in the game; her primary right now feels pretty wimpy especially in the early game, i'd like to see a change to loaders overall weight and the feel of her attacks so it feels like you're doing some serious damage. something as little as a sound change could make the difference.

hollow basin
#

||!feedback||
Artificer Alt M2
Inferno Blade

Artificer charges up an incendiary attack, which upon release fires a devastating horizontal blade that pierces all enemies hit and lights them aflame. Charging up the Inferno Blade more increased its damage, speed, and width. The Inferno Blade travels infinitely and is not affected by gravity, traveling though all terrain. Charging the Inferno Blade all the way takes 3s (1 extra second than other secondaries) and deals from 600%-3000% damage, along with igniting enemies. These numbers are just suggestions.

While the nano bomb excels at damaging clumps of enemies and Ice Spear can penetrate several in a line, the Inferno Blade cuts a wide swath through the battlefield at enemies less grouped up, at the cost of taking longer to fully charge for max damage and not having the AoE prongs of Nano Bomb or the Execute of Ice Spear.
||Inspired by the Destroyer Blade from Doom Eternal.||

harsh tartan
#

Good morning to everyone at Hoppo. Im contacting you guys so i can offer some reworks for certain items and some ideas for NEW items that myself and many others would like to see. So the lets start. Reworks: -Crowbar/ Deal 100% more damage (50% more damage per stack) to enemies BELOW 60% health.
-Focus Crystal/ Deal 15% more damage (15% more damage per stack) to enemies within 15 meters (2 more meters per stack) of player.
-Tri tip dagger/ 20% (15% per stack) chance to BLEED an enemy for 250% (50% per stack) base damage. -Warbanner/ Gain a 10% (5% per stack) boost to the following stats. attack, attack speed, movement speed, armor. -Pauls goat hoof/ increase movement speed by 25% (15% per stack.)
-Backup magazine/ add +2 (+1 per stack) charge of your secondary skill. -Armor piercing Rounds/ Deal 30% more damage (15% per stack) to bosses AND Elite enemies.
-Fresh meat/ increase base health by 5% (2% per stack) -Repulsion Armor/ reduce all incoming damage by 25 (10 per stack)

main goblet
#

!feedback

In the Logbook, I would like to see an option to see the survivor with and without the mastery skin so it's possible to see the whole skin without interruption from enemies/poor lighting in the character selection menu. There could simply be a button to toggle the skin on and off.

sharp monolith
#

||!feedback||

Make Loader's Thunderslam have a larger radius the higher you come down from

lunar pike
#

Quality of life : When using the scrapper hovering an item before scrapping should display its effect. (Don't know if it's already the case on PC, on Switch it isn't for now)

leaden token
#

!feedback
There is quite literally no reason to run Rex's robot abilities other than in E8. It's a cool idea from a design standpoint since he's half robot half plant, but the robot skills are just ridiculously weak. I suggest they buff the robot skills so it deals damage comparable to the plant skills, but using robot skills weaken yourself

cinder holly
#

!feedback
Some ' playing hours or stages required ' as intro tutorial in local mode before being able to play multiplayer.
No reason to being there trying to finding a good multiplayer game between super noobs players. Playing with the captain together with 3 noobs commands in medium or hard level ?.

lunar pike
#

!feedback

Idea : Would be cool to have challenge run like in Binding of Isaac. This would be special run with custom effects.

Examples :

  • Drone only run : a run where everything you can pick is a drone (or drone related item).
  • Healing only : all item you get are life/healing related.
  • (easy run) All you get are legendary / boss items.
  • Boss only : every enemy that spaws is a boss.

(Sorry if it has already been submitted / rejected)

soft mural
# dim hamlet !feedback An Escape the Planet Objective. This objective would always be persist...

!feedback
Expanding on this idea, the escape objective should:

  • Be crossed off (or have a cross in the tick space) when you die (or when all players die in multiplayer)
  • Shatter when you die after picking up a Shaped Glass or with Artifact of Glass on
  • Fade out upon obliteration
  • Remain there after :Beads_of_Fealty: obliteration's Scavenger kill (or have a question mark in the tick space)
    Just little fun details I'd like to see
unreal jolt
#

!feedback
I dont know what the "screen going red when taking damage" mechanic is called,but i'm just going to call it "blooding"

Rework the screen blooding so that;
-it triggers less with rex's self-damage abilities,or doesn't trigger at all
-the severity scales with % damage taken
-when you're burning,you see mild flames instead
-DOT's toggle it instead of just straight up epilepsy

strong spruce
#

!feedback

Related to the feedback above.

Make the red damage effect based on actual damage taken, because sometimes your screen will go red when you barely took any damage, and other times there’s barely any effect on attacks that nearly kill you. I’m not sure how it works currently, but as far as a heads-up indicator goes, it can be pretty misleading. It would be nice if it could be based on how much % of health you are actually losing, so that you get a better impression of the damage you are taking even when you aren’t looking at your health bar.

sharp monolith
#

||!feedback||

Reformat #top-feedback-archive messages so that you can search for top feedback made by a specific person. it doesn't work when searching by mentions of a user.

cinder patrol
#

!Feedback

Whenever you get an elite aspect, it always makes your character look kind of cool with the pallet swap. I feel like it would be a good reward for getting such a rare drop to unlock said pallet swap in the character select for the character you got it on, but obviously not gain the elite properties.

wind laurel
#

!feedback
on the moon you can see multiple hammers and swords, make it so mithrix has a chance to use a sword

azure zodiac
#

!feedback Engie should be able to pick 1 normal and 1 mobile Turret similiar to Captains beacons

orchid cloak
#

!feedback

change death mark to stack a "mark of death" or something debuff when you deal damage. then, when you get four separate debuffs, it consumes the stacks, dealing a proportionate amount of damage.

sharp turret
#

!feedback have overviews for a survivor's alternate skills

pliant swan
#

||!feedback||
Add a pausing system in online multiplayer. Make it a **unanimous **vote system where everyone playing has to vote yes to pause the game. If someone disconnects, their vote counts as an automatic yes, or they just aren't counted as a vote against the unanimity.

This is a lot more relevant when you're playing on a call with friends in a private lobby, but still is important in public lobbies. The unanimous vote requires everyone playing to agree, so you can't get one troll who just decides to pause the game and ruin it for everyone. It will also help against some internet dropping and the rest of the people playing can choose to pause and wait.

little barn
#

!feedback
We should return the golem party Easter egg from risk of rain 1 into risk of rain 2 because the golem party Easter egg in 3D will look cool and epic!

wraith galleon
#

!feedback
QoL: During the Teleporter Event, interacting with the teleporter again will advance the progress of the teleporter by 25%, advance the in-game difficulty by the amount of time it would normally take to get that extra 25%, grant the director the amount of points it would gain if the teleporter was advanced naturally, and make enemies spawned by these additional points required kills to complete the teleporter event (red health bar enemies).

Hopefully this can eliminate downtime during early or late game, when one finds themselves waiting for monsters to spawn.

night urchin
#

!feedback I thought it would be cool if artificer had an ability which she can switch her elements with, maybe a new shift or an alternative R

soft mural
# azure zodiac !feedback Engie should be able to pick 1 normal and 1 mobile Turret similiar to ...

!feedback (putting this in case i enter too early: i have a faulty shift key)
Working on this:

  • In the loadout menu you can choose the two turrets independently
  • Special skill triggers a selection like the Captain's beacons
  • M1 places the first turret, M2 the second, Shift (or special again) cancels
  • Turrets now have a (1) or (2) tag at the end of their name, so that engineers can choose what turret to destroy when placing a 3rd one
    This would increase quality of life and make engineers able to change up their base's position without destroying a turret that's already in place
sour falcon
#

!feedback
Brass contraptions when stunned shouldn't be able to shoot their iron balls

feral mirage
#

!feedback

Add Risk of Rain 2 trading cards to Steam.

indigo coyote
#

!feedback Loader should be able to grapple to brass contraptions with spike fist

leaden radish
#

!feedback

make the heretic have the head-twitching effect like all other survivors while holding N’kuhana’s Retort.

sour falcon
#

!feedback
Allow all enemies to attack when stunned like Brass Contraptions can. Death

void dagger
#

!feedback

Due to Artificier being the least consistent character to win, I suggest to add 2m/s to her base speed and as a dmg buff, let his 🔥 stacks being lile the bleeding, stackeable as a passive. In compensation, the ⚡ M1 should have a mayor speed of recovery.

hybrid hearth
#

||!feedback||

For the sake of the modding community, consider adding separate item placement and animation files for each skin. Some skins differ from the original in only minor ways, which make certain items look way off. Same with certain animations, as new models may differ enough to make them clip noticeably or look awful in other ways.
Adding simply the ability for individual animations and item locations would help make these mods a lot more appealing, and also allow for a lot more work and polish to be put into them

faint gyro
#

!feedback

Currently, acrid's blight is vastly worse than his poison, so I suggest the following rework of the ability:

  • like now, blight would be stackable and would be able to kill enemies
  • instead of dealing 60% damage, blight deals 0.6% upon hit (leading to 0.2% per tick) of the enemies' health. This means that multiple stacks will surpass poison's damage output and will be able to kill enemies
  • to balance this, blight should be a bit harder to maintain, disappearing faster than poison does

The blight rework would make acrid a much more aggresive survivor, needing to actively maintain his blight stacks at nearly all times, which could lead to interesting alternate stratagies and could potentially be an indirect buff to the already more aggresive melee acrid strategies.

lyric peak
#

!feedback
huntress alt passive ability (main passive is auto-aim) : crit damage deals 130% more damage than 100%, why?
a lot of people dont like huntress for her auto-aim, so trading the auto-aim for more crit damage also suits her "hunting" theme, and also can help her deal more damage, some of the skills might need some tweak to how they work but i guess it can be done

glacial token
#

!feedback

Maybe a way to improve blight is give it a chance to spread/reproc itself when enemies are too close?
Example
Beetle has a stack of blight, and Lemurian gets too close to it. Beetle has blight reproc'd and is now at two stacks, and Lemurian gets one stack of blight.
Range would be maybe 13m, which is focus crystal distance.
Has an internal cooldown of like 1s so it cant infinitely proc over and over from the same enemies.

sharp monolith
#

!feedback
Make the blight timer reset on proc. This way, blight can provide a more aggressive and offensive playstyle for a better reward by constantly keeping blight stacked.

queen plover
#

!feedback
maybe reduce the effect of the Vengeance artifact? So it’s easier to see?

fresh fiber
#

!feedback Steam Trading Cards. Added income for Hopoo, some nice cool badges and backgrounds for Steam profiles. Win-win

frozen hazel
#

!feedback An item that reduces knockback it’s annoying as hell to get knocked around so much as a peaceful Bungus engi.

sharp monolith
sharp monolith
#

||!feedback||

Let ||Heretic|| have items that show up on their character at some point in the future

sharp monolith
#

||!feedback||

Separate "game-questions-console" and "game-questions-pc" channels until their game versions are the same

wind laurel
#

!feedback
scrapper changes, when you hit the escape/Esc button make it close out of the scrapping menu and make it so you can scrap multiple items at once by clicking on the desired item(s) to scrap and this puts a checkmark on the item, then to scrap there would be a scrap button at the top which you click to rid yourself of said items

kindred oriole
#

!feedback
Currently artificer and scrap launcher share a problem. They attack way too slowly and do not scale well with attack speed. They both have cooldowns, which make them quite clunky to use unless you get a purity. My solution to this would be to have attack speed reduce the cooldown time between attacks for arti and scrap launcher, as this would make them more viable and actually able to attack fast, like all of the other characters can.

tribal oracle
#

!feedback
Currently Rex's alt 4 ability(the one that doesn't cost health) is very underwhelming and not super useful and is basically just the monster tooth with an extra step. For this I have a buff and rework idea, very smol. In buff sense make it have a larger pickup radius and more fruits drop giving less health. Partial into it would be to give it an effect like the old guillotine which would make it possible to kill the enemy faster for the health orbs in dire situations.

wind laurel
#

!feedback
2 options,
Option 1: whether you beat the game, lose, or quit the round, if you close the game it defaults to commando it should select the character you just played with.
Option 2: make it so you can set a favorite character that you start out as on the character select screen.
-one more thing i think should be added with one of the other 2 options is add a restart run button.

glacial token
#

!feedback

Lunar item
Binding Stone

Negate third party knockback/launching effects.
Increase armor by 100. (+50 per stack)
Reduce movement speed/jump height by 50% (+25% per stack, exponential)

Knockback/launching effects such as Stone Titan fists, Solus Unit launch, Stone Golem lasers, etc

strong spruce
#

!feedback

overloading worm should have different name so that the elite prefix doesn't cause confusion

honest swallow
wheat venture
kindred oriole
sour falcon
#

!feedback
Potential fixes for Brass Contraptions
-Make them attack where you were when you stunned them so they no longer move their tracking to aim at you when they're stunned
-Make them not shoot when stunned
-Make their balls have to be resummoned on them being stunned

jovial hedge
#

!feedback
Allow Engineer to ping a specific enemy to have his turrets focus down that one enemy

winter berry
#

!feedback

Since the other 2 stage 4's have a special character unlock, why not give one to grove? because there is just NO reason to go there otherwise

hollow basin
#

||!feedback||

Buff Dio’s Best Friend so that upon revival, your stats are permanently boosted. Whatever stats are boosted and how much is up for debate, but for each used Dio’s in your inventory, you become permanently stronger, similar to Judas’s Shadow from the Binding of Isaac. This could boost all stats like Irradiant Pearl, or it could empower a select few, like base damage and max health#

All this item accomplishes when you aren’t ahead is delaying the inevitable, so allowing Dio’s to contribute to your overall power after you die could allow it to really turn around losing runs, and add the high risk high reward option for players to die right after they get the item to immediately enjoy those boosted stats.

faint gyro
#

!feedback a boss-variant of the mini mushroom, which uses abilities similar to the mushroom in ROR1, like a poison cloud. This could be an interesting exclusive boss for sundered grove, giving it something to stand out among the other stage fours. They'd also appear in the mini mushroom family event.

little barn
open tartan
#

!feedback
I was doing a run with maximum gunner turrets for fun, but during the stage 5 teleporter event four of them died across the map. Turns out, a lone Overloading Greater Wisp was going around murdering them one by one.

Can enemies please prioritize things inside the teleporter event? Trying to get gunner turrets to help more than harm is hard enough, but survivors are actually *forced* to leave them undefended while the teleporter is charging.
earnest laurel
#

!feedback

Here's a thought to make gunner turrets more useful:

make them able to walk like Engi alt turrets.

That way they stay within Xm of you and are useful during teleporter, mithrix, etc. rather than being stuck at spawn being worthless.

Edit: @ me in #ror2-feedback-discussion , I would love to know why people hate this idea...

short pendant
#

!feedback
Adjust the placement of items on the Chilly skin. Out of all the alt skins, Bandit's is the most different as it swaps his head out for that of an entirely different character. This leads to things floating off of the model, such as the Topaz Brooch floating above his forehead, because it's meant to be placed on the hat.

merry flint
#

!feedback

pliant swan
#

!feedback
When giving equipment to an equipment drone, ask again, are you sure? similarly to the way obliterating works
This eliminates accidentally giving equipment that you don't want to do.

little barn
#

!feedback stone titan should be able to laser in melee range, and should stop when the target he's aiming at is dead, to stop situations where he's aiming at a drone then completely 180's at you through his body unforeseeably.

fluid haven
#

!feedback
May sound terribly op, but make elite aspects as an item, not an equipment. They are so rare to drop so I wouldn’t see a huge problem anyways. And they should be in the logbook as well.

fair belfry
#

!feedback some people--especially neurodivergent people (such as ADHD, autism, etc) find it difficult to memorize many items. Providing more than one visual cue for items would really help with memorization. For example, when an item drops, it could have text [name] that appears next to the item, in addition to the 3D shape as implemented currently. This could be toggled in settings.

astral grove
#

!feedback A leeching seed buff which will give it a more distinct role compared to Harvester's Scythe.
Leeching Seed: Heals you for 1 *(+1 per stack)* HP whenever an enemy takes damage.

This includes damage over time and other 0 proc coefficient attacks, such as the bands and sticky bomb.
This gives it a niche with damage over time (bleed, gasoline) and stronger early presence, while also making sure it doesn't become useless and confusing when hitting multiple enemies with items like Ukulele which reduce its healing to <1.

fading parcel
#

!feedback Equipment drones should all act differently depending on what equip they are given

wind laurel
#

!feedback
new lunar item: increases movement speed and jump height but decreases armor

fluid haven
#

!feedback
Just a fun idea I came up with. Please ping me in discussion for criticism of additions 👌

Artifact of Fusion:

Different abilities are present to the player after every stage. Like metamorphosis but for abilities, not actual survivor. It would probably be best if primaries were kept the same. For example: playing as commando on first stage, the primary will stay the same, but the other 3 will consist of loader big punch, captain’s tazer and rex’s tangling growth. These 3 would change to 3 other randomized skills at the next stage and can include any skill from the other unlocked survivors. I think this could add some spice as to making really some interesting ability combos just for fun. And if changing per stage isn’t balanced, we can always make it per use, every 10 min, etc.

Notes:

  • this artifact would enable ANY unlocked skill, not just the ones you have selected.
  • character passives and primary do not change since the character does not change.
  • the hardest thing to figure out would be how to animate doing abilities that are not the original characters abilities. I was thinking if it would be easier to make a certain visual effect occur rather than animate all the survivors to do those abilities. (Think the visual effect for the gorag opus equipment). Just an idea
  • I think heretic would prob not be included.... but that would be all up to the devs and popular opinion.
  • this is a flexible idea that can go different ways and is, again, ultimately up to the devs. Please feel free to chime in on what could be done to better the idea and implement it!

Other suggested ideas:
-You could make it work like Sylas from league. He steals abilities and if the ability stolen would need an animation from the character, he turns into a sort of ghost/magic version of that character for the brief animation @safe prairie

kindred oriole
#

!feedback
Give equipment drones an attack like gunner drones. This would allow them to use many more equipment than they can currently, such as drugs, ocular HUD, or the Super massive leech.

crisp pilot
#

!feedback

Loaders skin..
Everyone else has big changes / model changes
Bandito is a big one with helmet changes and everything same with Merc

Loaders arms get some stripes and a little tiny curve
And some new pants

Give loader better mastery skin as it is a bit underwhelming for beating the hardest base difficulty

inner marten
#

!feedback
When equipment drones are carrying a radar scanner, it'll use it as soon as it's off cooldown. As of now, it'll only scan when it's off cooldown and in combat, which makes it go off during inopportune times

safe prairie
#

!feedback
If you have both Artifact of Metamorphosis and Artifact of Vengeance enabled, spawn a randomized umbra instead.

sour falcon
#

!feedback
Brass Contraptions when they have their iron balls summoned should reasonably be able to be interrupted out of their attack by being stunned.

sharp turret
#

!feedback still have lines for haha mode to keep track of difficulty on monsoon

sharp monolith
#

||!feedback||

Had a related idea a while ago.

New item: Bazaar Banner (Equipment)

Icon: the banners found in the bazaar

Availability: kill the Newt

Affect: on use, summon the Newt. The Newt will draw all attention from all enemies and enemy fire for 30 seconds. The Newt has a lot of health but CAN die. Cooldown of >60 seconds

sour falcon
#

!feedback
Further ideas for Newt as a boss fight initiated by either hitting him to teleport you out of his shop twice or "killing" him in his shop

===Newt===
Abused Artisan
Move concepts:
Walls of glass - block shots and movement, allowing newt to keep you from reaching him
Glass spikes - impale you for massive damage like Stone Titan Fist but with shorter wind up
Meteor - exactly what you think it is (but it can't hit the Newt )
Time bubbles- creates semicircle zones of slowness on the battlefield to make dodging even harder

With the reward being all lunar coins spent in the store +20 as well as his log entry, no new buds will spawn in the lunar shop however and neither will Newt

sharp monolith
#

||!feedback||

An option to turn off stereo sound in favor of mono sound

keen nymph
#

!feedback
change mercs primary name to something cooler like “hardlight edge” or “photon blade” or something because laser sword sounds dumb next to all the other abilities

cerulean tinsel
#

!feedback
Allow Parents to enter a enraged state
Parents would become Enraged after going below 50%, gaining a small burning orb in the middle of their “faces”. This would increase their movement speed, teleport range, and give them a small bit of armor.
Currently, Parents are just meat shields that are pretty hard to get hit by, even with their teleport ability, due to most survivors having at least some mobility by Stage 5. Most other enemies are much more dangerous due to actually being worth their credits, and being actual effective at dealing damage. Making it so a injured Parent becomes a much bigger threat would make dealing with them a bit more challenging, forcing you to either leave them alone all together, or quickly finish their enraged form off.

safe prairie
#

!feedback
Quick Child concept

  • Small melee attacker
  • If it loses sight of you, it phases through walls to reach you
  • Attacks could have a siphoning effect to represent providing nutrients for the egg, such as absorbing health or briefly absorbing another stat

Assuming melee enemies are held back by being difficult to make unique, this could provide an interesting movement option for the enemy while also being somewhat fitting for a creature in the Child/Parent/Grandparent family to do.

little barn
#

!feedback
Could we see what equipment item we were holding on the screen when your run ends? I don't know how I haven't noticed you couldn't see it until just now. Where the equipment item in the list of items should go is up to you.

verbal summit
#

!feedback
Focused Assault mini tweak:

Split the dash distance by half but allow Mercenary to additionally charge Focused Assault for ~1second doubling its length to the current distance.

soft mural
#

!feedback
Make Acrid's M1's hitbox taller (and/or generally larger, more consistent): sometimes, you're right in front of a beeble but you miss, something that does not happen with the other melee attacks. We want justice for the poison dog.

faint gyro
#

!feedback put ||mythrix's|| monster log at the end of the normal enemy list/beginning of the boss list. Mechanically, he's a normal enemy (due to being able to be frozen by artificer and being able to be stunned), but you only ever fight him as a boss, so it would be best if his log entry was at the end of the normal enemies.

sinful light
#

!feedback
The ghost of a Clay Dunestrider created by Happiest Mask should not be able to attack the player with its life-steal attack.

For one, the ghost is supposedly on the players side and should not hurt the player.
Whats more, it is intangible - it isn't able to be killed and (crucially) players cannot life steal off of it.

This means that in many runs the only response is to flee from it for the duration.

(I am still new to the game, so please let me know if I am mistaken about any of this)

safe prairie
#

!feedback
Focused Assault Tweak

Either:

  • Shorten the damage delay
  • Add some endlag/hang time until the enemy gets damaged (with invulnerability still active from the dash)
  • Possibly/probably both

Focused Assault is a cool anime “you’re already dead” ability, but it ends up falling a bit short on feeling badass and comes across as a bit clunky instead. These changes would hopefully help it feel a little better to use.

fallow arrow
#

!feedback make it so wake of vultures lasts until the user goes to another stage, and make it's stacking effect allow players to get 1 more elite aspect, I think a blazing, malachite mercenary would be cool, maybe even double overloading mul-T.

balmy abyss
#

!feedback change Planula to give a percentage based hp value as 15 hp just doesn't feel noticeable past stage 3 and you can't get it till a minimum of stage 5

faint gyro
#

!feedback

artifact idea: Artifact of adaptability
This artifact randomizes the survivor's moveset after every stage (example: you're acrid, your stage one moveset may be poison, vicious wounds, neurotoxin, frenzied leap and epidemic, but your moveset in stage 2 would be blight, vicious wounds, ravenous bite, frenzied leap and epidemic). I think this would make for some very fun runs and would be a great compliment to the artifact of metamorphosis.

little barn
#

!feedback

cerulean tinsel
#

!feedback
Allow Wake of Vulture to increase the chance of Elite Aspects dropping
The exact chance is up for debate, but I believe doubling the chances (1/4000 to 1/2000 and so on) would be a okay starting point. This would allow players to more easily obtain Elite Aspects, and make Wake of Vulture a bit more appealing for long term power. A temporary elite effect is just nowhere close to the power of setting all cooldowns to 1 temporarily after killing one elite (at least for most characters), so adding this secondary effect could make it a bit better in comparison.

soft hazel
#

!feedback Add a totem next to the cauldrons on the bazaar. Costing X amount of coins to hold the cauldrons items until next bazaar visit.

languid delta
#

!feedback

I think all the stage 4 stages should have a secret boss that drops legendary items like Siren's Call does. When I am playing with friends we never wanna go to any other stage 4 map because we would prefer to all have a legendary. Of course you would then have to remove the legendary chest for the other stage 4 maps, or just make it single player only.

sharp monolith
#

||!feedback||

Guaranteed Gold Chests (not environment-spawned ones), the ones in Sundered Grove and Abyssal Depths, specifically, should give an amount of items proportionate to the number of players (e.g. 2 legendaries with 2 players, 3 with 3 players, etc.)

hexed jewel
#

!feedback

little barn
#

!feedback
Turrets should be teleported into the teleporter zone when the teleporter is activated so that they can be more useful.

wide hazel
#

!feedback
Carved Wood

Doubles HP... but halves Damage.

or decreases damage by like 40% or 30% if 50% is too much

sinful light
#

!feedback
There should be a way to end a run manually (forfeit) but still see it in the Logbook Run History section.

timber ice
#

!feedback show a cooldown for additional charges of equipment provided by a fuel cell, they did it with the backup mag and hardlight afterburner so why not fuel cell?

wind laurel
#

!feedback
change artifact of glass to make it do the same thing as shaped glass instead of 10 percent health, just make it half

fluid haven
#

!feedback

Here are some Passive/button activated emotes ideas for survivors (for when you want to chill with friends and take a break from the chaos for just a moment) 👌. It’s absolutely not a need for gameplay sake, but I’m sure it would make me and many other gamers happy! I think it would be a good final addition to the game when you guys finally decide on your next project one day. Please feel free to add more ideas ( and ping me) and I’ll add them here! This is merely a suggestion to get the idea ball rolling. Thanks everyone and thank you devs for making such a beautiful masterpiece!

  • Rex (my fav emote idea so far): Rex pulls out watering can and waters his plant, grooms his leaves a little
  • Loader: some kind of break dance perhaps? That would be fun.
  • Commando: maybe a moonwalk or something more generic since he’s the basic boy
  • Artificer: floating meditation position with maybe some fancy glow effect, hover sit animation
  • Huntress: hmmmmm this one was tough, maybe a she can do something acrobatic (like a hand stand) or, to incorporate her bow, she could maybe fire off a flare into the sky with her bow.
    Mul-T: Cheesy, but maybe dancing the robot? Or putting himself in cube form and dusting himself off
    Mercenary: have him do something with naruto’s multiplication technique. That would be pretty cool
    Acrid: Have him pull out a bone to gnaw on or something
    Captain: Have a microbot shoot his hat off or something and then captain can shoo at it. That would be hilarious!
    Bandit: I was thinking he could either be cleaning/tending to his gun or he could pull out a drink and do “cheers” with it and drink it.

Other ideas:

  • recommendation for the emotes: I think bandit should spin his revolver around and to tricks with it, like revolver ocelot @indigo coyote
spring steppe
#

!feedback

Move the lunar shop refresher further away from the pods. It's pretty easy to interact with it accidentally while trying to grab a pod or pick up an item, which isn't usually a big deal in this game but it can end up costing a huge amount of lunar coins which sucks when it happens.

latent root
#

!feedback

I'd love more items that allow a tanky build, like gaining temporary armor by dealing damage, or gaining damage reduction based on how long you haven't been hit (with a cap that increases per stack hyperbolically)

strong spruce
#

!feedback

Clay Duelist
Essentially the same as the Clay Templars from the first game, a small, quick, melee character that applies the tar debuff. It would be nice for there to be more enemy variety, so that there aren’t just lemurians on every stage. This would also allow for a Clay Family event.

atomic forge
#

!feedback
New lunar equipment concept: Soul Siphon
The Soul Siphon passively reduces your max hp at the speed of 1% hp per 5 seconds via the curse debuff when in your inventory, to a minimum of 50% of your max hp. When the equipment is used, you gain back all the max hp that it took, and gain buffs to movement speed, attack speed, and regeneration. The buffs would last for an amount of time equal to the amount of max hp it drained since the last time you used it (losing 20% of your hp gives you buffs for 20 seconds, 45% gives you 45 seconds, etc.), and the power of the buffs increases relative to the amount of hp it drained, I was thinking half of the % of hp. (B=0.3*H, with B being the buff power and H being the actual number of hp it drained.) Has a cooldown of 40 seconds. This would give it you a period of being more vulnerable to attacks, and then giving you powerful buffs, without being able to be abused with gestures. Numbers are subject to change, of course.
Edit: changed the numbers of the buff power and cooldown a bit.

rocky bay
strong spruce
#

!feedback

The screenshots on the steam page and other media are very outdated and don’t showcase the beautiful graphics of this game or the amazing content. I would suggest changing these.

It would be cool if there could be a screenshot competition, where members of the community could submit vanilla screenshots that don’t spoil secrets. the top 8 could become the new face of ror2, as opposed to the ugly, outdated pictures that are on every ror2 page or article.

safe prairie
#

!feedback
Add a family event for clay people and Solus enemies (including Alloy Vultures).
Mini Mushrums have a “family” event even though they’re a single enemy, it’s odd that these two families don’t have one.

zenith falcon
#

!feedback

Please make it so newt can not be targeted by razerwire. Makes it super hard to go to the bazzar when he kicks you out afters 3s, if your running razerwire and hellfire.

little barn
#

!feedback make the best mods into the console stores and make some fusion i tems like fire dagger gasoline plus dagger aplis the fire and bleed debuff

lament flame
#

!feedback
make perfect elite appear after loop just like malachite and celestine
It wasn't named "Shared Design" for nothing ya know
pretty sure it have to appear on the planet too

fathom wave
#

!feedback
At the moment the Aurelionite makes Mithrix's final phase a complete joke, because he's able to solo Mithrix with absolutely 0 support from the player/other minions even in rather long runs.
It'd be more interesting if either Mithrix got buffed if the Aurelionite is present, or the Aurelionite was nerfed specifically during the final phase, or if Mithrix had a unique final phase triggered by Aurelionite's presence.

queen plover
#

!feedback
Have Aurelionite not spawn on the easiest phase of the Mithrix fight and instead do some work on either the second phase(construct vs construct) or the third phase (maybe at half HP because he won’t be able to dodge mithrix’s wheel of death)

little barn
#

!feedback

Mithrix should just take Halcyon Seeds from you and summon Aurelionite himself to fight against you, like how he benefits from any other item he took from you.

main goblet
#

!feedback

Either add a respawn mechanic for multiplayer or make it a setting to enable if you choose it (I'd like it to be a setting). It's very annoying when you die in multiplayer early on and you end up falling behind because you are behind on items, so your friends let you grab a majority of the items the next stage to catch up, but you still can die fairly quickly cus you're behind. Or in the void fields, that's a long time to just sit and watch and it's really boring. Here are some respawn ideas I had

Drizzle: 1 minute respawn timer or when teleporter boss is defeated
Rainstorm: 2 minutes or TP boss defeated
Monsoon: 3 minutes or TP boss is defeated
Voidfields: same as above for each difficulty, but respawn upon completing every 3 cells.
Gilded Coast: above or when Aurelionite is defeated
Commencement: above or when Mithrix is defeated
No respawning if Mithrix is alive at all
A Moment, Whole: No respawning.

I'm willing to change some of these ideas, ping me in the discussion channel.

azure sorrel
#

!feedback
instead of elites types being in a respective teir allow elites to be any teir with a way to tell the teir of their elite via their elite buff by the stack (either with numbers or possibly roman numerals).
for each elite teir it would multiply their hp by 4x and damage by 2x and their spawn cost by 6x, their gained elite effect would remain the same and would not get buffed once tiers get higher.
some elite types will have restirictions on how low their elite tier can be.
although this would nerf teir 2 to deal 33% less damage and have 89% hp compared to their current stats, this could potentially allow much higher elite tiers later when normaly only elite scavengers would spawn as enemies and teleporter bosses.

frozen hazel
#

Implement the hidden elite type hidden in the games files !feedback

leaden shore
#

!feedback

Maybe reduce shrine of blood and shrine of order's director cost from 20 and 30 to 15 (exactly 1 small chest)?

Having some unlucky shrine of order clutter spawning on delta impacts the run a lot due to drastically reduced chest density. Delta being a large map and all doesn't help either.

As for shrine of blood's function being to reduce stage farming time, having it taking over a spot of a small chest and then some have the same issue of reduced chest/shop density and potentially completely offset its own benefits unless you only open a small amount of chests per stage.

tawdry torrent
#

!feedback
Give bustling fungus a small amount of tolerance for the player moving, so that the effect isn't canceled by things that move the player very slightly (such as mul-ts nailgun, bandits cloak, getting nudged by drones, etc.)

safe prairie
#

!feedback
Quick Clayman Concept

  • Small melee attacker
  • Attacks in a 2 or 3-hit combo, similar to Mercenary but maybe with a bit of a fancier animation
  • Dodge roll that leaves behind a trap
  • Traps explode and apply tar after a delay or if you step in it’s detection radius

Claypeople could use their small enemy back to help their family feel more rounded, especially since Abandoned Aqueduct is their home map. We also don’t have any combo enemies that I can think of, and I think this would fit Claymen and could make for a unique melee enemy.

sharp monolith
#

||!feedback||

A Legendary -> 3 Commons cauldron in the Bazaar

little barn
#

!feedback

A lunar item that has an on-hit chance to make one of those blue flame wall beam things that Mythrix uses in his boss fight and during the moon collapse. The beam hurts anything including the player who caused it and any allies.

Stacks can increase either the damage or the chance. Or maybe each stack has its own proc chance, so sometimes one or a few of them proc at once.

safe prairie
#

!feedback
Wake of Vultures buff

Give Wake of Vultures the unique ability to stack elite buffs, enhancing their effects. Enhanced effects could be:

  • Blazing: More burn damage
  • Glacial: Heavier slow and/or longer slow duration
  • Overloading: Larger explosion radius
  • Malachite: Spawn one extra malachite spike for each stack (think three spikes for a Beetle vs five for a Greater Wisp)
  • Celestine: Larger invisibility bubble
  • Perfected: More projectiles and/or fire projectiles more frequently

Honestly, due to its design this is the only way I can think of to buff Wake of Vultures without also buffing elites.

wheat trout
#

!feedback The height of Artificer’s Ion Surge should not scale with movement speed since this makes it incredibly difficult to stay in the teleporter zone with even a few goat hooves or energy drinks.

cursive pecan
#

!feedback Some kind of artificier attack speed buff, she's incredibly weak late game compared to other survivors. I think having her scale her M1 with syringes and other things would be great. Possibly a lower cooldown on it as more syringes.

wide hazel
#

!feedback
this is not for the game, but for the server

add lfg channels for no mic, i cant find any no mic lfgs that i and other people probably want

jagged vector
#

!idea
Add a achievement when you kill the newt

jade palm
#

!feedback

Change Mul-T's 'Powermode' name or description to involve 'Mul-T Task' and or 'Retool' to 'Mul-T Tool'- based from the fiddling nature of the characters in their lore it's totally something they'd do.

sharp monolith
fresh tartan
#

!feedback

Change the overloading unique item to make the overloading worm lightning sound instead of the royal capacitor noise

hollow basin
#

||!feedback||
Lunar Passive Item:
Moondial

Extends All status effects on you by 30% per stack.

||Examples of positive status effects extended include Jade Elephant's armor, Acrid's regenerative passive for more healing duration, Brainstalks, Berzekers Pauldron, Predatory Instincts, and Stealthkit boosts. Unfortunately you will be much more vulnerable to elite enemies that slow, inflict damage over time, and Malachites who will disrupt healing for longer.||

zenith falcon
#

!Feedback

How about a lunar item that looks like a stopwatch. When held it highlights dead allies and when used revives them and then the item is exhausted like with dio's,
and after use, raises the Scaling Difficulty by one. So if the timer is at normal and you revive a teammate it fast forwards to hard and so on.

Could also be lunar equipment, but with a long cooldown.

little barn
#

!feedback
Update the pins so people don't try to use !idea since the bot doesn't pick up on that.

rocky bay
#

!feedback

an artifact that randomizes your survivor's loadout at the beginning of every stage

wind laurel
#

!feedback
add a new lunar equipment: speeds up everything, so this means it speeds up the timer at the top but also speeds up your attacks and enemy's

gritty pilot
#

!feedback
Add a new artifact: speeds up everything, so this means it speeds up the timer at the top but also speeds up your and enemy attacks, speeds, etc.

safe prairie
#

!feedback
Add a white role for the Discord server for people who want to keep a white chat name, but also don't want to be chat restricted from images/gifs for not selecting a role. Maybe it could be a "no main" role.

finite trail
#

!idea Make Bison Steak increase maximum health through percentage than flat similar to Bitter Root

sharp monolith
#

||!feedback||

A Glacial Elder Lemurian should not spawn as a boss in the Lemurian family event at 3:30 on Monsoon

main goblet
#

!feedback remove "Hoard of Many" as a boss from stages 1 through 5. They should only spawn after looping.

serene scarab
#

!feedback change the magma worms ai to not go after drones and turrets. Being engineer and just having to wait while the worm just dances about the map not even fighting me is terrible.

leaden shore
#

!feedback

Raise number of minimum pillars on commencement from 4 to 5.

Though rare, it's not unlikely that one would meet a situation where there's only 4 pillars on commencement and 1 or more of them are specifically the type that one would not perfer. Giving 1 more pillar, guaranteed, is giving players more agency without sacrificing much difficulty, if any at all.

P.S. If 5-7 feels like too little of a range for pillar numbers, 5-8 should work.

dim hamlet
#

!feedback
Slight change to Bulwark's Ambry
Right now, if you are playing with an Engineer umbra or if the Reliquary is Overloading, it becomes insanely hard to complete the Ambry because it heals much faster than you get keys.

The best way to fix this is lower the drop rate of keys, but they no longer disappear on feeding one to the Reliquary. This way, it will be manageable to insert multiple keys into it before it can heal (you will still get knocked away when inputting one though).

leaden shore
#

!feedback
A slight addition to the suggestion above.

An alternative to make Ambry always have 4 max HP that cannot be restored at all to solve the current interaction problem and potential soft locks.

slim timber
#

!feedback
I would love a way to guarantee or increase the odds of family events.
Perhaps through an artifact (although that may clash with Kin/Dissonance), or possibly through a shrine not unlike the shrine of the mountain that guarantees a family event on the next stage. However it works, I think the agency should be given to the player to decide - the base odds are good as they are imo and any more could potentially be frustrating, but they're a cool feature and I would love the ability to see them a bit more often if i'm actively inviting them.

queen plover
#

!feedback
allow pinging scavengers to list some of the items they have, specifically equipment would be really helpful. Oftentimes you cannot stand still to study what items show up on the scavenger.

azure sorrel
#

!feedback
titanical knurl currently outclassed in it bonus hp with the bison steak being reworked, allow the knurl to increase your base hp by 30 instead of just +40 hp similar to how its regen already scales with lvl ups
suggested stats
hp increase: 30(+9 per lvl) + (30(+9 per lvl) per additional stack)
regen increase: 1.6(+0.32 per lvl) + (1.6(+0.32 per lvl) per additional stack)

this would allow the knurl to give better hp boosts later on when it would normaly be considered as yellow scrap due to 2 bison steaks could easily replace it.

fallow arrow
#

!feedback artifact of malachite, convert all shield into hp and gain 4x hp, but negate healing for everything (the monsters don't get 4x health tho)

fallow arrow
#

!feedback make bison steak increase health regen by 0.5 hp per stack

undone marlin
#

i think it does i swear i get ten everytime i beat him on monsoon

sharp monolith
#

||!feedback||

Twisted Scavengers should have a logbook entry. Either just one or four (one for each one) would be fine.

hollow basin
#

||!feedback||
Reduce the damage of the spike mines that Malachite enemies spawn, or allow them to be destructible like the Malachite Urchins.

These spikes are already dangerous enough as they passively spawn everywhere from Malachite elites and carpet the ground, and them applying the antiheal debuff is dangerous enough, it densest need to one-shot you. Maybe it could just apply constant damage when you are standing within it along with the antiheal debuff.

civic shale
#

!feedback

When enemies have Unstable Tesla Coil Tesla via Artifact of Evolution or the Void Fields, it's almost always a guaranteed loss unless you have a god run going. Monsters will often shock players mid-spawn and kill you in one or two shots before you can even react to it.

Nerf the item's damage when monsters have it or just blacklist it.

little barn
#

!feedback

Change the #bug-reports-console channel to #when-update-console.

pliant swan
#

||!feedback||
I think there's a better solution for the Sundered Grove red item that stays true to the lore and also (hopefully) isn't annoying and stays rewarding for the effort you put in. ||thanks @split pike and @cerulean tinsel for working this out with me||

The stage is about growing things, is it not? It's a grove after all. There should be some saplings, flowers, mushrooms, or something that you can grow. This can be done by charging it like a teleporter of some kind, or maybe it's got life leech that leeches health off of you and grows itself off of that (similar to the pillars of blood). This growth wouldn't take very long -- think 4 focused convergences type speed I guess (about 20 seconds). The woodland sprite could give some bonus to the growing event for lore purposes.

There would be 3 of these growing events that spawn at 3 of the 5 locations where the legendary chest can spawn. After growing the first area, you are rewarded with a green item. After the second, another green. After growing the third, you receive a red item. To clarify, you would receive items in a Green > Green > Red sequence.

Sundered Grove is a fairly annoying stage to deal with. It's large and has some awkward nooks that seem to make the stage double in size. The purpose of this idea is to reward the player a little bit more with the extra 2 green items. Hopefully, the growing event would be something you complete as you traverse the map rather than actively seek out.

edit added 20 second detail for better comprehension

wind laurel
#

!feedback
when a celestine elite makes a enemy invisible make only the part of them in the bubble be invisible i think this would just kinda look cool if like a stone titan had part of his body invisible

little barn
#

Bump.

little barn
#

!feedback

Increase Hard Light Afterburner's cool down reduction to -66% (from -33%) so it makes more sense. Currently, you get -33% so it recharges all 3 in the span of time it takes to normally charge 1.8

Cool, but it would make more sense to recharge all three in the span of 1 original

Current Stats: Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 33%.
Suggested stats: Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 66%.

fluid haven
#

dumb idea removed

little barn
#

!feedback

Change Tri-Tip Daggers to be a bit more useful after 10 stacks

Recently, the tri-tip got nerfed to 10% chance on hit from 15% chance. That was a good step, imo because it puts it on level with crit glasses and also makes stacking past 7 actually make sense.
I'd like to add to that, however, and make it viable to now stack past 10 with additional time for the effect

Basically, I want to increase the time bleed effects an enemy. This would allow for more procs to reset the cool down from low proc-coeff survivors, more bleed build up, and also a slightly more balanced bleed.

Current Stats: 10% (+10% per stack) chance to bleed an enemy for 240% base damage.

Suggested Stats: 10% chance to Deal 360% base damage over 3 (+1 per stack) seconds

You might notice it says 360% over 2 seconds, instead of the original "for % base" and that's where the balance change comes in. The more tri-tips you pick up, the more you'll be proccing, but the less damage you'll be dealing.
I find this to be a very balanced change, as the current 80% per second turns to 36% per second at 10 stacks.

I know this will be controversial, but I wanted to get the idea out there to see people's opinions

mighty barn
#

This isn't game related but can we have some voice channels that shows we're playing modded?

pliant swan
#

||!feedback||
Make bandit's lights out reset have a 0.1-0.5 second grace period where the enemy dies within that time it resets your skills like normal

It can be really annoying when they survive on 1 health and die to some random item damage, which prevents you from resetting all cooldowns

faint gyro
lavish dune
#

!feedback

A character with a constant stream of damage as a primary, like a flamethrower
Upon using your primary, a heat meter grows, which you have to keep an eye on or else you... idk explode for like a quarter of your HP maybe

Secondary: Hold down while firing to increase flamethrower damage and range, but also increase heat gain
Utility: Dash in a short radius, igniting enemies in your path and gaining a bit of heat
Special: On a big cooldown, lose all heat and damage enemies around you greatly

queen plover
#

!feedback
bring back the aoe indication on the beetle guard slam, and add it to all enemies with similar attacks(for example, parents and imp overlords).
The reasoning for this is it’s very noticeable that some attack animations betray their true range. This change would make dodging them more consistent as you will always know how far an enemy is capable of reaching and not be surprised to get hit from behind.

queen plover
#

!feedback
While on the topic, remove enemy animation cancels if possible. The two main offenders are Imp Overlords and Elder Lemurians, as they can interrupt their own attacks with another animation.

For example, Imp Overlords can begin throwing spines and then begin their teleport attack. Now they are invisible so you can’t see the spine throwing animation actually finish.

Elder lemurians can use their close-range flamethrower attack and then use a fireball spray during it, which is hard to see coming especially if you’re in close enough range for them to use the flamethrower.

sharp monolith
#

New Legendary Item: Journal of Darwin
Evolution is at your fingertips.
A journal from many bygone years. It details the findings of one Charles Darwin and his revolutionary discovery of evolution. Treat with care.
Increase speed by 0.2m/s (+0.1/s per stack) and armor by 1 + 5% (+5% per stack) for every level up before and after obtaining.
What this item essentially does is increase more stats on level up than what is normally increased.
Credit to @DΞXTΞRITY for suggesting tweaks

queen plover
#

|| !feedback ||
Alien Head Rework
Compared to other red items, alien head is remarkably less exciting and interesting than its friends, even in the utility department. It’s also not very powerful in general.

Proposed Changes

Reduces ability cooldowns by 25%(+25% per stack)
Kills with abilities energize you, increasing movement speed and attack power.

This change, like Brainstalks, will make the player change their playstyle slightly while offering great incentive to do so. It can also be a great item for players who decide to prioritize on raw damage/stat increases than proc chains.

wind laurel
#

!feedback
new red item: increases potency of all status effects

little barn
#

!feedback
I need to rephrase that.
Could there be a setting where whether items on a survivor can be seen or not on pick up?
I meant to say items not equipment.

broken linden
#

!feedback
Hey everyone
New guy here

Year long playthrough with ROR2 and just wanted to say my body is ready for whatever Hopoo games does next.
I do wish there was more unique interactions with more players so i was hoping to suggest a massive multiplayer game.
Like a battle royale - but purely fun like Landfall Games studio does
Hopoo has a winning art style and character design and animations
Just wish i can have more time with other people online by way of proximity chat and maybe a battle royale game that never ends?
Just hypothetically the game never ends like ROR2 its just loads in new players from the sky in a really huge map and plenty of flora/trees to hide in
Periodically drones can give away players last recent position to keep the game progressing.
Maybe pve elements as well to keep exciting and give away enemy positions.

I hope Hopoo devs see this and enjoy your weekends everyone

vast rock
#

!feedback
New uncommon item : Ion Battery

10% chance to electrocute enemies for 3 seconds, dealing 200% damage
Hits enemies for six hits, proc coefficient of .4
Enemies that come within 5 meters of the electrocuted enemy will also be electrocuted for 150% damage
Can only electrocute up to 5 enemies
Stacking will increase the range by 3 meters, and damage by 100%

timber ice
#

!feedback I propose a change to Her Biting Embrace. Make the ice explosion happen at the same hp that genesis loop happens, instead of on death. since the explosion is otherwise useless unless you have a Dio’s best friend, this would make it useful

sharp monolith
hushed aspen
#

!Feedback

Prevent the pull on MUL-T's saw.
The pull on the saw gets insanely annoying, not like anybody uses it though. Especially with dual saws, its a nightmare to even try and saw a high health enemy.

royal dove
#

!feedback items shouldnt ever stop stacking, or if they do they could be removed from the drop pool, or replaced with scrap, or something similar? it feels bad when you pull an item like lensmakers or tri-tip when youve already capped the item off

leaden shore
#

!feedback

Make tritip dagger and lens maker's glasses have hyperbolic stacking with an asymptote of 200% chance, but having 15-20% base chance as compensation for the more diminishing returns.

crimson lotus
#

!feedback

Lunar item idea: gain less money but some of it comes with you to the next stage. I’m not sure on the percent but maybe 25% less money and 25% goes to the next stage.

worldly basin
#

Harpoon alternate mobility for bandit I don't know how you would unlock it

little barn
half field
#

!feedback
The steam store page has an outdated character select gif in the description. It could deter potential buyers that think there isnt many to play as

pliant swan
#

||!feedback|| This has been suggested before, and I'm not sure if it got onto top feedback (so sorry if this is a repost)

Include difficulty icons on the previous run tab in the logbook (and maybe artifacts? but that's not part of this suggestion)

This could be a small thing in a corner or something, but it would be a nice at-a-glance thing to know what difficulty your run was, and get a good feel as to how well you do on different difficulties with different survivors.

wind laurel
#

!feedback
Bandit's alternate M1 (blast) i think is a little too inaccurate because the default shoots only horizontally and cannot drift upwards or downwards where as the alternate M1 can veer off in any direction so it can go diagonaly anywhere, also a shotgun type shot is normally less accurate than a rifle i mean c'mon

sharp monolith
#

Please nerf Kipkip. Even on normal runs it's a run-ender, but I was on a run where Kipkip literally had over four-thousand stacks of bleed and was taking multiple barrages from missiles that did well over 24,000% damage, but his health still would barely go below 100%. He had so much health and healing that that one fight made him my fourth most damaged enemy ever. I only managed to beat him by pushing to the edge of the map. His healing is just way too much, and, on normal runs, his beetles do way too much damage on top of that.

Edit: my AtG damage was way off. It was 24,000% damage.

azure sorrel
#

!feedback
make halcyon seed, pearl, and irradiant pearl their own special tiers so they feel more special and not yellow item scrap.
halcyon seed could possibly be marigold in outline color with the tier name relating to lore
both pearl varriants could either be in the same special tier or seperate ones.
||side note: not sure but would turning pearls to boss items turn purified lunars into providence's creations or something?||

fallow arrow
#

!feedback battery pack, item, green, upon picking up an item or collectible, such as a monster tooth heal, bandolier, or ghor's tome gold, gain 5% attack and movement speed (+2% per stack) for 5 seconds (+1 second per stack) that stack up to 5 times (+2 per stack) and resets the cooldown per pick up.

trim escarp
#

!feedback
Lunar item
Chalice of Commune
Your allies gain 5 (+5 per stack) common items, 3 (+3 per stack) uncommon items and 1 (+1 per stack) legendary item but all your health and allies health is pooled together (-10% health per stack)

glad cloud
#

!feedback pin a template for finding games to all lfg channels

blissful ether
#

!feedback
Subject: Lunar CoinsLunarCoin currently have a dishearteningly low drop rate vs. how many are 'reasonably needed' in a normal run, a Lunar solution must be found.

Suggestion: A Lunar item which increases the drop rate of lunar coins from enemies.
BUT, -tentative idea- enemies start spawning with lunar items! (glass, stone, tonic, HERESY(birdboi enemiescommandosweat ) , etc)

Maybe each additional stack can add an increase to how many lunar items enemies can spawn with (4 making Heretics possible, and more further expanding possible enemy builds). A lot more refining can be done.

hollow basin
#

||!feedback||
Make the teleporter charge faster after killing the boss, or instantly charge a big chunk of it upon killing the boss.

After quickly killing the boss, the biggest source of downtime in game is waiting for the teleporter to charge while a low volume of nonthreatening enemies gradually spawn around you. Speeding up this boring part of every map would make it more rewarding to kill the boss quickly and would keep players in the action instead of being forced to sit in time out.

sharp monolith
#

An artifact that gets rid of the teleporter radius, allowing you to charge it from anywhere, but that requires you to kill all enemies on the map once it is done charging in order to go through the teleporter, just like Risk of Rain 1.

tranquil acorn
#

!feedback

New Item: Item Duplicator. Item unlocked through achievement: "The Illusion of Choice" Reuirements: Receive a duplicate item from any tri shop 3 times in a single run. What does it do?: Item duplicator has a chance whenever you purchase a tri shop item to receive a duplicate of the item you just purchased

woeful zinc
#

Idea to buff the Commando's Grenades: Make them explode on impact with an entity with health so long as they're in the air. That way they can be much more effective at dealing with aerial targets.

hollow basin
#

||!feedback||
Lunar Item Idea:
Null Key

Allows entry into the void fields portal, and is consumed upon entry. The Void Fields cannot be accessed without a key, and upon entering the Void Fields a second time, the enemies keep all items they received from the previous rounds, and more difficult enemies spawn, including Void Reavers.

This lunar item would balance the Void Fields out a lot more, by requiring a cost to enter in the form of a key. This would make entering the Void Fields a less common opportunity as opposed to a no brain move to get ahead on items and xp with no cost to time. Hardcore players would also be inclined to re-enter the void fields to fight multiple higher-tier enemies with much more items and the occasional Reaver in order to get further ahead.

wind laurel
#

!feedback
new lunar item descendance: gain 50% maximum health (25% per stack) but turns all health into barrier and gains barrier on hit (barrier gained on hit is a precentage of maximum health)

fallow arrow
# fallow arrow !feedback battery pack, item, green, upon picking up an item or collectible, suc...

!feedback I've received feedback for this and I think these changes would suit it best: battery pack, item, green, upon picking up a collectible (such as items, a monster tooth heal, bandolier, or ghor's tome gold) or activating a shrine of any kind (including the teleporter), gain 7% attack and movement speed (+3% per stack) for 7 seconds (+2 seconds per stack) that stack up to 4 times (+2 per stack) and resets the duration per pick up. @hot raven

little barn
#

make magma worms not spawn almost directly infront?

wind laurel
#

!feedback
I'm h#cking tired of getting h#cking one shot by h#cking overloading enemy's h#cking energy bubbles, its just so h#cking great to get to h#cking one shot protection but then die because of their h#cking energy bubbles, so i suggest to make these h#ckers (overloading enemys) not be able to kill you with their h#cking energy bubbles just make it get you to hecking one health because then you can recover, maybe

proven bronze
little barn
#

!feedback

Make twisted an elite aspect
Ok so currently, we have T1 and T2 elites, which are both really cool, but they both kinda blend together once you get to stage 30 and see nothing but boss elites and instantly kill them. I think it would be really cool to have an elite that is instead based on the character, instead of the stage they're on.

Here's how I imagine it working:

+200% health, damage. +75% attack speed, +50% armor

0% spawn rate before Stage 9; Spawn rate increases based on lunar items within the collective inventories of all players in the run.

Having more lunars means more twisted elites.```

The Interesting Part

Blazing elites have the fire trail, overloading elites have shield and shock bubbles.. so what do twisted elites get?

Twisted elites would spawn with 2 lunar items with the upsides, and no downsides.
The models would have something depicting what items they had, so the player(s) know how to go about fighting them.
Items like Corpsebloom (except on mushrooms) or Defiant Gouge would be ultimately useless, so they would be much easier to fight than say a Tonic and Shaped Glass wielding one.


```Edit: Items that don't really have a clear downside, such as Rachis would still have the "downside" to them of having enemies (in this case players) take the effect```
little barn
#

!feedback

Technically scavengers are bosses, so they should have a boss item

Scavenger bag (very creative, I know)

  • every 5th use of special, gain an item with the chance of a small chest
timber ice
#

!feedback make huntress automatically lock on to an enemy that she pings

blazing geyser
#

!feedback
Unnamed lunar equipment:
Passively deal 20% less damage, heal for 10% of the damage you deal.
Activate to remove passive effect, deal 50% more damage at the cost of losing 8% current hp per second.
Toggleable with no cooldown.

little barn
#

!feedback Risk of rain 2 levels should have day and nighttime levels in if you loop or possibly the same time in real life and the night time would have a different music and I made a concept of the abandoned aqueduct (origin of tar) during nighttime:

safe prairie
#

Add unique spawn sounds for every elite type to increase player awareness.

However, because the 3 tier 1 elite types are much more common, make their effects more subtle and possibly heard only through proximity.

hexed jewel
#

!feedback

Lepton_Daisy Fix it

fallow arrow
#

!feedback add scrappers that appear more often that only accept specific item rarities

open tartan
#

!feedback
Boson Balsam (Uncommon): “Release a slowing aura during the Teleporter event, slowing all nearby enemies' attack speed and movement by X% (+X% per stack).” Slows are already hyperbolic, so this item can be linear. I'm thinking it should be a low number because slowing attack speed can get strong.

The teleporter zone and everything in it gets slightly blue-shifted (increasing with stacks), even turning Lepton ~~Lily's~~ Daisy's green pulses teal.

There's a bunch of different balsam plants to choose from, aesthetically.
royal dove
#

!feedback ive seen a lot of people suggest a scrapper on the moon for various reasons. an alternative to this could be something like a "matter deconstructor" which is essentially a lunar scrapper, found near the soups (or replacing one soup). same effects as a normal scrapper, except it will only ever scrap 1 item at a time, and it costs either 1 lunar coin per use, some gold, or permanently reducing max health by a small amount, or some other cost. This allowed players to control their build to a greater degree, while still fitting with the whole theme of the soups, lunar items, and being balanced!

timber ice
#

||!feedback|| inspired by tf2, when placing an engineer turret, show a border or something that represents the range of the turret

fallow arrow
#

!feedback soup that turns reds into 9-12 whites in the bazaar or just the moon

faint gyro
#

!feedback SPOILERS:

||Have a higher lunar coin reward when stacking Beads_of_Fealty, currently there's literally no reason to stack these, so this would help with that (maybe + 5 coins per stack, as the twisted scavenger already drops 10). This would also make lunar coins a lot easier to earn as well, as people believe they're currently too hard to earn.||

faint gyro
#

!feedback

Beating the ||gilded coast||, ||bulwark's ambry|| and maybe (you can decide wether or not in feedback discussion) ||void fields|| would grant you a small lunar coin rewards upon beating them (maybe 3 or so, either way should be fairly small). This would make these areas worth visiting on repeat runs and gives more of an intensive to go out of your way to beat them when you otherwise wouldn't. For ||void|| specifically, you could get more coins depending on how late in your run you go for it (maybe +1 per stage beaten, again, up for debate in feedback discussion).

edit: for those saying it doesn't make sense as to why these areas should grant you lunar coins, here's my reasoning:
||Gilded coast||: This is where ||mythrix and providence|| imprisoned the ||aurelionite|| after ||providence|| gave it soul
||Bulwark's ambry||: This is where ||mythrix and providence|| initially experimented with life
||Void fields||: This area can only be accessed through the bazaar between time (do I need to explain further?)

fallow arrow
#

!feedback I feel like a destiny 2 style grenade launcher character would be sick, maybe it gets a triple jump, shoots a grenade and when you let go of the trigger or it hits something it explodes, dealing more damage on contact, attack speed would be reload speed, it's m2 would be a flashbang, stunning any npc withing focus crystal distance for seconds (besides bosses of course) SHIFT would give it a burst of speed and glide for a bit, and R would be commando's grenade but it does slightly more damage, sticks onto the ground or npcs ad explodes after a delay, it would also be a lobbing shot of course. This character would be a really sick close range fighter that used it's brain to shoot around angles, and be able to control the nastiest of crowds.

sharp monolith
#

I've been noticing a recent incline in feedback that is inappropriate or irrelevant. I suggest that any messages that garner more than 10 "no_entry" reactions be removed from the channel, and that its poster be muted on #ror2-feedback-and-ideas for at least half a day (probably more)

proper heart
#

!feedback
Add an option in the settings to skip the intro

mighty barn
#

!feedback
Add an artifact that forces players to visit every stage before going to Mithrix.

Thus will make 1 loop longer.

For example Stage 1a, 1b, 2a, 2b, etc....

You still have the option of going to the void fields after finding newt. Lunar Seers are disabled for this artifact.

faint gyro
# little barn !feedback Technically scavengers are bosses, so they should have a boss item S...

!feedback dexterity has suggested this before (bump), though I don't agree with the specific item, so here's my idea of what a scavenger would drop

the constituent cannon, which would:

  • increase the proc coefficient of non-equipment sources by 0.2 (+0.1 per stack)
  • increase the equipment proc coefficient by 0.5 (+0.2 per stack)

I am very aware of this being a very powerful effect, but due to the scavenger being both a rare boss and one that can only spawn late into runs, I only think it's fair they should have a very powerful boss item.

hollow basin
#

!feedback
Make Engineer turrets target enemies hit by his harpoons, in order of enemies hit.

native jewel
#

!feedback
Switch around the order some items are placed in the logbook so we can get Runald's and Kjaro's band next to each other.
(Right now Harvester's Scythe is in-between them)

faint gyro
rocky bay
#

!feedback
Bring back the Ancient Scepter as an equipment rather than a legendary item. Instead of upgrading the special ability (like in ROR1), it becomes a fifth ability for the survivor that varies depending on what special they chose in their loadout.

The skills should be balanced, keeping in mind they are affected by equipment stuff, and that the item isn't rare as an equipment. These shouldn't be direct upgrades to the survivors' kit, but an expansion by adding a fifth, balanced skill.

Here are some examples:

Commando:
-suppressive fire: For 20s, crits have their luck increased by 1.
Bandit:
-Light's Out / Desperado: lobs dynamite that explodes in a 4m radius on contact with enemies or the ground. Affected by Light's Out / Desperado.
Engineer: Another turret. Max 3 (Including 2 from R) at a time.
Artificer:
-flamethrower: hover 3-4 meters above the ground for 20s using the power of fire. Enemies in a cone below you are burnt.
Mercenary:
-eviscerate: Adds extra charge to most recently used move. Using while eviscerate is active adds extra duration to the skill (can't increase beyond cooldown of eviscerate). Max 2 extra charges per skill.
-slicing winds: exposed enemies and nearby enemies get hit by the wind of blades.
Loader:
-Pylon: Discharge barrier, increasing damage and movement speed for 10s minimum. Effect can continue so long as you still have barrier to lose.
-Hulk smash: Adjust direction of momentum to guarantee impact with targeted enemy, and gives a quick boost. Homes in like capacitor.
Acrid: Poisoned / Blighted enemies explode, infecting nearby enemies. Blight explosions scale with stacking, but enemies with only 1 stack don't spread.
Captain: for 20s, beacons have increased radius, and function like giant turrets. Have your items.

tbh these examples probably aren't balanced at all lol.

edited to remove the variants that I didn't have an example for

stray wyvern
#

!feedback

Give engineer's turrets the captain beacons treatment; give us the option to use one of each as well as the option to use two of the same.

Additionally, update the ui of the engineer placement to let us differentiate between which turret we place.

sharp monolith
#

As a full-circle for Engineer's turrets, and to make my above suggestion more interesting, Engineer should have a turret that flies very quickly and fires AOE bombs but has very low health.

dense hatch
#

!feedback For void field, Increase healing regen in the cell vent dome before activation. Just a nice QOL so players dont have to wait as long for full health before starting the cell vent. Regen in the dome would go back to normal after opening the vent.

soft mural
#

!feedback
A 4th reaction to #ror2-feedback-and-ideas: 🗑️
Posts with x amount of 🗑️ reactions go in a private channel, just for mods and devs to see, similar to #top-feedback-archive but for useless ideas that don't say anything ||(#ror2-feedback-and-ideas message)||.
This reaction shall be cast on irrelevant posts that contain no usefulness whatsoever and should be deleted. Of course, it's up to the mods to choose whether to mute the OP for a while (and delete the post) or not.
I'd like to thank @sharp monolith for helping me come up with this idea.

thorny sonnet
#

!feedback
Engineer should have the ability to move around gunner turrets that he has bought. As engineer is a class based around turrets already, I think there should be some more functionality for the basic gunner turrets that many of us ignore.

While they won't be as strong as the turrets that he already places down, as they don't get any items, they will be there as supporting fire and better area denial.

I think this would make gunner turrets more useful when you're playing as him and more useful for a group effort in multiplayer games.

This idea could be his very own passive ability as he doesn't have one already. It could either work like turning a gunner turret into an item for placing down elsewhere or more like the way TF2 does where the Engineer packs and picks up a turret for manual moving.

Edits: Spelling errors and clarifications on my ideas.

earnest laurel
#

!feedback bit of a weird idea I had...

Give Engi an alt utility that lets him put down the purchasable turrets. For Engi, buying a turret with that utility instead increases the max turrets he can have down by 1 and increases the max charges of his utility by 1.

For example:
First stage.
Engi spawns and places down the turret. Now he has like a 30 second cooldown before he can place another.
Engi places another turret, but he can only have 1 turret down at a time right now. The old turret despawns.
Engi buys a turret. This increases his max turrets to 2 and his max charges to 2. And so on up to the ally cap.
A turret gets destroyed? No more of a setback than when Engi's normal turret gets destroyed. Just spawn another, up to the cap.

This idea actually came from the Effigy of Grief. It would be the same kind of thing: only so many a stage, places on a cooldown. The differences consist of it being an ability rather than an equipment and it gaining maximum per stage cap when the turrets get purchased.

@earnest laurel in #ror2-feedback-discussion with constructive criticism please! I actually found myself liking this idea more and more as I wrote it, so please, if you downvote, @ me and tell me why 😄

Edit: clarified some specifics with destroyed turrets. Buffed the utility with the ability to gain max charges as well as max down with purchases.

hexed jewel
#

!feedback

add steam trading cards

crude scarab
queen plover
# crude scarab !feedback I want to add onto this idea to add a little bit of 'chaos' into the ...

!feedback

While we’re on the topic of the beetle family, why not give beetles a little buff to make them more threatening enemies and more effective allies? Increase their movement speed and maybe attack speed.

Also, maybe create another beetle variant? The archer bugs can remain, but an airborne beetle unit that shoots or dives at you would be fun to encounter and make a cool, aggressive ally.

unborn salmon
#

!feedback on the cover swap out ||artificer|| for ||rex||

little barn
#

!feedback please send the anniversary update on consoles its been 2 months or 3 months

safe prairie
#

Give Beetle Guard (Ally) from Queen’s Gland a projectile spit attack to deal with flying enemies. This would help improve the value of the item.

The spit attack could possibly apply Beetlejuice since it would be in-theme and fitting on a boss item.

pliant swan
#

||!feedback||
Whenever magma worms or overloading worms spawn as bosses, it's extremely easy to insta-die without warning. I would like to suggest that for these 2 bosses in particular (and maybe the imp overlord) that the boss comes out of the ground and sort of sets up to deal damage (like the rest of the bosses) instead of instantly shooting up and obliterating you with 2 quick large-damage hits.

Edit for clarification: The worms can't immediately attack once they come out of the ground. But after a short amount of time they act as usual

little barn
#

!feedback

Completing any challenge should award you with a single lunar coin

it's a good boost for new players, and also, since there's one for almost every item, every skill, and every skin, it would definitely incentivize going for some you might not usually go for if you're not having a lot of luck completing the game or getting some from kills

little barn
#

!feedback

"Purified Lunars"
These are items found specifically through interacting with a new interactable found in ||A Moment, Fractured and Commencement|| (range can be extended, but I think these are good enough to be very end game items)

The way to get them is to take 10 stacks of any lunar and bringing then to the interactable. The HUD will be similar to a scrapper, showing all lunars that you have 10+ stacks of

dropping 10 stacks into the interactable will give a single, purified, lunar item (the item color will be a slightly darker blue to show it's different). These purified items have the upsides of 1 lunar, and none of the downsides.

Notes

• The interactable on Commencement is only available after all pillars are completed```
jagged cedar
pulsar prawn
#

Suvivors need to be able to pat acrid in multiplayer

sharp monolith
little barn
# pliant swan ||!feedback|| Whenever magma worms or overloading worms spawn as bosses, it's ex...

!feedback

Add a circle where the worm is gonna come from. It can either be on fire, or just look burned around the edges

In the first game, the Magma Worm gave about 2 second warning before it popped up to hit you with a firey square and an arrow. I think if this is added back in the form of a circle on the ground, similar to Imp Overlord's, this would fix the problem without breaking immersion

Also good learning opportunity for new players :)

boss bar appears. "magma worm"
wonder what that means
big circle appears
big worm comes from circle
dies
wellshit.png

jagged cedar
#

!feedback

The race that Alien head comes from as a skin or something

sharp monolith
#

More skins for survivors unlocked via beating the game as that character (regardless of difficulty). This would add more of an incentive to beat the game in more than one way as each character.

safe prairie
#

!feedback
Give Stone Golems a snowy map skin on Rallypoint Delta as a callback to Snow Golems.

little barn
# jagged cedar !feedback The race that Alien head comes from as a skin or something

!feedback

alternate idea: Alien head replaces the helmets of survivors when picked up

for acrid, it can becomes kind of a mask with the distinct eyes and skin color

edit: ok, there are a couple other survivors that need specifications given they don't have helmets, so here they are

  • Acrid: face mask
  • Mul-T: top half of the alien head replaces its' construction helmet
  • REX: One of the alien's eyes can cover its' eye socket thing, and the rest can kind of hang off or be tied to the body of the machine
fluid haven
#

!feedback

Idea for Mul-t alt secondary/utility skill

  • I am not the best at balancing so please be sure to share more ideas of how we could better this mechanic! I think this will overall fit this character well, provides some aoe, and offers a nice different option for more aggressive players!
  • Jackhammer: Mul-t pulls out a jackhammer and hammers it into the ground, causing ground shockwaves and stunning nearby enemies. I was thinking it could do a small amount of damage to each enemy (the closer they are, the more damage done). I was thinking 250% damage near center and, getting lower as it gets near the outside of the range, 100% at the outside. (If this is too op, please let me know!)
  • the animation should only be for a small delay (short pit stop almost, think loader when she does her thunder slam but maybe a few milliseconds longer)It could have a proc coefficient, but it would have to be kinda small I would think or it would be too op, maybe .2? As for base range of the attack, Let me know what y’all think! I think it would be cool if mult could charge up this ability making the range bigger the longer it is charged up for (note damage would not change).

Please keep an open mind and feel free to give me some damage number percentages that will be balanced. My goal is to make it so that this will be an aggressive, but not spammed, ability that requires some thought and good positioning for it to be good. A huge Thank you to @outer cloak and @plush spindle !

faint gyro
#

!feedback a small disposable missile launcher buff:

Fire an extra missile for every AtG_Missile and maybe (discuss) Bundle_of_Fireworks you have. As of now, most attacking equipment are HEAVILY outclassed by the royal capacitator, so I only think it’s fair that our favorite cardboard weapon gets slightly buffed

warm scaffold
#

!feedback would be cool if when beating the game with the Heretic he would also get kind of a special skin

dim hamlet
#

Dyno is currently offline, check the user list on the right to see if it is back before submitting feedback

junior nova
safe prairie
#

!feedback
Allow Volcanic Egg to phase through enemies. Currently it just pushes them.

faint gyro
#

!feedback this is extremely minor, but update the blockade breaker achievement on steam to display the newly added hooks and essence of heresy. They’ve shown that they can update their achievement images, with bandit replacing huntress in the warrior achievement, so I don’t see a reason as to why you shouldn’t update the blockade breaker one too.

safe prairie
#

!feedback
Make volcanic gain some damage for every enemy you fly through in a single use, similar to Phase around or Laser Glaive.

fallow arrow
#

!feedback unstable watch and time keeper's secret for those of you that don't know, unstable watch is an equipment that stops time for 7 seconds, well i guess to balance that there could be a 14 second period where time can't be stopped, and timekeepers secret is a green item that stops time for 3 seconds +1 per stack upon falling to low health and with a 7 minute recharge time, how i'm proposing to balance this item is it to recharge every stage and for stop time to go to 2 +2 per stack.

soft palm
#

!feedback possibly add an option to turn off the FOV change when sprinting like how you can turn off the sensitivity change, since it kinda makes some people dizzy and can't play too long

hollow basin
#

||!feedback||
Void Warden

This high tier enemy can summon captured monsters from the void to subdue you. The monsters that it summon can be from any environment regardless of which environment you are in, and like in the void Fields, these enemies can possess items. Summoning these enemies takes several seconds, the Warden can only summon a set amount of enemies, and killing the Warden instantly kills all summoned enemies.

On its own, the Warden has few offensive capabilities and relies mostly on its summons, making focusing it down easier. The items that its summoned enemies possess can be seen hovering above it, and possessed enemies have a noticeable purple glow to differentiate them. This extremely dangerous enemy can only spawn after the first loop is meant to shake up the late game by adding an extremely dangerous new threat that can summon item-buffed enemies that can come from other environments. The Warden could potentially use some of the same enemy and item spawns as the void fields, thus becoming more of a threat if you completed the Void Fields.

faint gyro
#

!feedback a daily lunar coin reward for beating prismatic trials. This would give a lot more incentive to play the mode and would allow for more ways to earn lunar coins (and as you probably know by now, I love lunars)

sharp monolith
#

An Overloading Brass Contraption Horde of Many should not show up at 7:15 on Monsoon.
I suggest that Hordes of Many be exclusive to stage four and beyond.

supple ravine
#

!feedback Please add actual multiplayer host tools for multiplayer, its actually amazing this game has gone beyond 1.0 and it still doesn't have a kick/ban or vote-kick system. You have to use the console to do it (not everyone knows where that is, and such basic features shouldn't be hidden) and it doesn't even work half the time because steamIDs just don't show up. You have to use mods to get this extremely basic feature, and thats not ok.

fallow arrow
#

!feedback increase max player count to 8-16

valid saffron
#

!feedback please give us proximity chat

ivory cypress
#

!feedback it’s literally a lily not a daisy rename lepton daisy lepton lily :)

little barn
#

!feedback it might just be me but right now vultures kind of feel like an anomaly as a ranged enemy, i think a squawk attack would fit them much better, e.g reducing their attack range to the range of focus crystal but doubling their attack damage.

little barn
#

!feedback
Had this idea yesterday. Hope you like the whole idea format :)

Dejected Bat [Uncommon]

Critical Hits inflict 2```
Trauma Debuff stats

Take +5% (+5% per debuff stack) total damage for 4 seconds.
Affected by proc coefficient; stacking more replenishes debuff timer```

Lore:

// Museum Database Archives
Message Decrypting...
Authenticating...
Printing...
Done

Object: Broken Baseball Bat
Serial Code: 2181511514
Description: evidence from an infamous serial killer's case. The top is completely broken off, but the handle is in very good condition.

To be kept at room temperature within a secured safe when not on exhibit. 

queen plover
#

!feedback
option to disable chat logs for every single item pickup...because sometimes I want to see what my teammates have posted and having the chat go way up just because someone used a printer can hurt coordination

kindred oriole
#

!feedback
In the discord, maybe have a separate channel for feedback for adjusting the current game, and ideas for entirely new items/skills/characters/enemies.

green cove
#

!feedback get rid of mushrooms

supple ravine
#

!feedback Rebalance Captain's supply beacons. Beacons are in a spot right now where hacking is to good and every other beacon is to weak. Healing is ok, but shocking and resupply need alot of love. The captain meta is very boring despite the potential for him to have alot of playstyle diversity. You are shooting yourself in the foot if you don't take hacking. Shocking needs to have a larger area of effect so that it can actually allow for good crowd control, and resupply could maybe give a damage/speed buff along side the resupply so you don't need an equipment in order to make use of it (And if you feel like you need to change healing, add a beam that latches onto nearby players like a healing drone, so they can continue to strafe)

open tartan
#

!feedback Speaking of chat-clutter-reducing toggleable options…

  • Clear Alerts: When you leave the current stage, hide previous alerts for orbs, portals, distant whirring, teleporter alignment, and family events. As a side note, having these in the little chat box is too subtle for how important they are in the moment.
  • Remove Redundant: When you get “You picked up Tougher Times (3)”, hide “You picked up Tougher Times (2)”. This way using a scrapper/printer/cauldron only gets 1 message that keeps updating.
little barn
#

(Unnamed) [Lunar]


-50% (-50% per stack) chance to get an item currently on your character. Stacks exponentially```

Notes:
"In a favorable direction" just means "what way would the player like most"
for instance, bleed does 240% damage, so you would want that to go up to 360%, rather than go down to 120%
however shattering justice does -60 armor. The favorable direction in this case would be down to -90 instead of up to -30
And yes, this affects lunar downsides. Shaped glass becomes 150% damage for -25% max health, Corpsebloom becomes 300% healing for 15% max health

the second stat "chance to get item" just means "if I roll for uncommon and the player has a goat hoof, there is double the chance of any other item dropping". This works for lunars, too
open tartan
#

!feedback
Shrine of the Woods: Change the radius per activation to X (+Y per activation this run).

For example, 4m (+0.5m). On Roost stage 1, a player activates a shrine for a radius of 4.5m, then 10m, then 16.5m. If they then get a Shrine of the Woods on Acres stage 3, the first is 6m, then 11m, then 21m.

This way, as long as the player continues paying tribute to the woods, the woods keep growing. It's a thematic way to keep the shrine relevant once survivors have high movement speeds.
delicate plaza
#

A new skin for each char that unlocks when finishing the game on monsoon, but without artifacts. Being able to choose your own items makes the game easier on monsoon than a game without artifacts on drizzle.

boreal slate
#

!feedback
raeson i would be goode mod:
1: i will paersonaly ask mr. hopoo to add crowdfunder 2.0
2: i am cool
3: hi my name is dave and

ok but fr actual suggestion: make the charging area for void fields larger so that melee characters can actually charge the cells without having to run out and back in constantly, and to not make it too easy, make the enemy spawns more intelligent, so that they dont get stuck on rocks when climbing up a hill (looking at you, that one cell on the top of the mountain)

queen plover
#

!feedback
mute every person who makes mod suggestion in this channel for 72 hours .

twin apex
#

!feedback After doing the trial of metamorphosis, the game should put you back to your original character. Edit: this is for when you’ve entered the code in sky meadow and teleported to the artifact reliquary to do the trial to unlock the artifact.

timber ice
#

!feedback Really minor thing, I feel like captains orbital strike/diablo should be his special, with the beacons as his utility since the strikes are more in line with a special attack, where the beacons provide more utility. Maybe swap them around idk

eager plume
#

!feedback Buff Bison steak.
Add a secondary effect to it, "Increases regeneration by
.75/sec." This would round out the increased health, especially at early game, when the bonus to health can't be regained easily, not without another item which heals(which is rare enough to begin with).

proper heart
#

!feedback
Add an extra small area in rallypoint delta which would be a medical bay, the place having some old hits that can be seen on the outside, somewhat matching of something the bighorn bison could leave. Inside it would have some skeletons in beds, and some skeletons outside seemingly having been charred. Around the end of the medical bay a deactivated MED-E bot could be seen clutching a blue helmet. (This would be a reference to the Medkit logbook entry)

fallow arrow
#

!feedback teammate revival at the cost of gold or health, maybe call it the shrine of soul or rebirth

little barn
#

!feedback

Alternatively... bring back artifact of spirit

(Faster movement speed and firing speed at low health for all entities)

mint root
#

They should add more stages I beat the game in like an hour with Commando and thought the ending and final boss was awesome I just think six stages isn't enough.

red adder
#

!feedback I think Mithrix could use more attack variety in the first phase. Nothing too fancy, I suppose, but it could be cool. Maybe like, a ranged attack where he jumps into the air and bats one of the ball things from phase four at you with his hammer? I dunno. Could be rad

red adder
#

!feedback Gup must return

rocky bay
#

!feedback please add a quicksave feature. The most painful end to a run is when your power cuts out or the game crashes.

paper merlin
#

!feedback end console support

blazing geyser
#

||!feedback||
unnamed artifact:

all 6 elite variants (blazing, overloading, glacial, malachite, celestine and perfected) spawn at every stage of the game.
Elites with tier 2 scaling (~6x damage and ~18x hp) will only spawn after looping, and at the same rate that malachites and celestines do currently; tier 2 scaled elites would be of any of the 6 variants

little barn
#

!feedback

Historian's Fedora [UnCommon]

+15% (+15% per stack) chance to drop a boss item

+5% chance for boss items to drop from small chests
+10% chance for boss items to drop from large chests

Boss items have a 15% chance to drop from boss events, so this doubles the rate at which they drop. I should also add that the name is based off Indiana Jones

queen plover
#

||!feedback ||

A legendary item called The New Lopper, the Ol’ Lopper in its prime: +50% critical damage on enemies below 40%(+5% per stack) HP. Also gives you 5% crit chance(suggested by @little barn )

The Ol’ Lopper was pretty awful and I’d like to believe the cause was its poor condition. The effect is nice but hardly useful since it started at below 9% HP and only capped at 35% HP...when you could just stack a white instead and have crit chance at all times. The new, fresh lopper would have an effect that is powerful and not be overshadowed by a white item but also requires you to reach an HP threshold+have crit chance already.

near nova
#

make Lunar Chimeras normally able to spawn on Dissonance after 3~ or so stages have passed

Edit : god damn it i forgot to !feedback again

little barn
#

!feedback

Hammer and Chisel [UnCommon]

On-hit: Deal 60% (+20% per stack) base damage to victim's health. Not affected by armor, skips shield and barrier, and anything else that is not health```

Shortened version: Deal 60% base damage that completely bypasses all forms of protection
fluid haven
#

!feedback

To add more variety to stages without doing too much more work in terms of creating new maps, allow for stages to spawn as day OR night stages (50/50 chance). Don’t know about you, but I would LOVE to see Sky Meadows at night... This will also give us a chance to foreshadow the moon as well as enhance beauty of each level by lighting it in a different perspective. They may be the same map, but it won’t FEEL the same!

open tartan
#

!feedback
Bring back Cremator. The extra dimensions to dodge attacks in plus the ability to shoot at a downwards angle are exactly what we need to get revenge after what it was like in RoR1.

boreal ingot
#

!feedback

Add Silent Ruins, a new special stage which shows the after effects and ruin that the previous survivors in risk of rain brought. The map is special, and all monsters there have an "ghostly" / "undead" status, along with new monsters. The monsters there were once wiped out by the first survivors, and the place became ruined. Over time, a strange force filled the ruined place, causing dead monsters to be "revived" in a bad way, and wanted revenge on the survivors if they came back. The stage has special bosses, and adds interesting lore to the game, further showing that the survivors were the real monsters, and now the monsters who were killed mercilessly came back to haunt and take their revenge

queen plover
little barn
#

!feedback

Let leeching seed get 1 health from everything, no matter the proc coefficient

Currently, the leeching seed kinda bad. It's a direct downgrade to the harvester's scythe, even though they're in the same rarity. Making Leeching seed proc-able off everything gives it good synergy with Acrid's poison and blight, bleed, hemorrhage, fire, and all other DoT effects I missed.

This move also makes a lot of sense.. if the point is to heal when dealing damage, why not extend that to all damage?

little barn
#

!feedback

All items that drop an object that you have to go pick up should always be moving towards the closest player no matter who that is

It's extremely annoying when you kill an enemy through a massive proc chain, but they're half way across the map so you have to go over there just to heal/reset cool downs/get gold

Also: items that fall off the map should automatically affect the item proccer.
This, imo, would make bandolier much more worth it, similarly to how focus crystal was pretty bad before we could see the effective range of the item. On paper, neither are bad items, but the execution is extremely important. That's why this QoL change will make such a great impact on all items affected by it.

little barn
little barn
#

!feedback

Poacher's Scope [Equipment]
Attach a scope to your weapon, targeting all enemies of a specific species for the rest of the stage, dealing 15% extra damage (+ 2% per kill) to that species. Reactivating the equipment resets the hunted species and kill increase

little barn
#

Rudimentary portal maker [Lunar Equipment]

•) On use: Teleport to a random location
+) Harming everything around you when you teleport, and killing everything you teleport into immediately.
-) Cool down: 60 seconds
``` On the surface, this equipment is pretty good. You have a chance to instantly kill anything, and you also deal a little bit of AoE when teleporting. The downside comes into *what* you instantly kill, and where you get teleported to. 

Also I made this item for lore purposes too, given Mithrix was stranded on the moon through a teleporter, so it makes sense he tried to get back at least once through his own creation.
faint gyro
#

!feedback horde of many boss item idea:

The Amulet of many, which would:

  • Increase attack power by 10% (+10% per stack) for every ally you currently have.

This item would be a great indirect buff to the happiest mask, give the horde of many a boss item and would make drones a lot more useful.

regal stirrup
#

!feedback

please make huntress better

charred mist
#

!feedback

Some proposed changes to Artificer's freeze mechanics:

  • Execute threshold increased to 35% health.

  • Execute threshold stacks with Old Guillotine - so freezing elites can stay impactful later into a run. (doesn't need to be additive, just so they can synergise together instead of compete with each other)

  • All bosses are vulnerable to freeze and can be executed. However,

  • Bosses cannot be frozen in place by freeze skills, but are instead slowed similar to Runald's Band (Mithrix included, to retain consistency).

Currently, Artificer struggles with her damage falling off a lot faster than other survivors, especially if taking Ion Surge instead of Flamethrower. Her freeze execute, while effective, isn't quite enough when you need it - standard enemies will usually go down quick enough without it, and boss enemies not being vulnerable makes Artificer's struggles to keep up with damage more noticeable. Freeze works well against elites, but currently barely outmatches 3 Old Guillotines stacked, and is out-competed by 4 or more of them.

Allowing Artificer to execute bosses should make her stronger and more consistent especially in the late game, dealing comparable damage to bosses as survivors like Bandit or REX; while also not changing too much about what makes Artificer feel like Artificer. In addition, letting Old Guillotine stack in some form with freeze's execute could let Artificer find a unique niche as an "anti-Elite" survivor with certain items/builds.

strong spruce
#

||!feedback||

DLC Skins
For the next DLC, (and future DLC) all survivors should get a skin based on the theme of the DLC.

little barn
#

!feedback pots should count towards desperado
reasoning: they count towards infusion and bandit resets so i don't understand why they don't count as a kill for other abilities.

rocky bay
#

!feedback reconsider the blacklist on items given to monsters in void fields and with evolution. There are some items that either have zero effect or instantly end runs.

editing to add the clearer and better version: #ror2-feedback-and-ideas message

past blade
#

!feedback

let us pet the friendly beetle guards

leaden radish
#

!feedback Have obliteration/escape endings scale with the difficulty
Preferably not so much of a difference in main stream difficulties for an even playing ground but it would be a great addition to eclipse since it doesn't have a point except bragging rights and it would pay itself off and be a good reward for newer players to elevate their skill and push forward
For most hardcore players with 500 (or you sitting there with 999999 coins because you as a pc player can and no one will stop you) lunar coins it won't make a difference but it'll definitely make people adapt their skill to harsher difficulty and reward them for it
Anyways back to doing drugs Tonic

pure wagon
#

!feedback
Each DLC should be able to in some way effect the ending or general circumstances of a run. Kind of like adding a new "route", but a bit less so.
It could range from [these are all examples, but bring along the general idea] ||bringing a ton of wisps along with you to the moon for some reason, new shrines that let you access a new realm appearing upon killing the newt dude, or forging a pact with the "Imp Empress", whose one rule is that you can't go to the moon (if you do it anyways, she stomps Mithrix and you fight her instead)||
In a game with so much freedom and so many things that can be done fundamentally differently between each run, ways to spice that up even more, especially in the few bits of direct story we have, would be greatly appreciated.

little barn
#

!feedback

Conducting Armor [Legendary]

• Any attack that does more than current shield stops after depleting all shield
• 25% (+15% per stack) damage done when shield is depleted fully gets exploded out in a 15 (+10 per stack) meter sphere
• Killing anything with the blast recharges 15% max shield
• +16% max health as shield (two PSGs worth)```
safe prairie
#

!feedback
Idle animations would add some nice character flavor.

vague hamlet
#

!feedback
In Sky Meadows if you look far into the distance in the direction of the flying rocks, you can often see tiny specs of lights, that being Wisps that were caught up in the flow.

Please add an instant death field in this faraway land, and grant a swift and painless end to these poor souls' eternal solitude.

glossy nimbus
#

!feedback
make every cooldown-based primary-- this is to say, artificer's primary, scrap launcher, and maybe eyes of heresy-- reload the same way Bandit's shotgun does. i think this would make some of the most punishing and difficult to use abilities much more viable, and mostly serve as the buff Artificer needs.

keen nymph
#

!feedback
If a mushrum fires a spore and it hits the ground, the aoe should go away once you kill the mushrum that fired it.
why? IMO, mushrums do a bit more damage then they should. Elite mushrums can delete you in seconds, not being aware of your surroundings for just a bit on low health is death, kill the thing doesn’t do anything but stop it from fire more, but if there’s a ring of pre shot spore rings on the ground from mushrums you already killed, you really can’t do anything about it. TL;DR mushrum spore aoe should go away after you kill the one that shot it

safe prairie
#

Sky Meadow could really use a stage variant like Titanic Planes and Distant roost.

I understand the lore implications of Sky Meadow being the only stage 5, but visiting the same level on stage 5 every time can get a little boring or repetitive, as much as I love the stage. A workaround would be making more levels out of the same environment.

Personally I think every stage should get stage variants, but this would be an ideal place to start.

leaden shore
#

!feedback

Or, ideally, give Sky meadow an alternative layout like distant roost's layout A and B. Currently there are very few variations available and it does not change the stage as much as distant roost's B layout changes compared to the A layout (basically a whole new map).

hexed herald
#

!feedback

Make artificers flamethrower do more damage ticks with more attack speed, similar to mercs eviscerate

bright turtle
#

!feedback.
i know this is bad but i kinda want mythix as a character

azure sorrel
#

~~!feedback
disclaimer: this suggestion is irrevent to people who dont use more item mods.
have it so command menu can become bigger and have more items per row with item mods.
currently having more than 25 per tier covers the text saying "what is your command" and 30+ covers it and goes over the bounderies
a more dynamic command menu would make it a bit better to look at ~~
this suggestion is irrelivent as a mod already fixes a problem only people using mods have for now, breadguy told me that better ui does this.
||(unless dlc comes arround and adds new commons, uncommons, equipemnts, and ledgendaries making this suggestion relevant in vanilla)||

stable geyser
#

!feedback
can like the command menu pause shit around you, its annoying experimenting with 100 syringes to die to some random shit

faint gyro
#

!feedback the engineer’s turrets shouldn’t receive untiered items (specifically the tonic afflictions). They can’t use equipment to offset the debuff, nor does perma-uptime tonic effect them at all. This could be solved in 1 of 2 ways:

  1. Let them not receive untiered items(thus negating the problem entirely)
  2. Let the turrets make use of the positive buffs of the tonic.
azure sorrel
#

!feedback
engineer turrets should get one shot proteciton
they relate to the player way much more compared to beetle guards, emapthy probes, drones, and happiest mask ghosts as they recive a copy of your items.
although this would not be ballanced in late game cases, it would make co op and the mithrix fight a better time for engineer mains

white musk
#

!feedback
New artifacts to discover in Sundered Grove and Commencement

sharp monolith
#

Change all of the achievements that require you "Kill the final boss" (e.g. Bandit: B&E and Captain: Smushed) to allow the killing of a Twisted Scavenger in their criteria. "Beating the game" (e.g. The Calm) will not have killing the Twisted Scavenger in their criteria, though.

runic canyon
little barn
#

Porcelain Rabbit [Lunar]

+ 100% luck (+100% per stack) stacks exponentially
- 1 (-1 per stack) luck```
sterile remnant
#

!feedback

I was recently playing randoms online and the only way I could communicate with them was if I pinged so they could heal by the turrets. And recently MHR made dlc content where you could purchase online stickers that showed characters doing an action and you could edit these stickers to what you would want to say. For me I like the idea of that we could buy stickers in-game being able to communicate/have fun while supporting the creators

little barn
#

!feedback

Add a Stacked Bar chart to show how much of each difficulty people play (either per day/week/month/year/throughout playing), and how many of each difficulty they win

This would allow people to see their success rates and how they can improve.

For instance, in this chart I made, the top bar represents my total games played, and the bottom bar represents my win and loss rate.
From the chart, I have won 23 out of 27 drizzle games, and lost 8 out of 20 monsoon games. This is the kind of data that I would love to see in the run history logs :)

charred mist
#

!feedback

This is more for future DLCs - if any alternate skills are introduced alongside DLC in the future, allow players who already own a given survivor to unlock all alternate skills for them regardless of DLC ownership.

For example, if a DLC release also introduced a new alternate special for Acrid and a new alternate primary for MUL-T, both could be unlocked by players without needing to own the DLC as they could already unlock these survivors in the base game.

I'm very excited for what future DLC holds for the game, and am ok with buying things like new items, stages, survivors etc. However especially for making crafting survivor loadouts simpler and making it easier for newer players to really get into the game, I believe it would be best to have it so owning a survivor means being able to get all their alternate skills regardless of DLCs. It would really be an icing on the cake, so to speak.

(For me, DLC 1 is a day 1 download all the same, but mostly for players who can't get the DLC for whatever reason don't have to miss out. Would be a bit unfortunate to introduce someone to the game and have to tell them that they can't get a new Commando skill without also buying an expansion, for instance)

little barn
#

!feedback

Normalizing medical agent [UnCommon]

• elite related status effects do nothing to you```
little barn
#

!feedback

Sadist’s Glove [Lunar]

• Damage taken 200% (+100% per stack)```

Levels out to about 40% base per second, or 10% per tick, if compared with bleed
safe prairie
#

!feedback
Make Wake of Vultures give immunity to the same elite effects you have active.

Example: if you have the blazing effect from WoV, you don’t get burned by blazing elites and the fire trail deals no damage.

little barn
#

!feedback
I wonder how will the human survivors will look like without their helmets and be unmasked and the humans without helmet will look cooler in risk of rain art style and it should be a mod instead of official but I was wondering, just wondering and for a idea of risk of rain

little barn
#

!feedback

Create a GMod-like extension for Risk of Rain, where it's basically open to people uploading their own game modes so you can mess around with all kinds of weird things people come up with

I would love to play prop hunt in Risk of Rain lmao

urban arch
#

So I was discussing a character idea with my Friend and he thought I should maybe talk about it in the general chat

So I have this idea for a character who is slim but wears a big heavy suit of green armor and also he wears a military helmet with goggles on his face and a face mask
This guy is basically a demolition expert who brings the definition of chaos while he has a melee style in there as well we think it's pretty cool and want to hear what y'all think

silent basin
#

!feedback I feel like the final stage of mithrix needs a buff, its kinda a joke compared to the previous stage of the fight

prisma gale
#

!feedback give commando his own sound effect on selection, show em' some love! All the other survivors do.

little barn
#

Idk

timber ice
#

!feedback Idea for a new alternate Commando primary. Name: Single Tap
Replaces your pistols with a rifle (pistol still shows up for supressive fire)
On use: Fire a single shot from your rifle for 250% damage, on a 0.3 second cooldown, 1.0 proc coefficient. Experiences less damage falloff compared to double tap. Range is the same as Bandit’s blast

sharp monolith
little barn
#

!feedback items that activate on use such as squid polyp (and less so fireworks) are often overlooked because they dont really have any good "synergies" other than just buying an item, making them activate upon entering eccentric vase for example would give 3 items that are generally pretty bad a decent synergy.

knotty chasm
#

!feedback
I have just figured out the BEST character idea of ALL TIME! Move over, Loader; we have a NEW mobile master around! Say hello too... AIRBOARDER!

Look, I'm not just advocating for ripping off Gori: Cuddly Carnage wholesale. I think there's a strong case to be made for a character who gets around with a hoverboard, however they attack enemies. The mobility would be fun and allow for entertaining ways of getting around the massive levels.

soft mural
#

!feedback give us a restart key like in The Binding of Isaac, it's not much but I think being able to restart runs at the drop of a hat like that would increase overall enjoyment of the game in case you get a 'bad' run (though lets be honest people will probably just use this if they get a bad first item lol)

In Multiplayer it should be allowed to call a vote to restart the run.

red adder
#

!feedback Risk of Rain merch. Hear me out. Grovetender plushies with openable backpacks, Dunestrider inspired mugs, pet rock golems/titans, beetle hats/beanies, Gup stress balls/plushies/beanbag chairs, map logbook dioramas, Bandit hats, Newt plushies, Scavenger plushies with an openable bag, Mithrix squeaky hammer(?), inactive wisp mask/wisp wall lights, Magma Worm neck pillows/scarves/plushies (Overloading Worm options as well), Vagrant beanbags, Concept art books, REX plant pots, Fuel Cell lamps, and stuff like that.

Apologies if this seems a bit overboard, but heyyyyyyyyyyy, I want Gup and Grovetender plushies more than anythingg :0

vestal iris
#

Hey y'all! Since there's been some confusion, please take the time to read this: This channel is for GAME feedback only. If you have any issues within the Discord server, please feel free to DM the ModMail account, or DM a mod so they can pass it on to the rest of the team. Thank you! huntresspoint

little barn
#

Ent Bark [Lunar]

+) Gain 70(+50 per stack) armor
-) Lose 25% speed(+10% per stack); stacks exponentially
kindred oriole
#

!feedback
this has probably been suggested before, but please make the game chat scrollable, it is a really needed quality of life change

little barn
#

!feedback
spoilers for the ending of the commencement ending

Make the final holding point (the ship) charge exponentially. What I mean is the more charge you currently have, the more charge you get per second. This would make it ten times easier for new players and people running out of time, but also creates an interesting dynamic where you don't have to worry as much when you're 10% away, versus if you're 60% away.

Current 1% per second is fine, but not very forgiving when you have a 5 minute timer looming over you constantly

latent root
#

!feedback

Change Sundered Grove to be a map held up by enormous trees, and make it an alternate stage 5.
This would make stage 5 less repetitive, but Sundered grove would have to be changed quite a bit to be as impactful as Sky Meadow.

I suggest making the map held up by several huge trees, with branches that connect parts of the map. Have there be several large platforms on the branches and have bouncy mushrooms to get to other parts of the map quickly. There could be a large tree in the middle with an opening, this is where something unique to the map could be found (similar to how Sky Meadow has the artifact portal).

I also suggest replacing many of the current enemy spawns with a unique family of enemies, including a new boss (possibly mushrum-type enemies, or something new entirely)

''The flora was able to grow to the heights of the planet's atmosphere with the help of a strange power emanating from the moon.''

azure sorrel
tardy solstice
#

!feedback a chest/teleporter mimic enemy that spawns after the first loop would be fun

winter berry
dim hamlet
#

!feedback

Allow Forgive Me Please to proc Happiest Mask
Whenever this occurs, the doll will spawn a clone of itself that applies on-kill effects just as the doll itself would, but it cannot proc another Happiest Mask to copy itself again. The limit of 3 dolls per player still applies

azure sorrel
#

!feedback
since the lobby can only show 4 characters at a time even if you put some console commands to max players vanilla can handle (which is 16)
make small icons of each survivor to replace the stone golem showing who is ready and who is not
it would give information to other players which survivor you are if your players 4 through 16*.
and it would be a neat detail for others to look at.
*||players 5-16 only see themself , the host, p2, p3 compared to players 2,3,and 4 which sees themself , host , and then the other 2 players in the default lobby value range|| #ror2-feedback-discussion message shows what imean about why 4-16 instead of 5-16 in a bit more details

gritty pilot
#

!feedback
Increase the amount of time you have until moon detonation on drizzle and give people a shorter amount of time on monsoon.

timber ice
#

!feedback make acrid invincible when starting a run, lasts until you can walk. Acrid is the only survivor that can be killed before being able to fight back, this would make it more fair

rocky bay
#

!feedback make it possible to add time to the detonation countdown by killing void reavers.

civic lava
#

!feedback
Show skill cooldowns in survivor skill descriptions

little barn
#

!feedback
Mimic:
Relatively rare enemy that appears after the first loop (or maybe from the beginning, for max fun). Disguises as a Small Chest (and could even take the place of one), revealed by small breathing movements. When opened or when it takes damage, it wakes up and goes after the player. When killed, it drops an item as a Small Chest would. When alive, the Mimic gains the benefit of whatever it would drop.
Greater Mimic:
A stronger version of the basic Mimic, appears as a Large Chest and drops an item upon death as if a Large Chest was opened.
Legendary Mimic:
Exceedingly rare, even more so than the Legendary Chest it mimics. Extremely strong, it proves to be a worthy challenge to obtain the legendary item contained within it's gullet.
Teleporter Mimic:
Having consumed the Teleporter it has disguised as, the Teleporter Mimic is in a food coma due to it's size and is thus does not move when asleep. Acts as the Teleporter boss when it is killed, and the teleporter radius is centered on the TP Mimic. When killed, the TP will curl up and become stationary; acting like a regular Teleporter. If knocked off the edge of the map, the TP Mimic's corpse will teleport to where it spawned.
Item Mimic:
The boss item of the Teleporter Mimic. Turns into other items every so often. Every stack turns into the same item. Increased stacks also increase the chances of turning into higher tier items, but at a relatively slow rate. Will not turn into lunars.

boreal ingot
#

!feedback
Add mithrix doppelgangers that he can summon during the 3rd phase of his battle, similar to umbra of providence in the first game, except more fitting to style of mithrix, maybe composed of the pillar of flames that mithrix leaves after his hammer slam on phase 3

little barn
#

!feedback

Artifact of perfection
All health is shield for everyone

;)

boreal ingot
#

!feedback
Increase mithrix's agility so that he can respond better to aerial kiting

little barn
# boreal ingot !feedback Increase mithrix's agility so that he can respond better to aerial kit...

Alternatively...
Allow Mithrix to throw his hammer, similar to what Thor can do when he uses Mjolnir.

Mithrix normally hits you directly with his hammer, or swings at you with his hammer, launching you up. It would be amazing if he can combo you with a hammer throw that hits you, and them boomerangs you back towards Mithrix.
This would be not only a fresh new move that forces you to pay attention, but also makes you staying away from mithrix very difficult.

Basically,

Mithrix throws his hammer
The hammer either hits you, or flies past you
Mithrix calls the hammer back to him
The hammer either brings you directly back, or boomerangs back and then hits you
Avatar gets yanked towards Mithrix, causing much more tension

boreal ingot
#

!feedback
A new lunar item, Sacrificial Orb

Low chance on hit to fire an orb (similar to tracking wisps that are fired from little disciple) to each enemy within a certain radius, dealing 2000% damage each, while at the same time draining a good percentage of your current health

Edit:it explodes when hitting an enemy, dealing damage to nearby enemies too

Edit : a while after the orbs were fired, heal back a percentage of health depending on the damage dealt by the orbs during the period of time

little barn
#

!feedback

Make the elite aspects a new selection screen right under artifacts. They unlock by picking up an aspect in the game with the same 1/4000 chance to drop. When you pick one up, it shows as an aspect item (potentially purple background? I'm not sure yet).
When you select one of the elite aspects in the game menu, you spawn with the elite buff marker, with nothing taking up your equipment slot.
Your character model has the elite aspect graphical additions as normal.

Anything that is normally "activate on death" effects for elites is now "activate on critical health" (25% max health) so they're not useless without a Dio's best friend.

If you're playing in multiplayer, anyone can select an aspect unlocked by one of the party members. The difference is one person selecting an aspect doesn't make everyone the same aspect

supple ravine
#

!feedback In the upcoming expansion, I'd like to see a support character that can hold their own in single player, but can truly enable allies in co-op beyond just healing. It would make for more interesting team composition! Us support players don't have alot to work with right now, which is kind of a shame.

prisma gale
#

!feedback on sacrifice, allow monster drops to spawn on the edge if the monster kills themselves. It'd be a shame to see a red item go to waste because some beetle decided to kamikazi..

main goblet
#

!feedback
Following the above statement, allow this to happen with items in general. Many times the Scavenger Sack falls off the edge and respawns right next to it, and opening up the sack sends about one third of the items into the abyss below. There also is a spot on Siren's Call where a chest can spawn on a tiny spike in the cavern above a crevice near a lunar altar spawn, and it launches the item into the pit. Very upsetting when it's a large chest and a legendary comes out of it. I've seen this happen to items that fall on the ground but slide off the map too.

plain hazel
#

!feedback
Maybe we could press tab and then right click an item to drop for a friend in multiplayer. This would drop them one at a time into item form in the world for others to pick up.

ivory cypress
#

!feedback make it so that beetle guards and probes are prioritzied over drones since if you get 20 i think it is you lose out on those items benefits in non sub areas

queen plover
#

!feedback
make Bandolier drops recharge Bandit’s M1 because they are literally ammo packs. Or specify in Bandit’s description that his M1 is not affected by any cooldown reduction whatsoever

lost stone
#

!feedback
make suppressive fire do an additional 10% damage for each consecutive hit. for example the first shot does 100% the second does 110% the third does 120%

why? cause it would be fun

wind lynx
#

!feedback
Make legendary chests just a little less rare. In my 300 or so hours of playing, I've seen literally only one maybe two legendary chests spawn outside of the guaranteed ones. Don't necessarily make them common, but natural spawn legendary chests are practically not even a part of the game (just like elite aspects) due to their rarity, plus the fact that they aren't that powerful in the first place. (Large chests have a 1/5 chance to drop a red item but are only 1/8 the price)

little barn
#

!feedback

add a little easter egg for those that go absolutely insane with lunars and make it so if you get equal lunar items to the rest of your item count, you get a free perfected aspect drop, just as an interesting easter egg.
There should also be a minimum amount of 10 in order to get the perfected elite aspect.

edit: I should add that you don't have to pick this up, it's just a free thing for those that get enough to achieve it

supple ravine
#

!feedback Artifact of shroud: Covers each map in complete darkness. Spawns beacons that cost half or the full cost of a chest to activate, lights up large areas of the map. The teleporter is always faintly glowing. All allies emit a certain amount of light around them

visual steeple
#

!feedback

When the number of lunar coins goes into the negatives due to integer overflow, you get teleported to a huge arena that's themed after the lunar bazaar and fight a super buffed version of Newt as a secret boss. And if you die the death message would be "You are indebted to the planet"

little barn
#

Create a new item rarity called "Null"
consumed Dio's and tonic afflictions go into this category.

This way, shrines of order are actually interesting and can completely clean you of all tonic afflictions, or give you even more afflictions (also any other items that get added to this rarity get mixed in with the possiblities)

boreal slate
#

!feedback
either reduce the damage that perfect elites deal, or lower the amount of time it takes to charge pillars of mass, because honestly i feel like never going mithrix unless i'm playing a character that can get to mithrix easily, as the elites are way worse than the boss

queen plover
#

!feedback
New Legendary Item: Cleaving Justness(name pending)

After hitting an enemy 5 times, cleave into all nearby enemies for 150% base damage(+150% per stack).

How it would work: After hitting an enemy 5 times, everything within 16m and on a similar plane of the cleaved enemy gets struck. So something right above them or below them wouldn’t get hit, but everything to the side or front or back of them would get struck. Proc coefficient of like .5 or something

Just wanted to see something like the cleave effect I described in action

little barn
#

!feedback resonance disc, ceremonial dagger and at the very least razorwire shouldn't target stage hazards.

thorny sonnet
#

!feedback
While I don't expect much from this idea, I was suggested to put it here.

New Survivor: The Mechanic
General Idea: A relatively low damage dealing and support oriented class that is most effective with a squad of drones.

little barn
#

!feedback i'd like to see more threats to godruns similar to void reavers

#

!feedback

Equipment: Potential Energy Circuit

Off cool down:
all damage dealt gets put into a pool for activation

On activation:
Deal 50% of pool immediately, sending out a shockwave with no damage fall off. A second wave gets sent out a couple seconds later worth 50% within 1 meter with damage fall off```
little barn
#

!feedback

Increase fuel cell to -20% cd (from -15% cd)

this would make it slightly better than gesture, so going into the bazaar, getting 5 gestures and using perma uptime isn't as efficient anymore

sharp monolith
#

Make Gesture of The Drowned a Legendary-tier item and give the ability to toggle auto-activation with the activation key/button.

native jewel
#

!feedback
Show the execution threshold on the HUD boss health bar for elite teleporter bosses to players that are holding old guillotines.
For multiple bosses, when one boss dies, whether the health bar hits the execution bar or not, the execution HP would be removed, and the threshold would update visually.

frank plinth
near nova
# near nova !feedback Add an artifact that selects the next enviroment entirely randomly, wi...

!feedback
Adding to this idea

Artifact of (icantcomeupwithaname)

  • The enviroment you will spawn in is randomly picked, rather than having one - three possibilities per stage. (Except Commencement)
  • Primordial Teleporter spawns in every 5th stage as usual, rather than Sky Meadow.
  • The same enviroment cannot appear twice within a single loop
  • To make repetitiveness less likely : every enviroment starts with a weight of, for example, 1. Every time you reach it, it's weight is lowered (ex : halved, to 0.5, and then 0.25, and so on) making it only half as likely to appear than other enviroments, up until the other enviroments have already appeared.
kind ivy
#

!feedback

Make Old War Stealthkit clear debuffs & nearby projectiles on activation

visual steeple
#

!feedback

Make engineer turrets update instantly when you get a new item, instead of having to place them down again to get the updated items and effects

analog ice
#

!feedback they should add skins of the charcters with helmets without them and maybe for the robots give them some sort of brand new look like a unpainted multi or a newly budding Rex and also maybe even frog acrid

barren field
#

!feedback

New skins for characters, one for beating the final boss, one for obliterating, and one special requirement for another skin, different for each character. Example, Commando. Kill a boss that has 100000 health within 30 seconds, or Artificer, get the Lizard in the Newt Alter under half max health.

pure pebble
#

!feedback If you are in the choose item menu have the escape key cancel out of that instead of opening op the options menu on top of everything else. I cannot count the amount of times I got startled by an enemy and hit escape to back out. only to die because now i have to hit escape and then mouse over and click cancel. I have never played a game where the escape button does not back out of something first before opening a menu overlay.

winter berry
#

!feedback

for phase 3 mithrix, maybe make the jump, instead of going to starfish attack INSTANTLY , spawn 8 brother glass (1 or 2 attacks, then die) and make the star attack spawn 2 for each pulse, i think that would balance it out on being too easy

little barn
#

!feedback

Challenge: Bloodlust
Kill one of each monster in a single run

This includes teleporter bosses, special bosses, and secret bosses (This can also extend to Newt if you guys really want it to).

dim hamlet
#

!feedback

Forgive Me Please should change in appearance depending on who threw it, would be a nice throwback to the Crudely Drawn Buddy

little barn
#

!feedback the Primordial Teleporter on the moon should be damaged to show how you cannot return to the planet.

visual steeple
#

!feedback

when creating a multiplayer game on pc and typing in any of the textboxes, moving your cursor out of the box makes you unable to type in it anymore until you click in it again, this should change

thorny sonnet
#

!feedback
Here's another idea for a survivor because I got bored.

little barn
#

!feedback

I like the idea of getting more lore through the menu screen

Currently, the menu screen is pretty.. meh. It doesn't change based on things that happen, It doesn't have any lore implications, and it isn't a recognizable map of any kind. My assumption is that the menu screen was made to hold the game mode tabs and nothing else went into it.
This is fine, but boring, so I'd like to spice it up.

Loading Screen

When you load in for the first time, you get the Hopoo games logo, a small introduction cinematic, and then the title screen.. A lot of suggestions in this channel will show that not a lot of people like seeing the cinematic, so we're going to get rid of it. Completely.
Instead, opening the Risk of Rain game will give you a loading screen similar to an old commodore type computer.

>Booting Up...
(Hopoo logo with loading bar)
>Welcome, UES Employee
>Authenticating log in```

Main Menu

The next thing is the main menu itself. Now that we're taking a much more literal path to what the rescue team sees, the game mode buttons will be replaced with "Initiate Extraction", and interacting with it will give "Single Team" and "Multi-Team". setting up a room, picking characters, and everything else after hitting your game mode will be the same, but now it makes more sense as to why the selection screen looks like the cargo bay in the ship.```

ancient plume
#

!feedback

How about a range indication for Loader's grapple hook? For example her crosshair changing when an object is in range to be grabbed? I often find myself having trouble gauging her actual grab distance

little barn
#

!feedback genesis loop, infusion, and stealthkits should make markers on your healthbar similar to OSP to reflect their thresholds/effects

analog ice
#

!feedback frog skin for acrid

tough pendant
#

!feedback Modifier/Artifact

A modifier/artifact that disables printers and scrappers would be an interesting addition. I was playing the original game, and it was strange knowing that the items I got were permanent. It actually made it more satisfying picking up items, knowing that they are what they are and couldn't be something better.

EDIT: Turns out, I'm not the first person to think of this. Here's a mod by Moffein that does this very thing: https://thunderstore.io/package/Moffein/Artifact_of_Conformity/
Of course, I'd still want it in the base game. I'm a console player after all.

floral escarp
#

!feedback there needs to be a confirmation window for giving your equipment to an equipment drone, especially if its a lunar item. this is the 3rd time i went to go activate something like a barrel that happens to be right ontop of an equipment drone and i end up giving my Tonic to it

fluid haven
#

!feedback
I think and have heard from others that the leeching seed is meh compared to the scythe so here are some suggestions to making it better:

  • make leeching seed a white item
    OR
  • make the health from damage include proc items, bleed, acrids poison, etc. After all, you should be healing from DAMAGE, and all of those are forms of damage.
    OR
  • make it heal 2 health per hit on the first stack, like in the first game (credit to @tough pendant )
tough pendant
#

!feedback Loader Thunderslam Unlock Change

To unlock Loaders alternate special Thunderslam, you need to kill 3 Loaders in the Bulwark's Ambry. There's a problem with this unlock, though. You need to use artifacts to get it. This is problematic because artifacts shouldn't be required to get or do anything in the base game, they're simply there as additions to the game. Requiring you to find the code for and/or use the Vengeance artifact in the Bulwark's Ambry to unlock a new special goes against that.

How to Fix?
Change the unlock requirement to something else not artifact related.

tough pendant
#

!feedback Artifacts and Bulwark's Ambry Change

Right now, it doesn't really feel like artifacts or the Bulwark's Ambry are part of the base game. They feel more like extensions, where you have to go out of your way to get them. Here's an idea to fix that:

Instead of requiring inputted codes to go into the Ambry, you could find "inactivate" artifacts through a challenge in each stage, then use them at the artifact portal to go to the Ambry, using a screen akin to that of a scrapper. This could be done on the computer.

This new system would be similar to the original Risk of Rain, except now you'd have to go through the Ambry to activate each artifact.

Why?
The current system of inputting a code feels like a real waste of time. Sure, it's fun to find the codes and find out the artifact that they come with, but you end up either not using the Ambry ever again or simply using it to avoid having to deal with a distasteful teleporter boss. Making going in require work beforehand and a quick and simple process to actually activate the teleporter would make it far more satisfying to go in, and it would actually feel like part of the game.

EDIT: Clarified.

tough pendant
#

!feedback Bustling Fungus Change

Standardize the radius of the Fungus, and make it not scale with stacks. An ideal radius would probably be around 3 to maybe 4 stacks of Fungus right now. Alternatively, increase the base radius and greatly reduce the radius scaling. This would make fewer stacks better than they are right now to support teammates, but large amounts of stacks wouldn't be as effective at healing everything and everybody around them.

Why?
Bustling Fungus is a white item, and white items are generally less complex. However, because it scales in two different ways, it feels more complex than normal. Making it better at base and not scale in radius so much (or at all) would make it feel simpler, and would also make it better for supporting your teammates without needing multiple stacks.

little barn
#

!feedback

In my personal opinion, as it stands, bustling fungus isn't that useful, nor very viable on 90% of the characters

My suggestion is to make the activation time 2 seconds again, but activation gives 2 seconds (9% for 1 stack, 13.5% for two stacks, etc.) worth of health immediately. This gives a quick fix type heal if you desperately need something, instead of having to wait 3 seconds to get some decent health

little barn
#

!feedback

Another bustling fungus balance change idea:
Make the bustling fungus not percent, but increasing health per second.

For instance, instead of 4.5% (+2.25% per stack), make it Heal 4.5 health per second, increasing how much you heal by 3 (+1.5 per stack) per second
This makes the bustling fungus unique and actually more worth it to continuously get healed.

frank plinth
#

!feedback
New enemy: Void Warden

Unique spawn for Void Fields.
Spawns naturally there, without needing for a cell to be active, and doesn't die when the cell charges up.

Shoots a single projectile, that locks you in place for one second.
Killing it creates an explosion like Void Reavers do, but smaller.

little barn
#

Unnatural Organ [Lunar]

*) On death: explode like a void reaver, destroying everything inside the bubble for 50,000% base damage. 
*  Heal back for 1% of the damage dealt. If you heal more than 10% of your maximum health, revive. Recharges every 2 (-25% per stack) minutes; Stacks exponentially

-25% (-25% per stack) max health; stacks exponentially
faint gyro
#

!feedback this is quite the ambitious suggestion, but here goes nothing. Also final stage spoilers:

||During the moon detonation, the terrain should continuously shift. This would make the detonation feel more impact-full, as it currently just feels to the player like just a timed segment, as well as make for some tense circumstances.

This would also make sense in lore, as, well, you see the moon breaking apart in the escape cutscene (image below).||

raven surge
#

!feedback
The Alien Head is a relatively weak red item, on average it provides a DPS increase of a single Sticky Bomb and makes Cooldown Reduction not as accessible. My solution to this is making the Alien Head a green item instead. The Cooldown Reduction stat would likely be reduced.

tough pendant
#

!feedback Indicator Change

Give an option to hide hitbox indicators. Hitbox indicators are on stuff like Mushrum attack, Malachite spikes, and possibly stuff like Deskplant or Bungus. This wouldn't include attack indicators on stuff like Titans and Vagrants, just the hitboxes of stuff that's already out.

Why?
This option would help make the game feel more natural for those who wish to use it, although it would make the game a bit harder.

tardy solstice
#

!feedback stun grenade item doesn't feel impactful. suggest making it a green item, changing it's proc chance to a static 10%, and increase the stun duration with additional stun grenades*.

full needle
#

!feedback

"Deeper cuts" (patent pending name™️)
A new red item that would increase base bleed damage by 24% (240% -> 264% 20% -> 22% per tick)
and upon enemy death, 50% of the bleed stacks on the target would get transferred over and applied to the nearest enemy

I feel this item would make bleed builds more viable and overall help bleed damage scale over time better than it does right now.
stated percentages are merely for reference

eager plume
#

!feedback Reduce the damage bonus of Perfected elites by about 30-40%, as it stands they're just a bit too much dangerous. Getting hit without cover by the Wisp Chimera is deadly unless you have a high amount of movement speed, and getting hit by the exploder chimera when there's tons of them can be instantly deadly with little room for error or to kill them faster than they can deal damage. Plus, the Tank Chimera(or whatever its' called) ends up having a ridiculous amount of DPS for its attack.

ocean anchor
#

!feedback alloy worship unit should be able to give a giga-boss item. Better than the clover, with the same chance as a boss item from the tp

little barn
#

!feedback
Make equipment come from a different angle than items when using a shrine of chance, so it doesn't get in the way of picking up items.

little barn
#

!feedback
Common Boss Health Pool in some teleporter events (Random/Lategame occurence or Artifact)
When teleporter bosses spawn in groups, how about sometimes linking their hp together so they all die only once their combined hp hits 0; hitting one boss damages all the others.
(^ All you have to read to judge)
Reasoning:
In my opinion this would make bossfights where this occurs much more remarkable and threatening, since the boss is an entire interconnected body surrounding you.
In large, a tougher boss battle occuring sometimes would contribute to the game's fun tremendously.
If this occurs in a run, oh boy imagine the chaos. Instead of the regular one-by-one takedowns, the bosses would attack you for the whole fight duration and maintain the same level of intensity, which is completely switching up the course of a bossfight, and that could be the challenge many are looking for, or will look for now. :sunglasses:
Another strong point is that linking bosses' health pools doesn't require new assets or anything so it's naturally easier to implement if you know what I'm getting at.
Obviously depending on the desired difficulty, the linked fights can just be tougher or reserved for later stages, or have a balanced (lower) amount of hp, up to the devs' hearts. Some bosses (like clay dunestriders, since they could heal too much hp) could be blacklisted from this feature, or healinf could be scaled down/disabled, and there could be numerical limitations to bosses while keeping the total hp higher, to not get a bs amount of bosses (Say, 3 lifelinked bosses with the health pool equal to 5 bosses, if 5 would spawn at that stage without lifelink). Whether this is an artifact, mode or a random default event the devs will hopefully choose the best option.
Please not a dlc exclusive :weary:

Edit: clarifications

little barn
# little barn !feedback Common Boss Health Pool in some teleporter events (Random/Lategame occ...

Clarification from the above idea shows that these two are basically identical now, so just take my idea as a new Elite aspect instead of a rework :)

I've mentioned a possible artifact very similar to this (but for players) where all the health is added together and shared in a "hive mind" sort of way. One person healing would heal everyone in the game, including minions.

With that in mind, here's my new elite aspect: Hive

•) T1 Elite
•) Upon first elite spawn, or if there is only one alive, also spawn a duplicate
•)Once 2+ Hive elites exist, they link health, adding their max health together. This includes barrier, shield, and armor
+) Killing one kills all hive elites, since their HP is added together (this extends to bosses as well)
``` Notes:
•) Getting a hive elite boss fight adds all their health together, so you're technically just fighting one really beefy boss, instead of 6+ smaller bosses
•) Dealing bleed, proccing, or in any way dealing damage hurts all enemies (so DoT's are really effective against lots of hive elites)
•) Hive enemies like mushrooms start healing at 25% max HP. This essentially heals all Hive enemies along with it.
icy obsidian
#

!feedback
"Artificer" has a large disparity in the practical viability of her various abilities, and has significant issues scaling into later parts of a run compared to other survivors. I propose a series of changes to her kit that would could both assist her scaling issues, while retaining the core of her kits functionality. Starting with her M1 ability.

M1 - Make "Flame Bolt" and "Plasma Bolt" regain all charges at once in a similar vein to "Visions of Heresy", or "Scrap Launcher". This ability is currently under performing significantly. Currently "Artificer" utilities the skill by casting it between other ability casts. Such a change would allow the player to continuously empty multiple charges of this ability between other ability casts when enough attack speed is gained.

icy obsidian
#

!feedback
Next in a series of proposed changes to Artificer I address her M2 ability.

M2 - Give Nano Bomb, and Nano Spear the ability to Overcharge the attack if the player has increased attack speed. The ability would not automatically cast at full charge, but instead will only fire off once the base charge speed has been reached. This would mean that with +100% attack speed the player would be able to charge a single M2 to double its original potency. Such a change would have minimal effect on artificers potential damage; but would allow players with large amounts of attack speed to scale throughout the run without relying on the effects of backup magazines, or alien heads.

icy obsidian
#

!feedback
Third in a series of proposed changes Is the Artificers Utility ability.

Utility - Currently Artificers Snapfreeze ability is below the point of balance. The ability has very low damage, is awkward to place in the middle of combat, has no real effect on bosses; and has no function against flying opponents. The ability acts like a trap, and feels out of place in artificers kit. I suggest a complete overhaul of the ability. Change Snapfreeze from a wall of ice placed on the ground, into a transparent sphere targeted on the players reticle; similar to the effect caused by the death of a glacial elite. This ability would be able to be centered on a enemy in a similar way to how the Captian can currently target monsters with his Orbital Probe. Increasing the abilites base damage to 200% would allow the player to eliminate "Lesser Wisps" in a single usage when factoring in the Frozen debuff.

glacial token
#

!feedback

Artifact of Simplicity

You can only use your M1 ability but everything about it is doubled.
Attack speed (all), projectiles (all), charges (arti, and visions), proc coefficient (all)

The only real issue is it wouldnt be as useful with melee characters, other than proc coefficient and attack speed.

icy obsidian
#

!feedback
Last on a series of proposed changes is Artificers Special ability.

Special - Flamethrower; while being a high damage option early into a run, falls of drastically in effectiveness. In order to address the main weaknesses of the ability; that being how risky it can be to execute later in the run, I propose two changes. First increase the maximum range of flamethrower from its current 21m, to 30m; secondly scale the damage tickrate Flamethrower does with attack speed; without increasing amount of damage ticks. These changes would allow Artificer to utilize Flamthrower from a slightly safer distance; aswell as spend less time channeling the ability later into the run.

prisma gale
#

!feedback Electric trail for lightning aspect

tough pendant
#

!feedback Stunning Mechanic

In the original Risk of Rain, simply hitting a smaller enemy often stunned them and knocked them back slightly. I know this mechanic is in this game, but it's barely present. Perhaps make it easier to naturally stun enemies, possibly by lowering the damage thresholds or by fleshing out the mechanic a bit more.

Why?
Stunning with higher damage attacks gave some of the more powerful attacks in the original game some oomph when hitting smaller enemies. The change to hurt animations in the enemies also made it feel more powerful. I feel like this would add some power--both in feel and in gameplay--to the stronger attacks.

stray wyvern
#

!feedback

Make the alt stage variant for abandon aqueducts be the goo lake that is being held up by the aqueduct.

visual steeple
#

!feedback

the player icons on the left of the screen and while holding tab should show mastery skins

little barn
#

!feedback
Electric aura for Overloading elites and if you have the aspect

strong spruce
#

!feedback
Give alternate stage layouts for all stages, just like the two stage one stages have.

little barn
#

!feedback

Artifact of Disarray

Skills are switched into different skill slots; changed every stage
- Skill cool downs stay with the skill, rather than the slot
- Backup Magazine and Hardlight affect the slot rather than the skill
- Picking up heresy items switches the slot rather than the skill from the slot (however, next stage it could be in any slot)```
little barn
#

!feedback more visible HUD indication for whether Crowdfunder is active or not.

safe prairie
#

!feedback
It would be a lot of work for nothing, but it would be nice if the status icon for bands was different than it is now you only have Runald’s or Kjarro’s instead of always representing both.

tough pendant
#

!feedback Overloading Elite Change

Replace the lightning orbs on hit with periodic shocking of the area around the elite, similar to the first game. It would have an indicator beforehand, of course. The range would be rather close-range as well. Sort of like a dumbed-down Unstable Tesla Coil that only triggers once, not being constantly active.

Why?
Two Tier 1 elites with on-hit increases in damage is redundant. By switching one of those out, the variety of the Tier 1 elites would definitely be increased, something that would help differentiate Blazing from Overloading more.

little barn
#

!feedback

Experimental Matter [Legendary]

* On hit: Increase execute threshold by +20% (of the existing amount); affected by proc coefficient

* +10 (+10 per stack) base execute threshold ```

Thanks to @terse girder for the help creating the item!
tough pendant
#

!feedback Item Concept

The Hit List V2 (Legendary)
1 enemy (+1 per stack) on the map is listed for death, giving them an execution threshold of X% max health. Once they die, a timed buff is given to you, and another random enemy on the map is listed for death.

No, that wouldn't be the actual name. It would just be the spiritual successor of the original Hit List from the first game.

Some other possible additions would be:

  • Make the buff refresh on stack
  • Slightly reduce the duration of the buff after killing an enemy not listed for death
  • Halving the execution threshold for bosses
  • Deliberately avoiding targeting high-health bosses
  • Possibly make the buff stackable, like the first game
    Those changes would be up to the devs discretion, of course. Testing would definitely be needed.

Why?
The idea here is to make an item that directs you towards keeping a combo of killing specific enemies, and rewards you for doing so. By keeping the combo, you could also kill other enemies more easily with the stackable buff, which would likely increase damage, just like the original Hit List.

EDIT: Clarified, added that the buff is on a timer

boreal ingot
#

!feedback
New item, Energy Amplifier (Legendary)
Increases damage done by critical strikes by 50%, +25% per stack

near nova
#

!feedback

Make Scavengers able to drop scrap on death. When a scrap is selected, it would drop 2-3 rather than just 1.

royal dove
#

!feedback
scavengers can have really big items (see: their ukuleles), as an easter egg, there should be a very large ukulele printer with a scavenger next to it in a hidden spot, or far in the distance somewhere

leaden radish
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!feedback
i haven't ever suggested new items so this probably won't be too good of a suggestion, and all the procentages are just purely for for refrence, could be lower
a green that increases crit damage by 2.5, 5 or 10% (stacking by 2.5, 5 or 10%, maybe half the original amount or the same as the original amount) and like most crit items have that hidden 1% crit
the lore could be tied to huntress like happiest mask is to commando

sterile remnant
#

!feedback

(Multiple Final Bosses)

We seem to be buffing Mithrix more and more as he is the only final boss of the game and people want more of a challenge the more they play the game.

But what if there was more than one final boss depending on which moon you would get as the Boss fight?

(Explanation/Why)

The idea came to me because why only have one moon like earth while multiple planets have different moons. Each moon would have a different boss that played differently thus having varying difficulties.

(But what if I wanted to fight a certain boss)

Well there are already newt altars to summon for blue portals so why not use a simular concept at the moon alter to choose which boss to challenge.

Or even depending on what you did in a run you would get a certain boss fight. Example if you were greedy (farmed gold and bought all chests in a level) or were sloth like (spent more than 10 mins on each level) you would get a boss related to those actions.

This would let players have a certain favorite Boss they would usually get depending on their play style. But also Incentivizing them to try different play styles in order to challenge different bosses adding deeper gameplay mechanics and new game experiences.

(Final thoughts Ect)

So yeah I just saw people wanting more of a challenge and thinking of new ideas and moves for Mithrix. Maybe this could help those ideas like those.

twilit lotus
#

This isn't really for game it self but could you maybe add steam trading cards for the game on Steam in the future?

little barn
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!feedback
Artifact of Unity (insert innuendos)
Boss health pools are combined and attacking one boss damages the total health pool instead of the particular boss you attack.
For example 2 bosses spawn with 200% total hp, or 3 with 300% total hp.
If originally 5-7 bosses are meant to spawn, only 4 spawn but with 500-700% total hp (based on the original value)
8-12 would spawn 5, 13-20 would spawn 6 (possibly 6 being the cap?)
Very simple concept in practice just very technical
||edit: changed the name||

real birch
#

!feedback
Let people scroll up or down for prismatic trials leaderboards
pls

||edit: clarification||

little barn
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!feedback resonance disc targets the newt in bazaar however ceremonial dagger doesnt, either both should or shouldnt for consistency.

magic light
#

!feedback boss items should be a separete drop from the boss itself(like 10% chance to drop, instead of only droping in the portal sequence

tawdry torrent
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!feedback
Abilities with the "slayer" effect should take instant-kill thresholds into account when determining how low an enemy's health is.
Currently, abilities like Lights Out and Desperado essentially have an anti-synergy with Guillotine; Because Guillotine allows you to kill enemies before their health is considered "low," slayer abilities won't be able to get their full damage bonus, which in turn makes it harder to reliably get kills with those abilities.

agile wing
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!feedback
Add a small number next to the item overview in tab + at the top that shows the overall number of items you have, and also broken down by white, green, yellow, blue and red items. Would be nice for multiplayer to make distributing items a tad easier!
If that's just annoying to some, make it optional with an option to turn off or on in the settings.

little barn
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!feedback

I think we can all agree huntress needs a buff to her damage, so I'd like to suggest an interesting concept

Reverse damage fall off... damage ramp up? sure, let's call it that.
Similar to damage fall off, damage ramp up makes the damage change per [x] meters the enemy is away.. the difference is that the damage goes up instead of down

This fits into Huntress' lore quite well, since her arrows home in on enemies, which show they don't follow the regular laws of how kinetic energy works, while also showing that the arrows get more deadly the longer they're locked on to a target

To compensate for this change, I think Strafe (default primary) should get an extended range, and Flurry (Primary unlock) should get a slightly decreased range. Not exactly 1/3 of Strafe; maybe around 3/4

queen plover
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!feedback
Items in the logbook should be classified by whether they are Utility, Healing, or Damage so players know what chests they can come from. Furthermore, some items should have their classifications changed. Off the top of my head from recent runs are Topaz Brooch(which doesn’t heal you, add to your health directly, or affect regeneration at all and should be a utility item), Fireworks(which cannot trigger by enemy death or via the player hitting things, and does not affect the player or enemies directly unlike any other damage item, should go into the utility section), and Infusion(which offers no other utility besides adding to your max HP, so it should be a healing item only) need some categories removed.

Adding more as I find them
Poglyp from damage chest happiesttroll same issue as fireworks

edit: it’s not so bad, as long as poglyp and fireworks are damage AND utility, it makes more sense. Anyways the other items showing up where they don’t belong are a greater issue than squid/fireworks

sage gust
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!feedback
Allow items that fall off the stage to "respawn" either near the area they fell off, or at a central point (such as near the teleporter).
This would fix multiple problems at once including:

  • 3D Printers that fling items off the stage with no way to recover said item (but still allows for the visual humor of it being flung off)
  • Playing with Sacrifice on and having flying enemies die and drop an item straight into a pit or off a ledge
  • Doing Bulwark's Ambry and losing an Artifact Key or other items (such as in the Trial of Sacrifice) due to the high likelihood that it'll fall off one of the gaps on the stage
  • Losing various rare non-item drops from flying enemies, such as Lunar Coins and Aspects due to them also dying over pits
wind laurel
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!feedback
when repairing a equipment drone make it cost money not your current equipment, reason is i just lost a run because i tried to repair one and it took my tonic and i died of affliction

little barn
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!feedback please revisit the solidity of walls and floors, i've had multiple instances where i've either seen turrets placed in walls and rocks, seen people fall through floors because they spawned under another player, or because a boss spawned ontop of them.

tough drift
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!feedback
Fix one-shot protection (OSP) by increasing the period of invulnerability after OSP triggers from 100ms to 200ms.

OSP is a great idea, but it's implemented in a way that feels broken. I grant that it is technically true that no player ever dies in one hit when they have at least 90% health—but it is also true that many players have a subjective experience of dying in one hit (at 90%+ health) quite often. To my mind, that makes the current implementation of OSP feel like it does not do what it says it does. I see that as a problem that needs fixing, and I think the simplest and best solution is to increase the period of post-OSP invulnerability to a point where the player accepts that the fatal hit really occurs subsequent to the hit that triggered OSP—not at the same time. I propose 200ms, but perhaps another amount of time would be better.

oak jasper
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!feedback

I posted this here a while back (before Grove Tender was added)

New Mob: Spark Louse (as in lice)
Notes/Appearance:
Will be faster than the player at base speed
will look like a swarm of lightning elite bombs/sparks/jellyfish/or just small fish IDK
each individual "spark" will be the size of the electric mines that overloading eites leave on character

Spawning:
will sometimes spawn rarely naturally high up in the air sky in swarm of 25-40 with brgiht light and crackling noise
will spawn when 3 or more jellyfish explode within 10 meters of eachother, 10-25 of these will spawn

Behavior:
will swarm to the nearest player based on which player is closest to most of the "sparks"
will explode on hit/death will explode on contact with anything but other jellyfish faction mobs
will start to decay 1 spark at a time after 40 sec to 1 min after spawning

Stats (per spark):
HP:1 (+0 per lv)
DMG:5 (+3 per lv; +1 per spark in the swarm)
Spd:12/ms
Armor: 0

open tartan
#

!feedback
Placeholder numbers can be changed.
Emergency Pillow (Uncommon): “Gain 1 (+1 per stack) armor against attacks for every 10% health they would deal.” So, after barrier/shield is depleted, the remaining damage is reduced based on how much of your max health that number is. (It's an emergency pillow, not your front-line defense.)

Using these numbers, with 10 stacks and no other armor, an attack that deals 1/10 your health would deal 1/11 instead, 1/4 deals 1/5, 1/2 deals 1/3 and so on, increasing the number of attacks needed to kill you by 1. This item is especially useful at helping low-health no-armor survivors like Huntress, while giving less extra padding to tanky characters like Mul-T.

A defense item to cover the survivor’s backside in the event of nasty surprises, but doesn’t have much effect against well-deserved deaths. Keep your emergency pillow close!
keen nymph
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!feedback
perhaps if you ping one side of a terminal, and then click on a different item, maybe it could drop whatever you pinged? Use the shitty ms paint illustration as an example:
why? misclicking on a terminal is one of the worst feelings in this game, and I think my idea might help remedy that

tough pendant
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!feedback Scaling Reduction

Reduce how hard everything scales. This means both the player and enemies. I don't mean to make the game not scale as quickly, but to reduce the numbers on both sides so they're relatively the same. Enemies could possibly spawn in even larger amounts or with even more elites over time if the scaling reduction makes falling behind less meaningful.

Why?
Because everything scales so quickly and stats have such huge increases over time, flat increases to stats become far less useful over time. This is one of the major contributing factors to making most flat heals instead heal a percentage of your health over the many updates we've had. I believe reducing the scaling while still having it be relatively the same would make flat heals viable again, and we could tone down some of the healing items so they're more fair. This change would also help items like Bison Steak and Repulsion Armor Plating, who also provide flat stat increases.

EDIT: Clarified

little barn
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!feedback
There's this stage 4 type that goes by Sundered Grove
Shouldn't Grovetender spawn there as one of the bosses?

lyric peak
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!feedback
buff arrow rain, give it a slight increase in proc coefficient and decrease in cooldown like 2 seconds less, and make it placeable on enemies like vagrants or solus control units and alloys, this should make it atleast comparable to ballista if you are going for long runs, while ballista for short runs, just like flurry and strafe

buoyant loom
#

!feedback
a new enemy idea
Cosmic Frog
Perhaps the apex of all of Providence's creations. This life form may be responsible for the inhabitation of other planets.

Cosmic Frogs are a frog that slowly hop around like Beatles. But they are an end-game version of them. They are a melee enemy that hops from place to place. But when they sit and stare at you, they croak loudly revealing the depths of the cosmos and then hop ontop of you.
Being devoured by one of these creatures sends you to uncharted regions of the galaxy, so your fate is Unknown.

Mechanically: they are a one hit kill beast like Void Reavers. But they are entirely melee opponents. They are tanky beasts.

What makes them Difficult is the fact that their open mouth isn't part of their collision detection for damage. Their front is protected when they open their mouth.

thorny sonnet
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!feedback
Bring back the Drone Repair Kit or have more ways of supporting drones. While drones are good combative tools, they are not that great in terms of taking it and recovering from it. Unless they are supported by a few healing drones or an emergency drone, they don't last very long and are expensive to fix. At that point, you are better off just using the cash for more items as they don't go away. Having an item or equipment that helps them recover would be a good help and make the robot army strategy more viable.

fluid haven
tough pendant
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!feedback Lemurian Changes

Affect Fireball by Gravity
This would make the fireball attack feel more natural. The aiming would need to be changed to compensate, of course. Possibly make the fireball bigger if it's still too inaccurate.

Increase Melee Attack Size
Right now, the melee attack that lemurians have is very weak. If the hitbox was much larger, it'd possibly have a purpose. The effects would need to be changed to compensate, of course.

Increase Movement Speed
Around 8-9 m/s would probably be good (Player base speed is 7 m/s). A higher speed would allow them to chase down the player better, whereas right now, the player simply has to walk away and they can't catch up.

Why?
These changes would make large amounts of lemurians scarier to deal with. I'm all for some of the smaller enemies having higher movement speeds than the player. Making lemurians more melee-focused would also help make the increased movement speed more impactful.

real birch
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!feedback

Make commando’s roll give him very brief I-frames like RoR1. Currently, it’s sort of like a chunky slide in which you can’t shoot.

And it’s also super easy to unlock slide, clearing the teleporter in five minutes

||edit: bigger and better words||

sage gust
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!feedback
Following the discussion on buffing Lemurians, it was decided that Beetles could also use a buff.

Why? Because you will almost never die to a Beetle, even as a new player, unless you purposefully leave yourself AFK and stand still, or have a bad run in with a Malachite mine.
This is because Beetles only have one attack, which is to headbutt you if you're standing still.

**The change: **Have the headbutt move the Beetle a short distance forward, potentially allowing them to hit the player easier. Beetles are meant to be the easiest enemy of course, but they should still be able to hit the player without needing to stand perfectly still. In addition, they could optionally have a slight movement speed increase to help reach the player.

little barn
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Helping Hand [Lunar]

+10% (+9% per stack) base damage; stacks exponentially
+18% (+14% per stack) attack speed; stacks exponentially
-20% (-20% per stack) movement speed; stacks exponentially
little barn
#

!feedback
Casual lunar item idea:

Passively heals when walking, hurts while sprinting

exact healing numbers are uncertain, but balanced parameters for it exist for sure

fluid haven
#

!feedback

New item idea:
Cracked Spyglass (common)

  • Increased Range and Less damage falloff damage for all abilities.
  • increased by 10% based off of the ability (+10% per stack)
  • An example would be the range of engi’s turret aim and mines, huntresses reach of primary auto aim, loaders distance traveled/grapple, arti’s flamethrower, etc

(Much thx to @little barn and feedback discussion gang)

unkempt jetty
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!feedback Give acrid invulnerabilty on spawn until control is gained already, getting lit up by enemies while he wakes up is completely bs, no other character can die when starting the game but him

tough pendant
#

!feedback Item Concept

The Hit List (Legendary)
1 enemy (+1 per stack) on the map is listed for death, giving them an execution threshold of X% max health and a yellow outline that can be seen through anything. Once they die, you receive a damage buff of Y% for Z seconds, and one of the next enemies to spawn will be listed for death.

The buff would be on a timer, while whether or not it would be stackable is up to the dev's discretion. If the buff stacks, then stacking the item would have more purpose than just the execution.

The buff would be made to last and still provide a good increase to damage, something along the lines of: 50% increase for 10 seconds if non-stackable; 33% increase for 10 seconds if stackable.

Why?
This item would create a combo-esque playstyle, where you're looking to keep killing the weaker marked enemies while fighting the more important enemies.

EDIT: Clarified, added possible buff numbers.

little lava
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!feedback
Hordes of many/Elite boss tele events have a guaranteed Gillotine drop

vital belfry
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!feedback

I don’t know if this has been mentioned yet but for console I think it would be cool to have a way to invite friends to your lobby.
Reason: Sometimes I can't join other friends games for some reason

proven bronze
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!feedback
Make cell vents inside Void Fields charge without the player(s) needing to be inside it's radius like before the 1.0 update or make the radius for charging the cells larger. Main reason is because Mushrums can prevent players from staying in the cell unless they can block or heal from all of the damage from the spore bombs.

little barn
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!feedback

Subspace bubble [Legendary]
the more you move while inside a teleporter radius, the faster it charges
(not directly connected to how fast you move)

Only entities that charge the teleporter (so not minions) can increase the charge

tough pendant
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!feedback Scaling Change

Reduce the amount that difficulty scales when you move on to the next stage, possibly even removing it entirely. This change would work well with difficulty scaling at half speed in hidden realms, instead of a huge spike after you leave.

Why?
It doesn't really make sense to punish players for moving on to the next stage. In most cases, it really is a fair 'time' to 'items' ratio, where the player can recognize when it's time to move on. They shouldn't be punished for deciding it's better to move on earlier rather than later.

Of course, I can see why this was put in there in the first place--to encourage players to find items before going to the next stage. However, I don't think that needs to be implemented, as players will naturally grab items or look for items when they have money, and will naturally try to get money when they find items. Thus, I think it's fair to dial back or remove the scaling from moving forward in stages, possibly compensating by increasing the scaling speed in general.

proven bronze
#

!feedback
Possibly was recommended before me, but can we get a restart button instead of having to go back to the character select screen every time players want to restart a run with the same survivor?

royal dove
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!feedback
a lot of people say the elite aspects need a buff, and i think a good solution for that would be to let all minions inherit the aspect too! the Engineer's turrets already do this, and it would mean that the behaviour is still consistent between enemy aspects and player aspects! if this is too powerful, minions could have lower stats (less health boost, less damage) or something else potentially

pliant swan
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||!feedback||
Rework lepton daisy to be more relevant during the teleporter event

Make the healing novas occur when you (the person who has the item) reaches below 30% health

Edit: It's a green item so it should have some power behind it. Right now, I'd rather have almost any white item than a lepton daisy. It feels like the healing novas aren't helpful because they come at the most inopportune moments

Edit #2: Removed activating the healing nova at level ups. It should be done in a separate post later

pallid cape
#

!feedback
The chat box should have a scroll bar for players to scroll up and see previous messages (like the scroll bars in the options menu).

safe jacinth
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!feedback Right now the Genesis Loop is not a very usable item for characters other than REX, it's more of a panic item that might save you from a losing battle. I propose that instead of having it activate when you get to 25% health, have it activate after you've taken damage equivalent to 75% of your max health. In other words, you have to take the same amount of damage, but as long as you have good healing you don't need to be so low on health that you die before it detonates. In order to prevent this from being totally OP, the cooldown could be increased, damage reduced, or blast radius reduced. Either way I think this would make the item a lot more fun to use, without straying too far from the original.
Edit: this might also give players more incentive to pick up Topaz Brooch and PSG, which are often overlooked in game.

little barn
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!feedback

Increase the teleporter charging rate per loop.

After you've looped three times and you kill the bosses in 0.2 seconds and have to wait ages, it becomes less of an actual game and more of an afk simulator. Increasing the charge rate not only rewards the player for getting that far, but also doesn't waste the player's time.

I'm thinking either 4% per teleporter event (equivalent to 20% per loop), or something only on loop like 50% per (equivalent to 10% per teleporter)

Both of these numbers are just examples

real birch
#

!feedback

Please let us have a “return to lobby” button!
Though this may only save one extra step for single player, like selecting your character, getting soft locked in multiplayer is pain, because you must reform the lobby every time.

knotty gull
#

!feedback

Please fix the cooldowns for abilities when spectating in multliplayer, they dont show up correctly. For example, if an engineer builds both of their turrets the cooldown will still remain 2 on any of the players spectating. The only cooldown that shows up correctly when spectating is the player equipment.

fluid haven
#

!feedback

There is a current bug on console that I don’t know if peeps know about so I will mention it in hopes that it will be fixed.
In multiplayer, if a player activates the newt alter hidden on the edge of the ring underneath the cliff on the scorched acres map, their game will crash and they will be unable to rejoin the game AT ALL. First time it happened, I thought it permanently broke my game. This has happened every single time and has been a bug for a long time. It needs to be fixed pronto.
This is no “idea” for the game and I simply want the thumbs up so the devs can be notified of the issue.

safe prairie
#

!feedback
Remove the level 99 level cap from enemies to give some semblance of challenge in the super-late game.

royal dove
#

!feedback
Equipment Item.
"Mechanical Spider"
Deploy a mechanical spider which seeks out an interactable and interacts with it on your behalf (provided you have the right amount of money). cooldown probably around 1 minute?

Would be able to use anything which is free or costs gold. (So no scrappers, blood shrines, lunar buds, etc.) If it collects an item, it will return to you and give it to you. After completing its task, it will deactivate.
EDIT: No combat shrines, mountain shrines, or teleporter either. It pings multishops, printers, and scrappers. If it came across an item on the ground, it would deliver it as normal.

Appearance-wise, it would be the mechanical spider from ror1. When not active, it would simply follow on the ground behind the player, or clutch onto their leg or something.

desert vortex
#

!feedback

Add incentives to play the game with different artifacts active.
As of now, there isn't much reason to use different artifacts other than to help unlock different abilities, items, or survivors. Certain artifacts, such as Command, Sacrifice, and Swarms are used very frequently while others like Spite, Vengeance, or Soul are hardly ever used in comparison. Adding incentives to completing a run with different artifacts active would encourage the use of the less popular/more difficult artifacts. This could also give more of an incentive to complete Prismatic Trials as well, depending on the nature of the reward.

These rewards could be as simple as bonus Lunar Coins upon completing the run, or something more permanent such as a unlocking a new item.

rocky bay
#

!feedback

Allow delayed moves like rex's secondary, captain's utility, and huntress's arrow rain to adjust their position to the enemy they were used on, rather than keeping their position fixed. This would improve their accuracy against flying enemies, which have a tendency of drifting out of range.

However, part of the allure of these moves is having to "lead" shots to strike enemies where you anticipate they'll be, so they shouldn't just follow wherever the enemies go. The moves' tracking should be limited to within a certain distance from where it was cast, which probably varies between moves.

frozen hazel
#

!feedback
while spectating a captain boi... well it was totally normal(the time)

twin apex
#

!feedback huntress targeting range buff

twin apex
#

!Feedback a new twisted scavenger called “Skipskip the impatient”. Just think it’s a funny idea. Maybe make him have items that make him super fast.

opal charm
#

Item sharing like the first game except probably change it up a bit like the person who's behind on items has to say it's okay for another person to pick up an item my idea is horrible and I'm aware of that I just want some sort of item sharing

little barn
#

!feedback

SOLUS field [UnCommon]

the closer the projectile is, the more it'll turn away```
little barn
#

Bandit's Blast primary buff idea:
Increase the damage depending on your distance away from your target

Currently, if you shoot with the blast, you deal a guaranteed less at close range, however if you're farther away, you're almost definitely guaranteed more. This is because of the spread of burst being 100% per bullet, and each bullet being spread out enough to not effectively hit an enemy more than a couple strides away.

The problem with this is that Bandit is a very up-close and personal kind of character, always using an enemy's hit box size to his advantage, through backstabs, matador-like spins, and generally playing around an enemy. Blast feels very out of place with this playstyle for the obvious nerf to possible damage.

My solution is simple: Increase the damage by a small margin when you're close to enemies to keep both primaries viable, while still specialized in a way that feels balanced.

Example numbers:

Hitting an enemy from 100m away deals 1 damage
Closing the distance by 50% (50 meters) deals 2 damage
Closing that distance by 50% (25 meters) deals 4 damage. Going 50% again (12.5 meters) deals 8```

The idea here is the closer you are, the more damage you deal *starting far away moving inwards*. This is not damage fall off.

realistic numbers would probably be something like
```Hitting an enemy at 75m deals 330% base damage
Closing the distance by 75% (18 meters) increases the damage by 10% (363% base)
Going in further by 75% of that (~5 meters) gets you 10% more damage (~400% base)```
This is, in my opinion, much more balanced, adds a cool mechanic to a very fun positioning-based character. Not to mention, the reward also gets doubled if you get a back crit (which also doesn't overshadow the burst *which is intentional*!)
copper siren
#

!feedback

adding new more powerful elite types for longer loops, to make the long runs more interesting.

lyric peak
#

!feedback
artificer is the most survivor that needs a revisit, for example her m1 needs to be more consistent and lower its cooldown from 1.3 to maybe 1 or even 0.8, and switch ice wall with ion surge, because ion surge makes more sense as a mobility item, since it helps your movement and it just makes sense, values of damage and cooldowns might need to be adjusted or whatever also her m2's cooldown might need to go off right when you start charging it, and just some changes to make her scale better with items

trim escarp
faint gyro
#

!feedback
give the magma and overloading worm a minor design change to make it a bit more clear as to what their back is defined as. This could be achieved my having a subtle stripe on its back or perhaps a minor shade change.

Reason: Bandit

gritty pilot
azure sorrel
#

!feedback
couple of changes to engineer mines that could help them be a bit more defensive role as 4 mines are not a lot to use for traps
revert the default stock nerf from skills 2.0 4 --> 10
spider mines get 1 more stock 4 --> 5
default mines need to arm before detonation
cooldown decreased from for both mines 8s --> 6s
default mines damage decreased to 750%
spider mines damage decreased to 500%
edited as i hit enter instead of enter+shift on accident
edit 2: added small spider mine damage nerf

native jewel
#

!feedback
Remove Topaz Brooch from healing chests and instead add them to utility chests.

vocal marlin
#

!feedback

While holding tab to view items, add a number to show how many total items a player has.

This would be particularly helpful when playing multiplayer and are trying to keep everyone around the same powerlevel

leaden falcon
#

!feedback

having a dios will not end your run but bring you back from obliterating, and it comes with two new silly achievements :)

achievement from obliterating once with a dios: "sike!"
achievement from obliterating after using up all dios you have: "nevermind"

real birch
#

!feedback

New artifact: artifact of prisms ( or trial whatever )
Every stage has five time crystals scattered throughout (similar to the prismatic trial), however the teleporter is locket behind killing three of them.
When you kill the boss, the teleporter instantly finished.

Why? Because although prismatic trials are fun, they are only every three days, as well as sometimes you feel as though you are waiting for the teleporter for 12 hours

Maybe you can also be able to make it a seed but whatever that seems hard to do.

fluid haven
#

!feedback

Artifact of Madness (other names pending...)

Whenever a new game is started with the artifact active, items and there passives are switched with other items. For example, a cautious slug, rather than increasing regen will instead cause bleed for that game, whereas the tri-tip dagger could instead be the new sticky bomb. This will just change the game up and make things absolute madness wink. Items of certain rarity stay within their rarity (crit glasses can’t have the ability of shattering justice, etc.) and will also include equipment, boss items, and lunar items. Please feel free to offer suggestions to better this idea! 👌

pliant swan
safe prairie
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!feedback
It would be thematically appropriate if Directive: Harvest slowed the afflicted enemy.

Usually, if somebody has fruit rapidly growing inside their body, their movement is going to be hindered just a little...

twin apex
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!feedback do something about loot falling off the map please.

bold grove
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!feedback Excuse me if anyone has asked for this, but i think it would be cool if we can save keybinds for a specific character. For example, I like to have my default "r" ability for all of my characters except for MUL-T. I like to have MUL-T's "r" ability changed to a side button on my mouse. I think a good example for a game that has this option is Overwatch.

real birch
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!feedback

Add some prismatic trial related stuff to the logbook profile stats (idk i like prismatic trials)
Such as:
Best position
Best time?
Total tries (character specific)
Best end result (what your at at the end of the trial)

It would be cool to compare prismatic trial stats, and maybe liven up the #prismatic-trials channel.

queen plover
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!feedback

Make the start of the Twisted Scavenger fight and Mithrix a teleporter event, so our buddies can see some use one last time...|| no I’m not pushing my warbanner agenda this is a fine, harmless suggestion||

twin apex
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!feedback even though they’re incredibly rare, logbook entries for elite equipment.

frozen burrow
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!feedback

Artifact of Distortion (from ror1)
Effect: Locks a random skill every minute, rendering it temporarily unusable.

frozen burrow
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!feedback

Allow Blight to be applied on Acrid's Primary skill.

Blight is functionally identical to Acrid's poison from ror1 - it even has the same DPS.
The primary difference however is that Acrid was able to apply it on his primary skill.
Adding the ability to apply Blight on his Primary skill grants the ability for it to scale better and it makes Acrid a powerful melee survivor despite his DoT not scaling with enemy health. This also gives greater incentive to use Blight when players wish to play more aggressively with acrid, as blight stacks also have half the duration of Poison.

Edit: For the sake of consistency, just make his Primary Poisonous, the effect is ultimately the same but Blight would take better advantage of it.

sinful quartz
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Give Heretic an alt skin, maybe accessible through holding Beads of Fealty?

tough pendant
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!feedback Death Ownership

If something dies to some outside force (such as pots or Spite bombs), give the ownership of the death to the last thing to hit it.

Why?
So it isn't impossible to make money when using Chaos, Spite, Soul, and Swarms at the same time. This would make collecting money more reliable when the Spite bombs ramp up and kill stuff with Chaos, where despite you being the last entity to hit the enemy, the Spite bomb takes the kill and you make no money.

tough pendant
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!feedback Chaos/Evolution Change

When both the Chaos and Evolution artifacts are activated, allow enemies to get on-kill items.

Why?
Now that enemies are more able to get kills, these items would work properly. Ceremonial Daggers would still be banned, of course. Monster Tooth and Deskplant would be up for debate.

tawny onyx
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!feedback Acrid Ravenous Bite change

Replace Acrid's "Regenerative" stat from Ravenous Bite with "After hitting someone with Ravenous Bite, gain 150 armor for 2 seconds." If Acrid hits a target with another Ravenous Bite before the 2 seconds, the duration is reset. Can change the armor value if too high.

My reasoning behind this is that (at least in my experience) Acrid's only viable option for longer runs for his M2 is his default M2. He plays like a hybrid melee/range survivor, with range attacks being more important the further you go into a run. The healing on his Ravenous Bite, although nice to have early game, is not nearly good enough to justify keeping the later the run goes where many things can one shot you, especially if your right in front of them while your trying to melee/M2 them.

sharp monolith
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Let Ravenous Bite be used while in one of Acrid's M1 animations. He attacks with his mouth, just like his default M2, which can also be used this way, and would help out a little bit in its viability.

dim hamlet
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!feedback

New Lunar Equipment
Mirror Detonator
Place down a bomb that absorbs your damage for 10 seconds. After those 10 seconds, the bomb explodes, dealing 1.5x the total amount of damage you dealt to it during its lifespan. Explosion radius slightly increases for every 1000% of damage you deal to it.

Piercing projectiles like Phase Round are NOT blocked by the bomb, but will still damage it normally for the detonation

earnest laurel
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!feedback CORPSEBLOOM REWORK

TL;DR: Make corpsebloom heal based on how much healing you have rather than having a max health percentage limit.

Instead of having the healing limited by your max health, make all healing you gain go into a pool.
Every quarter of a second, you are healed for 2.5% of the pool, or roughly 10% of the pool per second. Minimum heal per quarter second is 10 health.
The percentage would be based off the CURRENT capacity of the pool. If the pool has 10,000 healing in it, you heal for 250 health in a quarter second, but if the pool has 100 health in it, you heal for 10 health in a quarter second by the minimum.
Healing is still applied and wasted when full health.

What this would do is make Corpsebloom still be pretty terrible at healing quickly. In fact, on short notice, it might be even worse than before. The healing, though, could scale up a lot more and last much longer, while making it so that you can still heal quickly if you have a massive pool you've built up. It also makes it work much better with Ageis.

"But why tho?" I hear you ask. Picture a scenario. You have a corpsebloom and a bustling fungus. You get smacked pretty hard, an old war stealthkit activates, you GTFO. You find a place without many enemies and stand in your fungus for a while. Then you reengage. IMMEDIATELY you get hit extremely hard again, but you have a massive pool built up, so you immediately heal for all the damage. A bit later, you take some chip damage, and the dregs of your pool heal it.

@earnest laurel in #ror2-feedback-discussion with constructive criticism and feedback!

tough pendant
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!feedback Chaos Change

Make Chaos only allow you to hit allied units as well as enemies, not yourself.

Why?
It's a feels-bad moment when you get gasoline or Will'o'Wisp, knowing it's gonna hurt you a ton. This would keep the key concept of everything being able to hurt everything with Chaos, but it would make it not a severe disadvantage to pick up AOE items.

cinder patrol
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!Feedback

I really wish there was an item that gave you this sort of "Ghosting" property. The ghosting property would let you be able to simply walk through enemies and allies alike that could be body blocking you. I was thinking for a while on what type of item that could give you this property, like a new item or something, but I thought that the Old War Stealth Kit would be a great fit for this sort of passive. Whenever the old war stealth kit procs in the first place you are in a low situation, so if you are stuck in a lot of enemies and don't have enough mobility, you can easily just walk through the enemies to somewhere safer, since they will not be able to hit you (for the most part). This kind of ghosting buff I would guess last for as long as the invis lasts on the kit.

abstract dew
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!Feedback

Show effects of Lunar Items (before pickup)

Hi guys. New player here.

Why don't Lunar items show what they do in-game? I mean before you pick them up. Trying to think of a reason for this..
It's incredibly annoying as a new player that you have to just blindly gamble with the effects, considering that some of these items can totally wreck your build depending on what hero you have etc.
I just picked up a thing that replaced my special skill, and because I was MUL-T currently in the single-shot firing mode, it basically destroyed my run because my whole build was centered around the other firing mode and now I can't switch back.
Great, a 50 min run just went down the drain due to something completely out of my control as a new player. Another example that comes to mind is the item that changes all life into shields. Taking that unknowingly of what it does can also potentially wreck a build.

Don't get me wrong, I'm all for punishing elements in roguelikes. But this just feels like perhaps an oversight? Eventually you learn what the items do anyway, so this is just unnecessarily punishing on new players.

tawny onyx
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!feedback
Let Acrid use his M2 and Special in his Shift.

sharp monolith
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Let Caustic Leap apply Poison/Blight (but not leave a Poison/Blight pool)

topaz falcon
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!feedback allow Huntress to have 360° direction running. As a passive or integrated into agile. Please itd make auto aim not a pain to use

leaden falcon
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!feedback the cell vents in the void fields should fully heal upon being activated, this heal is only once per cell and the ONLY benefit it gives is not wasting your time waiting for your health to regen if you don't have any healing items to speed it up. It would save so much time as well as not really give any game changing benefits to the player, this is strictly a quality of life change

echo forge
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!feedback Bandit's Light's Out kills should include stuff that procs on hits like the bands, like how the achievements were tweaked for killing Mithrix to include those items to make it easier.

little barn
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!feedback

Change leeching seed's stats to On hit: heal 1 (+100% per stack) health; stacks exponentially

this seems overpowered, but actually isn't, since you would need 3 to get 8 per hit (equivalent to a scythe with maxed out crit), and 7 to get 100 health per hit

If that is too much, then lower it to +50% per stack for 5 for 8, and 12 for 100+

little barn
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!feedback the visibility increase to hermit crabs in the update was a good step forwards but they're still one of the most obnoxious enemies in the game, primarily due to the fact their visibility is still so low on abyssal depths.
i think this is less of a hermit issue now and more of a visibility issue with abyssal depths, the shaders are so red on the stage and whenever magma/overloading worm spawns it almost becomes incomprehensible.

leaden radish
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!feedback

Have the Metamorphosis artifact have a small chance of changing you into birb if you have them in the logbook
It won't change much but add even more variety to it
Idk when already have the mechanic might go all out

frozen hazel
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!feedback
Artifact of Unity(name pending)
Makes all players/minions' health be combined into one big pool, and if it runs out EVERYONE dies. All healing items from each player are appled.
In a nutshell, an easier Death .
Edit:
More clarity. If one person takes damage it takes away from the healthpool. If the pool is at half hp, nobody dies until everyone dies.

tough pendant
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!feedback Movement System Rework

Sprinting was a great addition to the game, but it doesn't feel very smooth. Sprinting is great, but when you use it to go faster immediately after using any attack, it kind of feels like maybe you should just move slower when attacking. Actually, yeah. Here's a rework.

Strafing
Instead of Sprinting and Walking, have Sprinting, Strafing, and Walking. When attacking, you strafe, causing you to move slower. How much slower could depend on the attack, be universal, or it could just be the walk speed. It could even be the standard walk speed, as this isn't even the biggest change. That would be up to the devs to balance.

Automatic Sprinting
For each attack, there would be a specific set of frames where you will strafe, scaling with attack speed. Following that, you will automatically start walking. After a short time of walking in one direction (say, 0.5 seconds), you will automatically start sprinting. You can still sprint while attacking, of course. Depending on when you sprint, you might cancel the attack, or better yet, skip a few strafe frames. On charge-up attacks, you would release the projectile if you sprinted. The amount of strafe frames after the attack wouldn't be too high, but there would still be a good amount of room for optimization by sprinting at the end.

Omni-Sprint
Because you now default to a sprinting state, allow every survivor to sprint in every direction. This would be a buff to Agile attacks, allowing them to be used while keeping speed in most situations.

Walking
Walk by pressing sprint while sprinting.

Why?
The current sprinting system feels kinda clunky, let's face it. This system would still allow for optimization from those that like getting the maximum amount of time sprinting, but it would also be a huge QOL change for everybody else, so pressing the sprint button after using most attacks wouldn't be necessary.

EDIT: Omega simple version coming soon

crisp pilot
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!feedback

please make razer wire not target newt ;-;

tough pendant
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!feedback Movement System Rework

Okay, simpler this time.

Automatic Sprinting
After walking in one direction and not attacking for 0.5-2 seconds, automatically start sprinting. Would work well as a menu item that you can turn off or adjust the time for, so as to provide more player preference. If you press sprint around the same time as the automatic sprinting begins, you'll still sprint like normal.

Omni-Sprint
Ability to sprint in all directions, for all survivors. However, if you're turning too quickly, you'll automatically begin walking again.

You could still use the sprint key to stop sprinting or to sprint sooner.

Why?
This would help people who don't want to press the sprint key after every attack, while still leaving optimization open for those who want it.

little barn
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!feedback

Organic Generator [Legendary]

Healing past full charges your shield for 24% (+24% per stack) of the amount you healed
Gain a shield worth 16% of your maximum health```
little barn
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!feedback

Sacrificial Servant [Legendary]

On minion death: 
• Procs all "on kill" and "on death" effects 1 (+1 per stack) time
• Create an explosion at the point of minion's death for 800% (+400% per stack) base damage
little barn
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!feedback

Pocket slot machine [Equipment]


With gamble:
On hit: deal 100% base damage for all skills. 
Roll a 50% chance

• On successful roll: increase success chance by +1% and next attack by +100% base damage
• On fail: reset chance to 50%, damage back to 100% base, and lose 50% of your gold

Deactivates immediately if you have less than 2 gold
30 second cool down```
tough pendant
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!feedback Captain Beacon Changes

Make the beacons destructible, as in giving them a health bar. In return, however, don't restrict beacons to one use per beacon per stage. A long cooldown of maybe 100 seconds per beacon would be reasonable, I think.

Why?
The limitation of 1 use per beacon per stage leads to everybody either using their beacons during the teleporter event or using hacking beacons on the most expensive thing they can find. This change would balance things out, although maybe the beacons themselves would need rebalances to make sure everything is still balanced.

Please note that Bandolier would not reset the beacon cooldowns, as their cooldowns are within the special.

real birch
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!feedback

For modding support, and maybe the post above, make bandolier lower cool downs by 10 seconds.

This would make alien heads better than a green, and also let really short cool downs with extra charges benefit as much, or even more.

edit: dunno it’s reaction with purity

frosty totem
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!feedback if the final blow to mythrix second to last phase is killed with a head-set blast it skips his final phase entirely, plz fix

boreal ingot
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!feedback
Add another variant for Abyssal Depths which has seas of magma, along with a returning boss, the Cremator that spawns in it. The magma seas would be a nice challenge for players to navigate through it too, having to avoid falling into the magma.

polar oracle
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!feedback
The Lepton Daisy and Focused Convergence were changed to also affect void cells and the various moon pillars in the anniversary update. However, the Warbanner, another item that also triggers during the teleporter event, does not trigger from the void cells and moon pillars. In short, Warbanner should trigger off of activating void cells and moon pillars

frozen burrow
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!feedback
An indicator showing where the Magma Worms are going to erupt from the ground. Can be for both movement modes or just low slither mode (the one without the fireballs). Overloading Worm too.

tough pendant
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!feedback Worm Change

When Magma (or Overloading) Worms are in their jumping mode, make it more like the original Risk of Rain where they shoot up, stay mostly still in the air for a bit, then quickly dive back down towards the player.

Why?
This would make it easier to hit the Magma Worm as both ranged and melee survivors, while also making the fight more engaging due to it more directly attacking you.

safe prairie
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!feedback
Give Alien Head a unique logbook. Currently, it’s just a copy of its logbook from Risk of Rain 1 and is the only example of that in the game to my knowledge.

Edit: apparently Paul’s Goat Hoof and Infusion are copies from the original game too, so Alien Head isn’t the only one. I still believe these should be changed for uniformity.