#ror2-feedback-and-ideas

1 messages · Page 39 of 1

tough pendant
#

!feedback Loader Passive Change

Instead of completely negating fall damage, have Loader's passive simply reduce fall damage. My guess is that a reduction of around 1/2 to 1/4 of the original damage would be fair, but it would need to be tested.

Why?
This change would make Loader require more planning, cooldown management, and skill than she currently needs. As long as players can use her skillfully, they should be able to avoid fall damage anyways, even with this change. This would also make Frailty and the Eclipse modifier for increased fall damage not pointless on Loader, also giving Headstompers some use as well.

cerulean tinsel
#

!feedback
Loader has long been the discussion of being a bit too good at everything a survivor does.
-Single target damage? Charged Gauntlet deals all of Loader's damage, and it does a lot.
-AoE damage? Use Charged Gauntlet to pierce both the boss and anything in the way, or use Thunder Gauntlet.
-Survivability? Scrap Barrier to keep yourself alive even without good healing items, and some armor/regen as a "melee character" (when most of the time she's just punching right through everything and swinging around)
-Mobility? Literally the most mobile character in the game, her entire gimmick.
Thus, I propose nerfing her survivability. Currently, her regen and health is the same as Acrid, despite having far more mobility. In comparison, that's a bit too much in her favor, so reducing some of these stats to more resemble something like Rex or Engineer would be far more far to the rest of the cast.

faint gyro
#

!feedback Make artificer's flamethrower and secondaries scale with attack speed (where flamethrower number of hits increase and the secondaries' charge up speed also increases). Artificer is as of now a bit underwhelming, so I think a buff like this would help her out a lot.

fluid jasper
#

!feedback

Mechanical Heart (Green)
Allows 10% of healing gained to restore your shields while at full health (+10% per stack)

real birch
#

!feedback

Add witches ring from ror1 but it only happens once per enemy.

Witches ring from ror1 is *whenever you do a critical strike lower all cool downs by 1 second *

I dunno think it would be cool and no legendary have to do with critical strikes yet.

tough pendant
#

!feedback Artificer Change

When using Ion Surge or the ENV Suit (jetpack) after touching a geyser, allow Arti to regain control of her movements again.

Why?
Geysers are built to make sure the player lands safely. However, if they use a movement ability, chances are they want to land somewhere else. This change would make Arti follow that logic, regaining control when she wants to land somewhere else.

boreal slate
#

!feedback
Just slightly reduce the volume of the malachite spawning sfx, i know its nice to know when they are around but i don't want to be freddy fnaf jumpscared every time

lime compass
#

!feedback there are two things I would love to see in this game, one of which is a Survivor like Acrid that can use both Melee and Ranged Attacks to get through stages FAST, and the other is one that probably won’t happen, a Monster Hunter Crossover that adds Mizutsune as a potential Ally…

little barn
#

!feedback

Get rid of Acrid's passives;
instead make his Primary (on every fourth hit) and Special give blight, and utility and secondary give poison

lime compass
#

!feedback I actually have an idea for a new Survivor, the Warlord, their main gimmick would be the Fury Gauge, it depletes over time, but can be charged up by the Primary, it’s an overall Damage Increase when charged, and decreases Armor by 50% as an example for when it’s completely empty, the main strategy would be to hit and run with the Sword while keeping Pressure on the enemies with Ranged Attacks as well.

frozen burrow
#

!feedbakc
Make it so that when Acrid hits multiple enemies with a Regenerative attack, he gains that many Regenerative stacks. Part of why he struggles in melee and why Regenerative is so underwhelming is because when Acrid cleaves 3 enemies with the end of his combo, he gets 1 Regenerative stack instead of 3 making him incredibly suicidal at dealing with groups in melee range

blazing geyser
kindred oriole
#

!feedback
this has probably been suggested before, but please let me see my friends cooldowns when I am dead, currently when you are spectating someone you cannot see their cooldowns except equipment

little barn
real birch
#

!feedback

To make Ravenous Bite more of a contender for late game Acrid, what if the duration of the regeneration is longer for each target hit?

This should make it so you can’t tank inside enemies but the healing still does something late game

lime compass
#

!feedback I think Acrid could really use a Damage Buff on the Primary, it would really solve the problem of not having any somewhat useful Early Game Damage besides Poison.

fickle grove
#

please nerf scavengers attack. it counts as them killing something and procs kipkips monster teeth
making him occasionally unkillable
i have had multiple occasions of me fighting him for over 30 minutes because he just instantly heals to max

safe prairie
#

!feedback
More specifically, Kipkip has had 10x Monster Tooth since before the item got reworked. Because it heals for % health now, this should be tuned back to a much lower amount.

little barn
#

Stone soul [Lunar Equipment]

+) On use: +100% max health
-) On use: health becomes completely unhealable, instead storing all healing.
= once you reach <10% max health, heal for all the stored health (if you hit 100% max health, heal for barrier. If you still have more, then the remaining is saved)```
Cool down: 75 seconds
lime compass
#

!feedback OK, I’ve figured out how to make the Warlord work, simply just them being stranded on the planet will work for a Placeholder Story, and the Fury Gauge would boost Damage Dealt and Movement Speed by 10% while Active, the Default Special would just be a Buff that gives you a Special Barrier that blocks projectiles and knocks away anything that gets too close, but breaks after 5 hits, from projectiles or Melee Attacks, the other, however, would be the REAL Powerhouse of the two, being able to Spend Fury Gauge Charge to freeze enemies close to you in place and absolutely obliterate them, with the enemies hit taking 1200% of the player’s Overall or Base Damage (This choice is up to the Devs.), with a Coefficient of 0.75 or lower to avoid it being a complete Screen Nuke. Edit was because I just wanted to make it clearer.

main goblet
#

!feedback

This is an idea I got from looking in game questions about the 57 Leaf Clover sound effects. I didn't know it had one, but now I do, and was curious if Purity had one, and apparently it doesn't. I think it would be really neat if Purity's sound effect was a reversed version of the 57 Leaf Clover sound effect, making it sound like a "luck down" effect.

This link leads to the sound effects
#ror2-game-questions message

edit was cus i pressed enter too early

real birch
#

!feedback

What if you buff red whip to be more effective than a sprint soda? Making the speed boost absurd will help with the fact that you are always in combat

fading parcel
eager plume
#

!feedback The Ocular Hud item needs a major overhaul on its' usability, it is one of the weakest equipment's in the game. A simple fix would be to give you a passive +25% Crit chance, and its' activated ability would double the damage of critical hits. This ability set would also work with its' current cooldown of 60 seconds. Alternatively, lowering the cooldown to 30 seconds would also be pretty good too. Anything to increase its' efficacy, because it definitely needs a look at, since it hasn't changed since base release.

real birch
#

!feedback

Artifact of kin rework
Make kin into family events. Horde of manys are boring, and family events are cool.
Don’t add the words in the chat each time, and you can also do single thing events, it’s just that if you are doing golems why not add stone titans?

little barn
#

!feedback
One way to make stacking crit items more interesting and to make Ocular Hud more worth using is to implement crit tiers, like the ones found in the game Warframe.
The way crit tiers work is that if you have a crit chance higher than 100%, you can actually crit multiple times on the same attack.
Say you had a 136% crit chance. If Crit Tiers were implemented, every attack would do the double damage of a crit, with a 36% chance of getting doubled again. 250% chance would have every attack do either 300% or 400% damage (not sure if I want it to be additive or multiplicative stacking of crit multipliers, whichever feels best in practice) with a 50% chance for another crit tier on the attack.
Obviously this won't come up that often except in really long runs, command runs, or a lucky printer find, but I think it'd make Crit all the more interesting.

near nova
#

!feedback
Change the way how Transcendence stacks.

Getting more than one transcendence is a direct upgrade that basically just gives you +25% extra health. Its not only extremely overpowered and stupid (provided you want the first transcendence), thats also not how lunar items are supposed to work in the first place

boreal ingot
#

!feedback
New Hidden Realm, Elemental Confluence.
Its a Hidden realm where the monsters that spawn there will be divide into 4 categories, along with a boss that has all the property of the 4 categories.
The first category: Mass
Monsters spawned with "mass" category will have increased health pool, along with increased armor but deceased movement speed.
The second category: Blood
Monsters spawned with "Blood" Category regenerates their health passively, while being able to deal more damage and apply bleed on the survivor, healing a portion of their health.
The third category: Soul
Monsters spawned with "Soul" category will be able to slow the survivor on hit, the monsters will also be able to phase in and out of the world, being unable to be attacked, and while re-entering to the world, will slow nearby survivors. Their attacks will apply a stack of "frailty", which once a survivor reaches a certain amount of stacks, the next damage dealt to the survivor will be permanent damage (Only lasts in the Hidden realm). Each stack expires after a short amount of time
The fourth category: Design
Monsters with "Design" category's attacks will apply a stack of "Weaken" and on the 3rd stack, apply Cripple on the survivor. Their health will be replaced with regenerative shield (Similar to perfected elites) and on a few seconds after death, shatter and apply Cripple to any survivor within a small radius. The area that will be affected will be marked first (as in a sphere), giving time for the survivors to dodge the "shattering" of the monster.
The monsters that spawned in the Hidden realm will have altered appearance that suits their seperate category.
The boss, will be a combination of the 4 categories, appearing as an unknown automaton, having unique attacks and defence, and a unique way in order to defeat it. After defeating the boss, it drops unique items, each related to the 4 categories.

young geyser
#

!feedback

mercenary's Mastery skin should have a red sword to fit the color scheme

additionally, i think a serrated blade would be kinda cool

little barn
# real birch !feedback What if you buff red whip to be more effective than a sprint soda? Ma...

!feedback

Better yet, make the whips scale off each other. Maybe bring it down a bit from +30% to +20% or even less, but then make it scale exponentially.

Yes, I know, it's a green, but it's a situational green that would do extremely well if it was paired in a interesting way.. with itself

This would make getting a couple red whips decently ok, but then getting more than 3 amazing for traversing an area when you're not attacking

faint gyro
#

!feedback elite aspect buff: the elite aspects apply to you and all of your allies.

Currently, the elite aspect is heavily outclassed by a large number of equipment and the wake of voltures. Same with drones, happiest mask. It’s also not worth farming coins in order to buy the 280 prototype. This buff would help each of these out a lot.

deep jungle
#

!feedback Once all the platforms are caught up with each other, add cross play.

spring dune
#

!feedback
Captain tazer buff
Since captain is supposed to be a 'support' character, give tazer an ability to buff allies(mainly drones since electricity and such) that are hit by it. Gives more reason to use tazer strategically.

trim escarp
#

!feedback
If you kill an elite version of beetle queen or solus control unit you get an elite version of queens gland or empathy cores, making the minions elite.

thin void
#

!feedback
Mirror some item sprites to make more consistent directions
Sticky_Bomb Pauls_Goat_Hoof both go top left to bottom right,
but things like Fuel_Cell TriTip_Dagger go top right to bottom left

tough pendant
#

!feedback Boss Change

Whenever a naturally spawned boss (not teleporter) is killed, have it drop an item. This would probably have the same weights as a regular chest, with the bosses' drop being added to pool.

Why?
In the first game, this made killing bosses always rewarding. Also in the first game, bosses were naturally spawning by Medium difficulty. I don't think this change would throw balance out the window, rather just make it more rewarding to kill bosses.

little barn
#

!feedback playable scavenger

Please scavenger

near nova
#

Make the teleport boundaries at the bottom of A Moment : Fractured a little higher. You spend way too damn long falling down and it sucks

also mute pizzad

fading parcel
#

!feedback An equipment item that acts like a 5th skill dependent on the character would be a cool and unique addition! If we are to get more equips

trim escarp
#

!feedback
A green item called Aggressive Microbots that shoots when you use your primary, dealing 15 damage (+15 per stack).

young mist
#

a lunar equipment that shoots homing blood needles in the general direction the player is facing at the cost of health per shot. it would have no cooldown and can be activated at will, like the crowd funder. It might be more in the spirit of lunar items if it would fire for a set amount of times after activation so if something goes wrong, that it couldn't be canceled. If its done like that then maybe to add even more risk to it, it wouldn't always fire the same amount of times per activation but instead it would be a random number within a certain range. I'm not sure how much damage the needles should deal, how fast it fires or how much health it would take per shot, but you get the general idea.

gritty pilot
#

!feedback
Give Kipkip more stacks of corpsebloom. This would make him susceptible to burst damage outside of god runs and actually able to kill without burst. This, of course, comes with the tradeoff of him being practically constantly healing.

queen plover
#

forgot to add Clay Dunestriders to the list, who can continue to fire pots while entering their succ mode, but theirs is less pressing than the previous two

gritty pilot
#

!feedback
Lunar equipment:
On activation, take X% of max health as damage and begin taking Y damage per second...BUT gain Z armor until deactivated.

No cooldown.

This lunar is designed to be activated before entering a dangerous situation. You need to anticipate that you may face an actual threat and essentially turns your health bar from a health bar into a timer.

I attempted to balance it against being a panic button, with the percent health damage on activation discouraging you from activating it while in the dangerous situation.

visual steeple
#

!feedback

I think that bandit's shiv (his alt secondary for any that dont know) shouldn't be affected by gravity because it's meant to be a ranged attack, which it IS, but in a dangerous situation it can be hard to lead the shivs so they hit the intended target.

safe prairie
#

!feedback
Add a damage multiplier to the attack that breaks shock causing it to do some extra damage. This would help taser and shock beacon feel a little better to use, especially late game when it breaks so fast.

little barn
#

!feedback buff or tweak alternate/primary abilities so that instead of a powerspike being locked behind an achievement it's a variable playstyle, some alternate/primary skills are way stronger than their alternative.
this was acknowledged with commando's M2 but plenty of others are far too underpowered to be comparable.

wind laurel
#

!feedback
make being frozen an effect so you can clear it with blast shower

little barn
#

!feedback

Artifact of Blood

Killing an enemy on a stage adds their max health to a pool.
Activating a teleporter event spawns in another boss, alongside the normal bosses, who's health is determined from this pool.

Drops 1 item for an amount of health based on the game's current scaling (so you'll get more items if you killed more monsters on a stage)```

I'm not entirely sure what the scaling does for health, but basically what I mean is if the normal boss would have 1,000 health, then you get 1 item for every 2,000 health from the blood boss after you kill it.
It doesn't have to be a 1:2 ratio, but something in that range would make sense to me
little barn
#

!feedback

Radar Scanner rework idea

Hoarder's Instincts [Boss: Scavenger]

+) Standing still makes all interactables visible through walls, getting slightly clearer per second (increased clarity per stack)
+) -15% (-15% per stack) chest and shop cost; stacks exponentially
+) Interactables become pingable through walls

This includes the invisible box, key boxes, and anything else you might find in specific stages

real birch
#

!feedback

Yet Another Lunar Item

Malicious Heart
Gain 300% (+ 150%) max HP. Take 0% (+ 50%) more damage. 50% of damage taken is converted into permanent curse.

Would it be worth it? I dunno, but it would make curse a feature outside of eclipse 8.

||edit: forgot some words||

near nova
#

!feedback
The mountain with the guaranteed Newt Altar in Scorched Acres feels far too barren and worthless. Way too much empty space, entirely separated and disconnected from the rest of the level, and that altar is rarely ever worth it because it takes far too long to reach and then go back, even if you have decent mobility, you're better off going for the standard normal ones anyways.

Solution : Make that mountain have a guaranteed Cleansing Pool spawn. There is a ton of empty useless space, so maybe the cleansing pool could have multiple different locations where it could appear up there, making the player take their sweet time to search for it as a tradeoff for a guaranteed pool.

||Edit : also mute pizzad||

little barn
#

!feedback

Map idea:
Stellarium: Chaos' Domain


When looking up, you can see the rest of the galaxy above you. There can either be lore implications in this, or just for show.```

I also think another mini boss type thing would be great to add, so I've created *The Chaos*, a great being made from the original matter of the universe. 
Around the map, you'll find rock formations that glow red. Shooting one of these will trigger an explosion, hurting enemies and yourself. This is more of a "red barrel" type deal, where you can use them to hurt enemies... however...
Shooting 10 of the rock formations (there will be at least 20) cause the volcano in the middle of the map to erupt, splitting the sky and awakening The Chaos.

This boss will be in between twisted scavenger and Ally Worship Unit in difficulty. I have an entire attack set planned, but all you need to know is that he's really hard to fight.

__TL;DR__
I think adding a star based map would be amazing, so I thought up one
frank plinth
#

!feedback
When you bird up™, the four heresy items should be pinned to the front of your items list in the order of the skills. This can also be true before you get all four, but I think it's especially useful once you get all four

From @DΞXTΞRITY#0276 pog

little barn
#

Styx and Stones [Lunar Equipment]

+) Become invincible for 10 seconds
-) Reduce max health to 1hp for 10 seconds; regain max health over 5 seconds
-) Cooldown is [max health * (1.25 + shaped glass stack*2)] seconds
little barn
#

!feedback

Equipment item
Consumes 1000 coins at most,if not 1000 consumes all your current money to give a damage buff for 8 seconds similar to the Golden gun from risk of rain 1. The damage is increased based on the money you have,With a 60 second cooldown. Idfk shit just popped in my head and I wanted to share it 😔

lament hare
#

!feedback

I hope this is the right place but please for the love of God modders tag player_characters for your mods that adds a playable character and not just mod which gets engulfed into the abyss of mods.

little barn
#

!feedback

some sort of gallery, I am still new to risk of rain 2 and I am basing this idea off of the void reaver message "You have been detained. Await your sentence at the end of Time". Just shows all the Survivors that got detained by the reaver.

open tartan
#

!feedback
Blazing Acrid is a bit too plain-looking. The shackles should stay the normal color, and the spines should have some yellow on them to break up the solid mass of red.

real birch
#

!feedback

Remove recycler from artifact of enigma

You know what’s sad? When you have a soul bound and an over 20 gestures and fuel cells on enigma and then you get recycler.

You cannot use recycler without an item in front of you, therefore making it garbage your equipment when fighting the Boss.

real birch
#

!feedback

Lunar item rebalance

part one

transcendance: make the time you have to wait longer before you can heal.
This can cause an anti synergy with psg, but that is good because it’s a lunar.

Direct tooltip example: Convert all your max HP into shield. Gain 50% (+25%) max HP. Shield completely regenerates after 9 (+1 / 2) seconds.

Keep the average two seconds of gaining and stuff, just make the delay of dodging longer

tough pendant
# real birch !feedback **Remove recycler from artifact of enigma** You know what’s sad? Whe...

!feedback Recycler Change

Revert the change of not being able to use Recycler if there is not an item being targetted. The reason that change had to be made was more of a problem with the targetting than anything else.

Why?
Recycler in Enigma is cool, and I like it. But it does suck when you get it at a point where it's useless. Reverting the change that made it so you can't use it without a target and making the targetting more sensitive to compensate would keep it fun to use as normal, but also make it not useless with Enigma.

real birch
#

!feedback

Lunar item rebalance

part two

Strides of Heresy: Make it hurt you if you are incorporeal for too long, so that it isn’t a spam. Also, then you can’t just spam these and transcendances (with the other rebalance)

Direct tooltip change:
Fade away, becoming intangible and gaining +30% (+10%) movement speed. Heal for 25% (-5%) of your maximum HP. Lasts 3 (+2) seconds. Make sure not to fade too long...

real birch
#

!feedback

Lunar item rebalance

part 3

**Focused convergence **: Increase the enemy amount as well, but remove the soft cap of 3.
Lore wise it also works, because as time condensed enemy spawns rest condense as well.

Direct tooltip change; Teleporters charge 30% (+30%) faster, but the size of the teleported is 50% smaller. Increase monster spawn rate during the event by 30% (+ 30%).

apologies for the feedback spam, just want to get some ideas across

tough pendant
#

!feedback Interactable Change

Make all interactables solid. Just like the Legendary Chest and Shrine of Chance.

Why?
Actually colliding with interactables gives them a feeling of presence, plus you'd be able to use other shrines and tri-shops as barricades to help deal with enemies like Vagrants.

tough pendant
#

!feedback Interactable Spawning Change

When a printer or scrapper interactable is placed, reduce its spawn weight.

Why?
This would effectively reduce duplicate scrappers, as well as preventing printers from becoming super common with more people playing.

fluid jasper
#

!feedback Green Item

Broken Mushroom-cap: Heal for (4%+2% per stack) more health for each of you abilities on cooldown

(I don't know why, but the !feedback command doesn't work for me)

tough pendant
#

!feedback Captain Tazer Change

Make the tazer pierce.

Why?
This would give the increased range from bouncing it an actual use, as you'd now be able to hit more enemies. This would also be a reasonable buff to the tazer.

little barn
#

!feedback

Alternative Taser change
Instead of piercing, make the taser hit all enemies within 5 meters of your target

It's kinda weird that a literal lightning gun can't hit more than a single target, even if they're pretty much touching the enemy you do hit.
This change would make the taser a mini shock beacon, and also much more viable in terms of its ability to shock

stable geyser
#

!feedback bandit m2 is super redudant, i go stages without using it and im find, it needs a buff

queen plover
#

!feedback
can rock river not be a place where teleporters or anything spawns please

little barn
#

!feedback

Contract Killer [Legendary]

+1% (+0.5% per stack) base damage per kill; stacks linearly

If 1% is too powerful, it can be nerfed to 0.5%

real birch
#

!feedback

Lunar item rebalance

part four

beads of fealty: I’m lazy, so it’s just more / stronger twisted scavengers, maybe make them even spawn in the wild. Everything must stack!

Direct tooltip change: Seems to do nothing... but (+but...)...

little barn
#

!feedback

Double-edged sword [Lunar]

+) Apply 1 (+1 per stack) bleed stack on hit and 2 on crit; scales with other bleed items
+) Bleed lasts 200% (+50% per stack) normal time, but is still affected by proc coeff
-) 30% (+15% per stack) damage taken is permanent; reset on stage
-) take 10% more damage in the form of bleed
wind lynx
#

Make the rarity of a Shrine of Chance payout scale (slowly) with how many times in a row it's failed. Thanks James!

real birch
#

!feedback

Lunar item rebalance

part five

Gesture of the drowned: make it take longer to activate cool down automatically so you don’t use it as a fuel cell.

Direct tooltip change: Reduce equipment cool down by 50% (+15%). Forces your equipment to activate every 2(+2) seconds when it’s off cool down

This rebalance may be bad gesture is hard to rebalance and fun as is

prisma flume
#

!feedback
Ironman mode, where the game detects any mods and does not allow continuing with them and so on and limits the time you can pause to 5 minute intervals every 10 minutes.
On the flipside, non-ironman mode with save slots and maybe even some kinda run-testing-mode to try out item combos and synergies.

open tartan
#

!feedback
Captain Alt Secondary: Laser Cutlass. Captain draws a sword from under his coat and slashes in front of him, sending forth a piercing arc. Enemies hit take % more damage for a few seconds.

Both the sword and the wave deal at least some damage, so using this in melee gives more reward for the risk. However, the main point of the ability is the debuff; this plays to his support role, lowering enemy defenses for all allies as opposed to the crowd-control his taser gives.

Ideally, choosing this ability in the loadout would add the sword to his character model, but hammerspace is an option too. Another neat thing would be if used again quickly (via Backup Magazine) he slashes the other way, back and forth.
twin apex
#

!Feedback When you teleport from one stage to the next, make it recharge your equipment. This is mainly for the preon accumulator

little barn
#

!feedback

Make aspects be deposable into the cleansing pool for a guaranteed irradiant pearl (maybe even two)

they're not very interesting, and when you do finally pick one up, you probably use it for three minutes and never again

if you do decide to keep it, you should be rewarded past "interesting death animation" with (at least one) irradiant pearl

little barn
#

!feedback

Give the preon the "if it's existed for longer, it does more damage" treatment that the BFG has.

This whole time, I thought the preon accumulator already did this, but apparently it doesn't. Not only is this disappointing, but also slightly misleading, since the weapon is based on the BFG from DOOM, which does have this stat in the weapon.

Giving the preon this stat would

  • Reward good positioning, as firing the energy ball from farther away does more damage to the end target
  • Reward good usage because the ball can exist for up to 30 seconds, which reduces the effective cool down from 140 to 110
  • Make the equipment more interesting, as it changes from "press button and demolish everything" to "If I step away, I can fire this for better damage numbers and get a great end result"
tough pendant
#

!feedback REX Tangling Growth Change

Don't allow enemies to heal REX after dying when caught in his plant special.

Why?
This would create a contrast between REX's mechanical and plant specials, where you're trying to kill the enemy quickly with the mechanical special and trying to preserve the enemies with the plant special. It would also add that layer of depth to the plant special, knowing you have to keep the enemies caught inside alive for max healing. It would also prevent it from being free healing over time on practically dead enemies.

little barn
#

!feedback
(TLDR at bottom)
this is kind of a stretch, but can we get a chart to show what skills we had in what games and if we won with the skill or lost with the skill?

the best example I can use is the Rainbow Six: Siege win deltas. (https://staticctf.akamaized.net/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/23LsOd1VAWLnjjphXpC7g0/57264f1117959ba0b0d0021aa6f4765c/Y5S3_Matrix_Attacker.png)
This chart shows the operators (playable characters), how often they're picked, and how many games where they win. This information is amazing to show how people might see a certain character in a certain light, but find out it's actually the opposite of what they expected.
This charting can be extended to items, equipment, and even maps if need be, but I mostly just want to see skills.

And/or this can also extend globally to everyone playing. If we're able to see the most popular and unpopular mains of the year, we might be able to make much more specific suggestions, along with the devs making much more informed decisions.

TL;DR
Making a chart showing the most popular and powerful skills, characters, or items can help everyone understand how powerful everything actually is, either for themself or for the entire community

little barn
#

!feedback

Lepton Daisy rework idea (could also be a new item)

On kill: send out a wave 20 (+15 per stack) meters wide. All allies within the range heal for 20 (+20 per stack) + 25% victim's health

Originally I kinda made it useless with Forgive_Me_Please unless it has a health pool, so I added the 20(+20) in to make it slightly better.
Let me know if you like this rework or if it should be a new item or something in between

tough pendant
#

!feedback Teleporter Change

Make the prongs on the standard teleporter taller and thicker.

Why?
Sometimes, you get the teleporter in a place with minimal cover, and you have to fight Vagrants. I know the prongs can already help in situations like this, but the teleporter providing more reliable cover would be a very helpful change.

queen plover
#

!feedback
Mercurial Rachis changes

Forgot to take a screenshot for reference, but the Mercurial Rachis doesn’t transfer its buff to you if you stand at the edge of the outlined zone. Fix pls

Secondly, the buff should get stronger the closer to the rachis(aka the center)you are. This would reward players with good positioning and also make enemies that wander into the zone more threatening. Stacking rachis could increase the cap of the buff at the center at the cost of the center being harder to reach essentially

trim escarp
#

!feedback
Lucky Bat: Gain 10% stun chance. Stunned enemies take 40% more damage and take 3m (+1.5 per stack) of knockback.
This would give an actual reason to pick up stun grenades and make stun a more desirable debuff

wispy coral
#

!feedback
Save state for consoles?
I know that there are plenty of mods for PC that do this, but as someone who plays on console and can't allocate tons of time to a god run or have friends who want to play with me mid run and I know I either end my run or ignore them, it would be really nice to have as an option other than just putting my ps4 into rest mode and hoping to god there isn't a power surge or something

visual steeple
#

!feedback

Death Mark change. I think that while death mark is a great item IF you are focusing your build on debuffs while using acrid or REX, it is kind of sad to get it from a teleporter reward or any chest. so I propose to make it more powerful when stacking it instead of adding time to the 50% damage to afflicted enemies, i think it should last X seconds without anything happening to the time when stacking, but instead it deals 50% more damage +x% per stack (I was thinking around 25% per extra stack) to make it actually worthwhile to stack

real birch
#

!feedback

Make prismatic trials give lunar coins on top 10% completions. This would make there be more of a reason to do it if you are new, but you can still do other things it's not essential.
But the main reason is that the problem with prismatic trial rewards right now is hackers, and lunar coins are easy to hack, but as a fair player it still gives a reward while hackers should feel no reason to bother.

plain valve
#

!feedback Revert Commando's grenade physics

tough pendant
#

!feedback Wandering Vagrant Change

Make Wandering Vagrants more actively chase players down, similar to the first game.

Why?
This would actually make Vagrants more fair to fight, as you'd now be able to lure them somewhere before they do their nuke attack, allowing you to strategize for optimal results. This would also make them move closer to the ground, considering you stay on the ground. It'd also be pretty threatening, seeing it coming towards you.

latent root
#

!feedback Procs from Bandit's special should count towards his reset/tokens, at least those that kill enemies in the first 2 seconds or so after his special has hit.

latent root
#

!feedback Let Huntress run in any direction (360 degrees) to lean more into her playstyle of being highly mobile in combat. This would also make it significantly easier to target enemies while continuing to run.

little barn
#

!feedback
Make items in your inventory flash to indicate when they're activated as a cool little visual touch

(inventory = top inventory menu)
(flash = pulse, change size and brightness for a short time)
(when activated = when items trigger or while they're active)

this feature is optional, by no means has to be forced

little barn
#

!feedback

Rework Corpsebloom's stacking

Current Stats

+ 100%(+100% per stack) healing
- Heal at 10%(-50% per stack) max health per second

Suggested Stats

+ 100%(+100% per stack) healing
- Heal at 1 / 3(+2 per stack) max health per second

This would change the current 10%(-50%) to
33% at 1
20% at 2
14% at 3

and it would feel much, much better to stack

little barn
#

Steak [Common] (Rework)
Current Stats

+ 25(+25 per stack) max health

Suggested Stats

+ 15(+15 per stack) max health
+ 5(+5 per stack) base damage

The difference is obvious, but the change is subtle. By changing the base damage by a flat amount, it'll not only stay pretty tame, but also would scale quite nicely with levels. Originally, I thought changing the base health would be effective, but that never worked out very well in a balanced way.. so I decided to try something new.

Leveling up increases the base damage by 20% of the original amount linearly (the most common is 12 +2.4 or a 20% increase), which means the increase per level goes up by 1 per steak. Hopefully this not only becomes a great white item, but a very welcome change on a lot of perceived weaker survivors (cough Huntress cough cough)

_ _

eager plume
#

!feedback change the way the pillars affect gameplay on Commencement. Simply put, they are time-wasters that increase the difficulty arbitrarily, they can't be avoided(without specific items that is), and they offer no reward for completing them. These pillars should instead offer unique rewards for the final fight, the Pillar of Mass should give guardians to help you during the fight as an example. The main reasoning behind this is that it sucks to activate the pillars, especially for melee characters during the late game, they're not fun to go through because they're forced difficulty spikes.

little barn
#

!feedback

Make grandparent a guaranteed/extremely likely boss on sky meadows, or buff planula

Currently, planula does +15 health per hit- which is fine, but not at all worth it unless you're specifically making a build for it.

On top of that, you need a grandparent to be the boss on a specific map that appears once every 5 stages, and you have a 15% chance of getting the item. That's a very low chance of getting a mediocre item at best.

split pike
#

!feedback

Planula rework idea: Heal for 15 (+15 per stack) health after taking damage Store damage taken as "adrenaline" stacks (20 damage per stack, rounding down). After not taking damage for 2 seconds, consume all stacks and grants 5% movement speed, 5% attack speed, and 5% bonus health regeneration PER STACK CONSUMED for 2 (+1 per Planula) seconds.

For example, you have 1 Planula and you take 250 damage from a Bronze Contraption ball, and you immediately gains 12 (250 divided by 20, rounded down) stacks of "adrenaline". After 2 seconds, you gain 60% bonus movement speed, 60% bonus attack speed, and 60% bonus health regeneration for 2 seconds. You can start receiving stacks of "adrenaline" immediately after you consumes them, but taking any damage before you consume "adrenaline" stacks will reset the timer and grants you more stacks. This mechanic is similar to the delayed heal of the medkit.

I don't want players to abuse Hell Fire Tincture or purposely standing in fire trails of blazing elites to gain stacks by making the threshold for each stack higher. I also made the delay before consuming the stacks the same duration as that of the medkit, so it would feel more intuitive to current players.

My reasoning for this change is to make Planula a more late game relevant item, as it is most likely obtained beyond stage 5 unless from a overgrown printer. Bonus movement speed, attack speed, and regen is much needed after taking a big hit. The whole idea is similar to medkit, that it allows you to recover from a bad hit by playing smart and avoiding damage. It also can work offensively if you manage its down time properly, which, I believe, makes it a versatile item.

ps. also help me come up with a better name for the stacking effect, perhaps something that would fit the Grandparent theme.

Edit: grammar and spelling

heavy pier
#

!feedback
a risk of rain 2 lootbox system where an ingame currency can be spent to unlock emotes of different rarities as well as new skins for the characters. You can also get them from leveling up, another new mechanic that would have to be added, but these would be infrequent. Leveling up would mostly just get you low rarity cosmetics and things

split pike
#

!feedback

Replacing abilities is a fun mechanic, and it should be focused on more. Currently we have 4 items that replaces your survivor's default ability, and I think they are great. So, I think the mechanic of replacing abilities is interesting, and it should be looked at more for the replayability of the game. While the abilities of a survivor defines their identity, replacing them would provide more variety to play styles, which is essential in rogue-like games. Requiring players to adapt to different tools that the game gives them will make the game much more interesting. Not to mention, ability replacements can fit very well in DLCs, where they can follow the theme of a specific DLC. Survivor specific ability replacements, especially mutually exclusive ones that provides branching combinations of play-styles, will make playing each survivor much more interesting and engaging, as you would need to constantly adapt to new abilities that you decide to pick up. I genuinely think shifting the focus to developing abilities would serve ror2 immensely.

pure pebble
#

!feedback Captains new ability is more useless than bullshit because at least bullshit is good kindling to start a fire

little barn
#

!feedback

Child's Playtoy [Uncommon] (It's a jack-in-the-box)

+ 7% (+7% per stack) chance to intimidate for 3 seconds; stacks hyperbolically

Intimidate: Enemies are unable to attack while intimidated, backing away from the player at a minimum of 7 meters

This is basically my solution to a "balanced" stun mechanic. This makes monsters unable to do anything to you, but not unable to think and move around and (however their AI may allow for) strategize their next move immediately after those 3 seconds.

boreal ingot
#

!feedback Add a construct of Mithrix's attempt on making "A greater gate – to travel greater seas." to Commencement, showing the teleporter that Mithrix had been working on as stated in the environmental logbook for Commencement

blazing geyser
#

!feedback
relatively minor but after defeating mithrix his body fades away and his eye remains for around 2 seconds, and then disappears abruptly. It would be nice if his eye faded away too afterwards

warm scaffold
#

!feedback still waiting for the feature to kick people out of the lobby

visual steeple
#

!feedback give MUL-T's saw a unique crosshair, almost all other abilities in that vein have them, why shouldnt he?

vivid flower
#

!feedback make blight the only option in acrids kit because poison is just a lie made up by the Woolie government to stop us from doing good on acrid

oblique haven
#

!feedback As carrionKiller also said, the pillars on commencement are an absolute chore, especially in eclipse mode and melee characters, and it would be greatly appreciated if they were optional to do, but provided bonus effects. It’s 10 minutes of free scaling for mithrix while you try and not deleted by perfected lunar chimera.

Some ideas i had for the effects pillars can do is add new environmental objects to the arena, or add new attacks to the mithrix fight that get removed when completing a pillar. Or maybe it effects current attacks, like pillar of design removing shockwaves from hammer slams and/or when he goes back to the middle of the arena.

Also make pillars have a set spawning, like at least 1 of each with a chance of another one of each type spawning. It’s frustrating that so much of your run can be determined by pillar spawns, like getting forced to do 3 soul pillars on melee or getting forced to do blood pillars on eclipse 8 and taking perma damage if you don’t have repulsion plates.

Edit: fixed some typos and made myself more clear

stray wyvern
#

!feedback

DIRECTIVE: HARVEST should slowly kill the enemy over time, rewarding twice as many fruits if it's killed this way.

Thematically, it makes sense that fruit growing inside something parasitically should hurt a bit. Maybe it even has a morbid explanation to what happened to the crew members who supervised REX?

gameplay wise, it would reward strategy and enemy priority.

safe prairie
#

!feedback
Add Rex’s unused “seed turret” ability as a plant themed alternate m1 with an ammo mechanic and health cost.

Ability draft
Name: Seed turret
Alternate M1 ability
Effect: 8% current health cost Fire a seedling that plants itself into the first surface hit, dealing x% damage. The seed fires at the nearest target for 7 seconds, dealing y% damage per bullet. When the bud expires, it drops a healing orb for 8% health. 4 charges

worldly furnace
#

!feedback Artificer. The lowest tier AND lowest played character in risk of rain 2. Commando > Artificer in terms of stats. But, why? Because she's bad. Shes the least consistent character in risk of rain 2 , and she doesn't fill her niche well. And so; I suggest the following buffs. Some are more insane then others, but the point stands: artificer needs some kind of buff so that she can atleast be brought up to the rest of the cast.
Allowing Freezing To Affect Bosses:
Come on. This sounds stupid in concept but...MITHRIX CAN BE FROZEN! WHY CAN'T CHAMPIONS?! This lack of freezing makes artificer piss poor beyond 3 loops because one of her main gimmicks cannot be used. Allowing her to freeze bosses would bring her up to speed heavily with other characters, and would make her less reliant on items for DPS.
Buff Ion Surge to 1000% damage:
This would bring its damage up, allowing with it to seriously complete with flamethrower without taking it over, and giving artificer a really nice crowd control and get out of danger free card.
Buff Charged Nano-Bombs Minimum Damage to 600-800%
Charged Nano Bomb already competes very well with Ice Spear, but the execution effect makes Nano-Bomb vastly inferior. Allowing for more base damage would bring its DPS up and make it more of a reasonable choice against Ice Spear.
Buff Plasma Bolt:
It's currently objectively worse then Flame Bolt, no questions asked. My suggestions are the following: make the damage radius 10m for more coverage, or to bring it's charges to 5. Give it some type of purpose other then being worse. A goofy one is make it do self damage, but buff its damage to 300-400%. This would complement greatly with Ion Surge. Lastly:
Buff Artificers Damage to 14 + 2.8:
This would match engineers damage. She's supposed to be the Sniper of this game, the boss killer, but her having meh DPS doesn't help in that regard. This damage buff would complement her greatly and make her all around more viable.

kindred oriole
#

!feedback
allow only the person who buys the chest to pick up the item in multiplayer, however, if the person who opened the chest pings it, it unlocks it for everyone else, allowing them to pick it up. This would make it much harder for someone to troll in co-op by just following another person around and stealing their stuff.

main goblet
karmic thistle
#

!feedback
add a lunar item that doubles your health but halves your damage/speed

gritty pilot
#

!feedback
add a lunar item that decreases your health but makes every attack heavy. Further stacks slightly increase speed and increase heavy damage scaling.

(Heavy: The ability trait that makes Loader so op. Essentially scales damage with speed at time of use.)

boreal slate
#

!feedback stop merc from being able to achieve godhood by picking up multiple purities with eviscerate, it may be really fun but its kinda insane

vivid flower
#

!feedback make mercenary kit all I frames

tough pendant
#

!feedback General Attack Change

Add more end-lag to attacks which can be cancelled by using other attacks. In return, reduce the global minimum cooldown to something far lower. These endlag animations would be affected by attack speed.

Why?
To make cooldown reduction items better on attacks with short cooldowns, as well as prevent extreme cooldown reduction from allowing you to just hold down one button to play the game at maximum efficiency. This would also open the gate for more cdr items.

safe prairie
#

!feedback
Add a small animation for items appearing/disappearing from your character. It would be a small addition but add some nice flavor to the game.

This could be disabled in options for performance.

oblique panther
#

!feedback please make the bison steak more than just 3d printer fuel

main goblet
#

!feedback

i know this might not be really used, cus it involves happiest mask, but i want to see no collision with the ghosts spawned via happiest mask to go with the theme of them being ghosts. just a small quality of life thing

edit, just adding the QoL statement

oblique panther
#

!feedback
This might be hard to incorporate into the game however I think a cool idea for some hard to unlock red item (or possibly a yellow item) would be something along the lines of an ability upgrade module where it upgrades either the utility or special skill of a survivor uniquely to that skill. For example on mercenary it would change eviscerate to have more slashes or something, or on rex it would increase the radius of tangling growth, on mercenary it could possibly give him one more turret. The scaling might be kind of hard for it but if you made the upgrades to the ability kind of linear it could be specific to the survivor for example it giving mercenary's eviscerate +3 slashes per each stack, and if that would be too complicated you could make the item also decrease cooldowns have the cooldowns go down per each stack.

safe prairie
#

!feedback
Used Rusted Keys should be added to the “no rarity” category of items such as used Dio’s or Tonic Afflictions when used so that you can still keep track of how many you got during the run.

slim timber
#

!feedback
As a suggested nerf to gesture of the drowned, I would like to see it take a small percent of hp from you whenever it activates your equipment - not much, but maybe just enough to put you out of OSP range. This would make it a riskier item that require a bit of healing to supplement it, especially with low-cooldown equipment, while still letting it be an incredibly powerful item with a lot of interesting synergies, and i think the added risk would make it lot more fun too.

desert sand
#

!feedback

Spider-Man reference Loader skin for getting 15 backup mags while playing as her in a single run.

royal dove
#

!feedback
it could be fun to see more stages added to Eclipse
some quick ideas i had were enemies gaining new attacks, the director having more points to spend, or the teleporter taking longer to charge

vivid flower
#

!feedback give huntress melee abilities, since she would benefit from the dps increase of focus crystal as well as offering a completely new playstyle. Don’t buff her health or add any healing though

maiden tundra
#

!feedback
Make newt altars either not appear or unusable when a blue orb already automatically appears at the start of a stage.

frozen hazel
#

!feedback
Poor grammar

tough surge
#

The artificer needs some love. The way I see her is either as a support caster or a glass Canon nuker. How about giving her either more reliable CC or alternatively something like Multis "Power Mode" as part of her kitt. Giving her two modes. Travel mode and combat mode. Traves she gets faster and more mobile. In combat mode slower with either more damage and/or lower cooldowns.

quiet plinth
#

!feedback Make the AoE from the mini mushrum more visible

oblique haven
#

!feedback Visual indicator for revolving doors going off

I personally have a hard time being able to read when revolving doors (the attack from mithrix where blue bars spin around him) is going to end. I have a general idea from playing a good amount of eclipse and doing the fight in regular monsoon runs, but with your player speed being different from run to run, on top of having other lunar chimeras attacking you, I still have a hard time being able to accurately judge when the bars go off. Furthermore, with revolving doors being such a devastating attack to get hit by, I think it would be useful to have it better telegraphed when the attack goes off. I was thinking of having the bars pulse between blue and white and increasing in speed as the attack gets closer to ending. If that happens to be too much visual clutter or harmful to look at, then I was thinking of a simple color change from blue to white, where when the attack is fully white it will go off.

edit: rearranged a point to have it make more sense and be more connected

tough pendant
#

||!feedback||

Mithrix Spinning Star (Revolving Doors) Changes

  • Increase the number of lines
  • Drastically reduce the speed they spin at
  • Make placement of lines pseudo-random so there are blank spots
  • Give a bit more time before the lines detonate
  • Continue increasing the number of lines the lower Mithrix' health is

Why?
The spinning doors shouldn't punish players for not being able to predict where they'll be, they should punish the player for not paying attention to generally where they're going. These changes would make it easier to not get hit when you pay attention to the attack, and easier to get blasted if you decide not to.

little barn
#

!feedback

There's a lot of writing, but just know they're all just anti-aspect in a way.
Edit: got a cool idea that these should be Horde of Many boss items, so that's what they'll be now :)
Thanks, @atomic forge

Hellish Blessing [Boss]

Take 75% damage from blazing aspects and reduce the fire DoT by 10%(+10% per stack); stacks exponentially

Artic Blessing [Boss]

Take no damage from becoming frozen and reduce slowness debuff by 15%(+15% per stack); stacks exponentially

Stormy blessing [Boss]

Increase the time before an overloading orb hurts you by 50% and deal 15%(+15% per stack) to shielded enemies

Godly Blessing [Boss]

Reduce malachites' no healing debuff by 15%(+15% per stack); stacks hyperbollically
(This means the -100% healing goes to -85% healing on one stack)

the Perfect Blessing [Legendary]

Deal additional damage(plus additional per stack) based on how much health you have as shield and gain shield worth 24% of your max health (3 PSGs).

Crippling effects last 80%(-50% per stack) as long; stacks exponentially 
pliant swan
#

||!feedback||
When you ping an open chest make the message obvious that the chest is open.
ie: instead of saying "chest ($25)", make it say "chest (opened)" or just "chest"

dawn cliff
#

!feedback
Just a lunar item idea I've had

Warped Watch Lens

The effect is that it increases the duration of all buffs and debuffs by 50% (+10% per stack). This would apply to effects that the player holding the item inflicts on others and receives from enemies. This could affect stuff like Tonic or the Opus and other effects that could benefit the team.

Edit: Also note that this would work with stuff like chaos artifact which would mean that hitting allies is even more dangerous.

hearty peak
#

!feedback

Character alteration/item ideas

Character: the heretic

Idea: when you have transformed into the heretic, if you are able to come across a cleansing pool. When you interact with the pool have it take all the items related to the transformation and have the pool alter them and intern the skin for her and change the abilities (not entirely necessary) to fit the new appearance. Which would relate to what she looked like before Mythrix and Providence ripped her appart and altered her body parts.

I have seen a few people asking for a alt skin for her and o believe this would be a cleaver idea on how to implement it without needing a item to force it or being able to pick her in the character select screen.

royal dove
# royal dove !feedback it could be fun to see more stages added to Eclipse some quick ideas i...

!feedback
Building on this, i decided to brainstorm some attack ideas.
Alloy Vulture

  • A fast divebomb attack
    Lemurian
  • A jump/leap to attack from above with their teeth and claws
    Beetle Guard
  • A ranged spit which applies the beetlejuice debug
    Bighorn Bison
  • A hind-leg kick for when youre behind them, high knockback
    Clay Templar
  • Rolling a tar bomb towards you from their belt, explodes and applies the tar debuff
    Jellyfish
  • Close range sting, like in ror1
    Lunar Exploder
  • Steals 1 item and uses it against the playet until it dies (and drops the item)
    Mini Mushrum
  • Poisonous cloud melee range like in ror1
near nova
#

!feedback

Reduce Ocular_HUD's cooldown to the standard 45 seconds

Reasoning : Full crits for 8 seconds is not strong enough of an upside to justify the higher than average 60 second cooldownn by itself, specially when it gets weaker the more crit chance you have.

safe prairie
#

!feedback
Add a couple unique death messages if you die to ||Heretic’s|| negative regen.

Examples for fun:
Her burden was too heavy for you.
[Player] couldn’t handle her burden.
It was long past her time.
[Player] was picking up pieces.

mellow spoke
#

!feedback
Give Mithrix a short delay after spawning before he can use any attacks.

Reasoning: If you're within his range as he spawns in, he can move before the cutscene ends and hit you without you being able to move, which can often lead to an otherwise unavoidable instant death (especially when using glass).

little barn
#

!feedback

Automatic Shock Assistance [Legendary]

The automatic Shock Assistance, or ASA for short, is a device that reduces pain and possible bodily damage while going through shock, getting severe medical treatment, or after fainting. Use sparingly.
+ Falling below 25% health gives you an epinephrine shot increasing your attack speed by 10% and damage by 15% for 5 seconds
+ Dealing damage increases your attack speed and damage up to 250%(+100% per stack)
+ Getting a kill increases the epinephrine shot time by 0.5(+0.5 per stack) seconds
- Increase depletes over time at 1% of the total increase per second

A simple pick-me-up when you're at low health and need a bit of help getting back into the fight
_ _

little barn
#

!feedback

Here's an interesting idea:
the gnarled Woodsprite should heal for 30% of your health lost

So if you have 1,000 max health, 100 health left, and you activate a Woodsprite, you gain back 270 health (30% of 900, which is the amount of health you currently don't have)

This is a direct upgrade to its current form, unless you're pretty healthy, in which case you shouldn't be using it anyways.
At most, you can get 300 healing at 1,000 max health (30% of 999), which is comparable to the 100 healing at 1,000 that you'd get normally now in the base game (10% of 1,000).

TL;DR
Creating a more nuanced playstyle with the gnarled woodsprite would be pretty cool.
I just want to see the woodsprite get more love, since it's such a cool item.

real birch
#

!feedback

New item!!! (Legendary)

Old Box (no name yet)
All attacks have a 2% chance to inflict frenzy for 10 (+10) seconds

Frenzy: Attack the nearest character with friendly fire enabled

Bosses wouldn’t be affected, and they still may attack you, but with some big proc chains it can helps lots

edit: clarification

open tartan
#

!feedback
Leeching Seed: "On hit, heal 1 (+1 per stack) for every 25% health missing." Health % can be changed for balance.

Mechanically: This change gives Seed its own niche, scaling with missing health the way Scythe scales with crit chance, making it a solid alternative.
Thematically: The less blood you have yourself, the hungrier the seed becomes...
compact solstice
#

!feedback
When bandit uses Desperado or Lights out, holding it will make the revolver keep spinning until relased.

This would help when you shoot too fast and you have very short time to aim, and considering you loose the "rewards" if you miss any of this shots I would like to have as many precision as posible.

Also spinning the gun when you have nothing to do would be so fun tbh.

rocky bay
#

!feedback
Give warbanner the same effect as lepton daisy in multiplayer. Only 1 banner appears at the center of the teleporter, with the combined effect of every players' warbanner stacks. Would still function as-is when you level up.

In addition to being a (very slight) buff to warbanner, it would fit into its lore entry as the "single banner, fluttering in the wind"

compact solstice
#

!feedback
Lunar item similar in idea to trascendence:
This item will remove all your HP and give you a limited amount of shields (enought to be balanced) and regardless of how strong the attack is, it will just take 1 shield and add 1 second of invencibility (to avoid dying instantly by fire, clay templars, and any other high tick damage source)
The player must wait 8 Seconds without taking damage to get all the shields back (the second from the I frames does not count)

As a lunar item, every stack of this item will give you more shields BUT will increase the amount of time requiered to regen the shields.

Im not talking about amounts because I dont know how many shields should be enought to be a balanced item, that would requiere some testing, also some interactions with other items would also be important.

But the idea is there.

Lunar item: Hp bar turns into Hp hits that need 8 sec to regen

  • more items= more shields and more time to regen
echo apex
#

!feedback
heights and weights of the survivors. i'd think it would be cool

tidal chasm
#

!feedback
Random idea but what if there is a 1 in 7 chance that when you kill a Void Reaver or Imp Over lord it would take you to the void PLAINS and for Imp overlord it would take you to the red plains.

limpid estuary
#

!feedback
Make the magma snake a little bit slower or make it come out of the ground more often

little barn
#

!feedback

This idea is a bit out there, but maybe add Perfected drones?

Drones that you can only get on commencement, but are (in some way) stronger than their earthen bretheren.
My guess is cripple on hit and at least 50% health is shield, plus they would need to cost a lot more for balance

thoughts?

little barn
#

!feedback

Similar to the medkit status effect, can we get a shield status effect that shows us when shield will start recharging?

This will be extremely useful for visual aid and, similarly to focus crystal, bring a very useful QoL change to the shield system

It can also be a possible synergy with blast shower (if the devs want) where it's a debuff and the debuff gets washed which starts shield regen immediately. This would make blast shower almost a meta item, along with a massive buff to PSGs and Transcendence

frail moth
#

!feedback
Make the syringes on MUL-T and Engineer’s turrets be strapped onto the side rather than stabbed into them

atomic forge
#

!feedback
I was discussing ideas for possible Engineer passives, and an idea popped into my head, so I thought that I would see what people think. Similar to the ability of Empathy Cores, but Engineer and his allies gain 5 armor for each non-player ally. It would give him a bit more durability at the start of a run, and keep him scaling well late-game, as well as keeping his drones alive for longer. Numbers are subject to change, of course, and his max hp might have to be reduced a bit to balance this. Ping me if you have questions of comments.
Edit - fixed a typo

real birch
#

!feedback

Increase the drop chance of boss items to 19%, and make it 1% chance for a legendary after the teleporter.

This should make boss and legendary items more common, and honestly those are the most cool items

tough pendant
#

!feedback Commando Passive

Adrenaline
Gain attack speed the lower your health is.

As your health gets lower, you attack faster. Simple.

Why?
Commando could stand to have a passive. This one I feel would work well with his kit, as he's mostly based around getting procs, which attack speed greatly helps with. This would also give players something to strategize with, instead of Commando being purely simple.

little barn
#

!feedback

Biometric enhancer [Legendary]

+ 20%(+20% per stck) total damage
+ 100%(+100% per stack) base damage increase on level up
tough pendant
#

!feedback Level Up Change

When leveling up, have health remain relatively the same instead of gaining all health from the level up. As in, you have 43% of your max hp before the level up, and it would stay that same amount after the level up instead of giving you the maximum hp increase.

Why?
So it doesn't feel like you're losing progress while fighting a boss when they level up and get some of their health bar back.

lament flame
#

!feedback
Pressure mine should be forced to arm up for 900% without exploding earlier for that pathetic 300% damage
This problem made the mine very inconsistent and literally being outclassed by spider mine
Spider mine should be a variant instead of straight upgrade

kindred oriole
#

!feedback
add the among us commando to the base game

gaunt hazel
#

!feedback
Blacklist teslacoil from enemies in void fields

flint idol
#

I don't know what is it but i want him in the game

sharp monolith
compact solstice
#

!feedback
Add a alternative skill for Artificer's Ice barrier.
Basicly another barrier skill but it deals damage only after spawning and does not freeze, however it pushes enemies back and blocks projectiles in 1 way, like Engeneer's bubble

real birch
#

!feedback

Boss idea that can spawn anywhere (as in idk), but not anytime (at least post loop). Supposed to be pretty hard and stuff.

Void Guardian
Time Warden

physical description: Looks like a large void reaver, with double the legs and a sideways head attached by purple void.

gameplay description: It appears on later stages, maybe sundered grove, sky meadow, rally point and sirens call (where you’d find void reavers about)

Stats:

50 (+10) damage (similar to stone titan)
6 m/s (stone titan +1)
50 armor (33% reduction)

Director cost: 2000 (same as a scavenger, half an overloading worm)```


**Attacks**

**Monch**
```Shoot a line on the ground in front of it (at the player) that keeps going until it hits a big wall. After 1 second that line explodes upwards 20m, causing full NULLIFY and 50% damage to everything in the zone. Per character killed by Monch the Time Warden a stack of DETAINED```


**Boop**
```Surround the player in larger void artillery (void reaver's attacks) that lightly pull the player towards them, in a similar aiming fashion to the cremator from RoR. Each deals 100% and applies permanent CURSE```


**PLS NO**
```ONLY AT 50% HP OR LESS! Surround the surivor in a semi transparent Void Cage (like cell vent ). If the survivor runs out of the Void Cage, add a tendril pulling the player to the center and dealing 5% Health per second. Add some screen distortion and a purple tinge.```

*gains a DETAINED after taking a hit that deals more than 2000% damage*

At ten stacks of DETAINED the Void Guardian will  do an animation where it lifts its heads to circle its void. Afterwards, it lowers its hp by 33% and halves you max HP with 100% converted into permanent curse...

Edit: Feel free to comment anything in [#ror2-feedback-discussion](/guild/417739215355510784/channel/565610274053292042/)
vivid flower
#

!Feedback buff saw by giving it 3000% more dps because Saw? Saw!? You want me to use that skill??? No, I'll stick to double nailgun thank you very much. Mul-t isnt a melee character, dont try to make him one. Saw is stupid, barely any damage and it makes you basically guaranteed to get hit. Because. Its. Melee. Rebar? Maybe. Scrap even I would take over that garbage excuse of a skill. If you think saw is good, you are a gesture spamming, merc loving, sacrifice farming, worthless waste of oxygen and you deserve to know it. If saw was even, in any way, viable, woolie would have mentioned it. But did woolie mention it??? NO. and woolie is always right, look at his tierlists for goodness sake. I would sooner play commando than mul-t with saw, and commando is at the literal BOTTOM of woolies character tierlist. Saw literally might as well be the same as not taking an m1 at all. It only does 100% damage per hit. Nailgun does 840% DPS! why does this skill even exist. 100% damage per hit is extremely low compared to literally any other primary. Yeah, sure you can sprint while using saw. But you know what else you can sprint while using? Retool. And retool is completely useless, the optimal mul-t loadout is literally 2 of the same skill anyway. Why would you ever swap them. So next time you try to explain to me, convince, even make me CONSIDER taking the worst m1 in the game, maybe just go and play your command/sac/swarms game instead. A melee ability on a character who isnt loader? Literally never going to work

sturdy plume
#

!feedback

Red item:
XO-24 Preon Accelerator
+10% [+10% per stack] attack speed per 3 seconds of continuous primary attack usage (up to 200% attack speed increase)

little barn
#

!feedback

Nerf Alien_Head to 20% and make it stack linearly

This would make it way better, but also much more sought after.
Getting 4 of these would reduce cool downs by 80%, and getting 5 is 100% leaving it at 0.5 seconds

I believe alien head is bad because it's the only red that stacks worse (or at least less worth per stack) the more you get, so it's not as exciting to get versus something like daggers or tesla where your reward is immediately noticeable in the gameplay

1 stack gives you 75% total
2 stacks give you 28% per (56% total)
3 stacks give you 14% per (42% total)
4 stacks give you 7% per (28% total)
5 stacks gives you 4% per (20% total)

the decrease in effectiveness hurts the alien head immensely, and that's the main reason why I believe alien head is looked down as a bad red

ping me if you have questions or comments :)
_ _

timid trail
#

!feedback
Leeching Seed changes

Please change leeching seed so that it's not affected by proc coefficients so that it always heals 1 hp per hit and is able to be procced off damage over time (i.e. bleed and ignite).
This would make it a much better green as it is currently outshined by the healing/regeneration from other white and green items.

patent solar
#

!feedback
I think it would be easier to differentiate boss items to green items if the item drop for the boss item were to be the same size as if it was a red item, like the bigger flashier item orb, but for the boss item instead

timid trail
#

!feedback
DML changes

Lower the cooldown of the DML to 30 seconds, as its effect, dps and overall usage doesn't justify having such a long cooldown (this includes missiles smacking into surfaces/ceilings and not doing anything)

little barn
#

!feedback
Infusion Tweak

Instead of turning your HP bar red the moment you pick up Infusion, it should do so AFTER you've maxed out your extra HP gains, thus serving as a useful indicator for subsequent stacks aswell.

real birch
#

!feedback

DML changes as well

Make DML fire faster with attack speed, so it’s an equipment that with permanent uptime it’s viable. Also speedy missiles go brrrr

lament flame
#

!feedback
Shield Generator kinda sucks for now and I think we have a good idea to buff it
literally having the effect like how ROR1 Guardian Heart has
even if you took 1000000 damage,if you have 1 shield point it will only break your shield

dim lagoon
#

that seems a bit op for ror2

little barn
#

!feedback

Life's stopwatch [Equipment]

On activation:
+) deal damage to all enemies worth the damage they would have taken from any DoT's they currently have
-) Clear enemies affected of all debuff effects 

-) 45 second cool down

Basically, if you have 500 stacks of bleed, that 240%×500 instantly hits the enemy for 120,000% damage, instead of ticking away slowly.

This would be really great for enemies with large health pools, or enemies that have too much healing to do efficient damage towards. Also it's kinda like diet ruin

maiden tundra
#

!feedback
Add a guaranteed thematic green item with a type of puzzle to Wetland Aspect similar to Abandoned Aquaduct to not make Wetland Aspect a direct downgrade in comparison.

Right now, Wetland Aspect feels like a bummer to get as Abandoned Aquaduct has practically guaranteed bands, while Wetland Aspect has no equivalent.

regal gull
#

!feedback
This has probably been brought up a few times already, but
'Survivor specific Keybinds' please

I'd like to play with the Artifact of Metamorphosis, but changing my keybinds when I get Loader or Bandit and then switch back everytime is a bit tedious.

near nova
#

!feedback

Make Eviscerate able to hit multiple targets.

Once the Eviscerate animation begins, you can aim it around and hit a different target, but always only damage one at a time. You could add a small hitbox so you could hit multiple targets at once if they're grouped up.

It would be fair against Slicing Winds because SW already has many other qualities over eviscerate anyway (ranged, you can throw other attacks during it and as such it's better for combos, procs expose, can already hit up to 3 targets, a much better damage option for cancelling the recovery of the third m1, etc)

||additional suggestion : mute pizzad||

near nova
#

!Feedback

Add a function to assign a secondary key to each action in the keybinds menu. It would be extremely useful for some characters and their skills

EX : When playing Loader, if you use shift for charged punch, pressing ctrl to run while charging the punch is not very comfortable. Having the run button assigned both to shift and left alt would feel much better

||additionally mute pizzad||

little barn
#

!feedback

Add a buff that shows how much barrier you have. This is for no other reason than for a visual aid to show how long barrier will go before running out

If you have any barrier, you will always have at least 1 stack of the barrier status buff. Past that, you'll gain a single buff per second worth of barrier you have.

Edit: possible picture attached

digital torrent
#

!feedback

Perhaps adding a Quality of life to add a visable 'you're taking "X" amount of dot damage to your healthbar? Or a exclamation mark just to the right to denote danger? Or some other variation other than the soft

"ticktickticktick* of taking damage, especially if in the void, very hard to differentiate void damage versus mushrum or fire dot damage. Perhaps even a special sound cue to denote the dot damage will be lethal?

prisma shell
#

!feedback

currently Grandparent's rare drop, yellow tier item Planula and its effects feel pretty weird, as it doesn't fit the boss theme and the niche of healing on hit is taken by medkit. What could've been much cooler, is if Grandparent's boss item let you use one of its powers, gravity orbs for example. So what about smaller gravity orbs that work as a chance on hit? obviously with pretty low chance, because captain/commando, but will work as a great tool to distance yourself occasionally from unwanted threat, or even more, there's a lot of potential in mini-primordial cubes

solar leaf
#

!feedback
My feedback is similar to Warbanner Fanatic's idea, but different passive abilities. (I know the passive names might suck, but I have no good ideas.)

Commando - Guns Blazing: Gain 2% attack speed on level up permanently.

Engineer - Friend of all Drones(i can't really think of a better name): When near Drones/Turrets(including your own)(15-20 m), you and your drones/turrets gain 40% more movement speed and attack speed and heal the drones/turrets for 0.5% of their max health each second near them.

Huntress - Silent Killer: When out of combat for 8 seconds, become invisible and gain 50% movement speed. When you use a damage ability you become unstealthed and empower the ability you use to deal an extra 25% TOTAL damage.

Reasoning: These 3 characters do need some passive love, since they are the only ones without it. I aint the best at balancing, but I tried my best to do so.

static hawk
#

!feedback
Comando unlockable passive:
Survivor
Increase all stats when at low health

thin void
#

!feedback

Show equipment in the post-game review, alongside or maybe under your items

late orchid
#

!feedback Allow Empathy_Cores (Empathy Cores) to receive a damage bonus from drones created by Backup (Back-Up). I think it should work this way and it would create an interesting, power synergy especially on shorter runs, balanced out by how rare empathy cores is on stage 6 Mithrix runs

Edit: I just found out it doesn’t gain damage from Squid_Polyp Squid_Polyp (Squid Polyp) either. Again this would be a good interaction, although by the time you get to Solus it may lose a bit of its effectiveness. Still think it should have an interaction though

little barn
#

!feedback

At some point in the game, your money starts hitting its integer overflow limit. This basically just means you have so much money that the game literally can't handle it, and the max amount (somewhere in the billions, iirc) reverses into the negatives.

In general, this is not fun, as it makes the game literally unplayable, since your money dictates XP gain and chest opening. Granted, by this point, you probably have so many items that it doesn't matter, but we'll look over that :)

My suggestion is to give a small reward for those that make it to such a massive number as the integer limit. Something small, but effective, like a +5% max health and damage reward (and it resets your coins to 0 so you don't get negative coins).

This is for no other reason than a thank you + reward for those that took the time to reach this point in their run.

prisma shell
#

!feedback

I don't think every character needs a "passive", like bandit or loader have, but i was playing huntress the other day and i was thinking about how it doesn't really feel like you are hunting anything, playstyle really feels like a prey which fights back desperately. What can suit a "hunting" concept, is ability to choose your targets (the idea of toggle auto aim discussed here some time ago) and being able to see outlines of enemies behind the obstacles

spice quest
#

!feedback
give loaders alternate special either the 'Heavy' effect (for people who don't know, 'Heavy' icreases damage the faster you are going,) or make the damage scale with vertical speed. (if this is too good maybe decrease its damage to 1800%.) This would enhance the feel of 'the faster i am, the deadlier i am,' as loader.

(i know people have said this before, but i really think this should be added.)

slender oyster
#

!feedback
Character Rocket man or something with rockets idk
1st ability (LMB) Fires unguided missiles
Damage-190%
Reload - 1 sec.
Explosion radius 3.5 m.
"Proc Coefficient" - 1

P. s.: Can stack up to 5 charges
P. s.: They fly slightly faster than missiles from the "AtG Missile Mk. 1" item

2nd ability (RMB) Pulls out a shoulder-mounted earth-shaking cannon and fires it
Damage-350%
Earthquake damage-70%
Reload - 7.5 sec.
Explosion radius - 3.5 m.
Earthquake radius - 5.5 m.
"Proc Coefficient" - 1
Earthquake "Proc Coefficient" - 0.3

P.S.: the Projectile flies in a long short arc

3rd ability (Shift) Jumps forward up 2.5 meters and freezes before the first shot or for 1.5 seconds
Reload - 6 sec.

4th ability (R) releases a swarm of mini missiles aimed at nearby enemies within a radius
Damage each missile - 50%
Amount of missiles-15
Reload - 30
The explosion radius of the missiles - 0.6 m.
"Proc Coefficient" - 0.9

eager plume
#

!feedback Revamp to Artificers abilities:
Both Primaries: Their cooldown should be scaled with movement speed, lowering the cool down based on how fast your base movement is(Not sprinting).
Utility: The ice wall should be a bit easier to use, as in, selecting an enemy and it appearing on the enemy would be nice, bosses should gain the "Slow" debuff since they can't be frozen.
Special(Flamethrow): This should instead be changed to an instantaneous incineration ray that's about 5 meters in diameter, should probably deal 1000% percent damage and give one stack of burning, proc coefficient of 1. Cooldown should also be about 8-12 seconds.
Special(Ion Surge): Its' direction should be towards your reticle, and it should continue its' damage through your movement, as well as stunning enemies.

cinder patrol
#

Bumping this

vale granite
#

!feedback

A "Restart" button

little barn
#

!feedback

Adored Spectacles [UnCommon]
For lessons taught and wisdom gained

+) Increase bullet range
+) Decrease damage fall off (stacks hyperbollically to 100% reduction)
+) Increase base crit chance per level by small amount (stacks hyperbolically to 2% per level)
"Grandpa, Grandpa, look!"
"What is it, Douri- oh, wow."
Grandpa chuckled
"I love them."
"You do?"
"Of course I do, Douri. Did you make them yourself?"
"Yeah. Pipe cleaners are fun!"
"So... wanna trade?"
Grandpa smiled and took off his glasses, polishing them with the hem of his shirt.
"Sure, Douri. You can have them for a couple minutes."
Grandpa took my fuzzy rainbow glasses and placed them on his face. I did the same with his. It took a while for my eyes to adjust to the new magnification.
"Wow! I can see so much with these!"
fervent flume
#

!feedback please implement the dpad for selecting items. It's an absolute nightmare with the thumbstick.

boreal slate
#

!feedback when sentry turrets are bought, place them in random locations around the map on the next stage, and not where you spawn so they have a bit more use

slow mirage
#

!feedback When you go back to the first map, add a way to go to a realm to get an artifact that gives you the same map the whole game

plain valve
#

!feedback Revert Commando's grenade physics, please.

open tartan
#

!feedback
When you have both Gnarled Woodsprite and one Corpsebloom, the passive healing gets split into one big tick (2%) and one small tick (1%). This makes me think of a heartbeat, which I think is really cool.

A nod to this accident would be great, like a "Heart of the Woods" challenge.

||Could be a secret interaction with one of the maps, such as consuming the items to purify Wetlands for the rest of the run, or spawn a Grovetender/unique monster. Just some possibilities.||
tranquil acorn
#

!feedback

So for multi-shops that have one or two "?" And an item I'm sort of thinking it either has reduced chance to produce the item already displayed in the multi shop or ignores the current item displayed and picks from something else from the item pool. This change essentially keeps the RNG factor while giving the player a tiny bit more control without it extending beyond a quality of life change

real birch
#

!feedback

Remove ? option from multi shops to make them more equal to chests, but maybe make them less common? Chests provide enough rng as is and you should be forced to chose when you see a shop.

I dont think many people will like this but you never know

fluid haven
#

!feedback

Whenever you have gunner turrets, have them spawn around the teleporter when you activate it. This will make them more useful and therefore more likely to be utilized.

little barn
#

!feedback
Leeching Seed Tweak

When enemy loses health in your LOS (Line Of Sight) heals you for 1 [+1 per stack] health.

compact sierra
#

!feedback
not enough Chef, we need Chef

boreal ingot
#

!feedback

New item/equipment: Shattered Soul

If item: summon few friendly doppelgangers of yourself (like the artifact of vengance) during every teleporter event (or mithrix's boss battle), for a limited time before disappearing

If equipment: summon few friendly doppelgangers of yourself to fight monsters for a limited time before disappearing

real birch
#

!feedback

DML / equipment change

It would be cool if Disposable Missile Launcher was, I dunno, disposable?

My basic idea was maybe another class of equipment with either really short or no cooldown, but it has 5-25 charges. This would make you use it in difficult scenarios (or you probably should?) and make it less boring.

Also it’s a gesture nerf for dml

azure sorrel
#

!feedback
currently REX's default special heals enemies caught in it, but does not harm them every second you get hp per enemy caught
i have a rework idea for REX's default special that would allow it to feel like its dealing damage and giving you hp back
hp cost: stays at 25% of REX's current hp
hp gained per enemy per second: stays at 1.5% of REX's max hp
cooldown: 12s --> 20s
unfurl time: 1s -> 0.5s
unfurled projectile life time: 8s-->10s to 12s
rooting damage: 200% --> 130% to each enemy per second
rooting proc coefficent: 0 --> 0.2 to 0.25

this would make it feel like REX's default special actually leeches life from enemies instead of the flower just blooming and rewarding you hp back per each enemy caught in the flower

edit: changed "per enemy per second" to "to each enemy per second" in explaining my idea for rooting projectile dealing damage each second

wind drift
#

!feedback Item concept
"Precision scope"
A red item, that when picked up would make your attacks more accurate. Reducing bullet spread and bloom. For example, firing for an extended period of time as commando would make your shots inaccurate, but with Precision scope this would be less noticeable. I'm not exactly sure what %-more accurate the scope should make your character, but a linear stacking type would make the most sense. As MUL-T or Bandit, this would reduce the bloom that you get from shooting too quick or by holding down your auto-nailgun. Other characters this could work on could be Captain, Heretic (Visions of heresy is crazy inaccurate), Engineer or maybe even Artificer.

summer fossil
#

!feedback

Make ror1 2

sturdy plume
#

!feedback

Lens makers glasses makers glasses
Red item:
Critical hits can now stack on top of each other
(Ex. Crits can be applied twice)

scarlet kite
#

!feedback give acrid an alternate poison passive (maybe Parasites?), which deals more damage/pierces armor while acrid is in close proximity to the infected target. i think this would make melee acrid builds more powerful and give a reason for ranged acrid builds to leap into combat. - maybe the visual cue for activating the buff could be glowing worms (kinda like the glowing mushrooms from bustling fungus) wriggling outwards from the host, as if acrid's presence calls the parasites closer

little barn
#

!feedback Idea for a legendary item: Cracked Prism. On enemy kill, there is a 5% chance to spawn a clone of you with 85% power for 8 seconds. This clone behaves like ai and can use skills at 85% power. The clones can also proc Cracked prisms effect, but those colnes will be 85% of that clones power; these clones can also proc cracked prisms effect with 85% power and so on. if a clone dies pefore the timer runs out, it will turn into a 3second 350% damage boost. Clone timer is +4secs per stack, damage buff is +100% per stack. Also, for boss kills its 50% chance to proc, as to accomodate late game.

little barn
#

!feedback

I liked the lost doll from the first game, so I came up with this

For those that don't know, the lost doll killed a random enemy for the cost of taking damage worth 25% max hp. This was very overpowered, and generally pretty amazing in any situation if you had enough healing.

My new idea is around the same vein: harm an enemy at the cost of harming yourself.

True Artillery [Lunar]
no weapon is as powerful as the soul

+) 200%(+25% per stack) Natural regeneration
+) 125%%(+25% per stack) Healing
•) At full health...
-) Take 50%(+10% per stack) max health in damage (leaves you at minimum 1 health). Your max health does not include barrier or shield
+) Create a soul fragment that homes on enemies and explodes on hit for 100% base damage plus 35%(+10% per stack) max health in damage

This is kind of confusing, so let me explain. As soon as you hit 100% max health, you take damage worth 50% of your max health. The explanation behind this is that you're fragmenting your soul and using it as a weapon.

First:
This means you'll never be at full health again, so get used to that.
Second:
The easiest way to think about this is like Nkuhana's Opinion, but it works directly off your health instead of another value related to your healing.
Third:
Exceptions to the "max health does not include..." rule are
• using transcendence
• using either silence between two strikes or shared design
• if 50%+ of your max hit points are shield
• if current hit points is greater than your max health points (through barrier)

final scaffold
#

!feedback

I feel the Squid Polyps aren’t much useful considering you’ll need to interact with things to spawn one and they aren’t much of a help considering the dps you’d pump out by the later stages

(Rework)
Possibly rework the squid Polyp to walk around and function similarly to the engineers turret alternate but having to be stationary for them to fire, their movement animation could be them burrowing underground to then pop up in a different location such as Rex’s sprinting animation, while moving they should at least have a damage reduction.

(Buffs)
The pellets should possibly apply a slowing debuf for 4% every projectile for a maximum of 20%, stacking it can also increase the time the Polyps can exist by 5-8 seconds per stack

little barn
#

!feedback can we get some lower levels in the bizarr? i know you can land down there, so why not add some different shops down there to make the experience more inviting

wind laurel
#

!feedback
since MUL-T doesn't have a passive ability all the time (he can't use 2 equipment with the alternate special) and considering he's a repair bot he should be able to fix drones for less money

little barn
#

!feedback

Squid Polyp rework: put it on your shoulder

Current stats

Activating an interactable summons a Squid Turret that attacks nearby enemies at 100%(+100% per stack) attack speed. Lasts 30 seconds.```
Suggested Stats
```d
Grow a squid turret on your shoulder that attacks nearby enemies at 100%(+100% per stack) attack speed. Reloads after shooting 25(+10 per stack) pellets
near nova
#

!feedback
Bandit hemorrhage slight rework :
Currently Hemorrhage is basically a bigger Bleed effect. It's rather useless against lesser enemies like Stone Golems and Beetle Guards because it simply takes long to deal damage, and you don't really want to wait until things are dead when you can just blast them with your high damage m1. At the same time it's long duration of 15 seconds helps greatly for stacking, making it great against enemies like Alloy Worship Unit. This suggestion aims to make Hemorrhage not only feel and be better as an occasional tool you can use against these lesser enemies i mentioned, while being more unique than just a better bleed AND retaining the exact same power it has against large targets.

Keep it at 2000% damage total per stack, but make it tick (and as such deal damage) much faster immediatelly after it's been applied, and gradually slow down in tick rate as it's duration nears it's end.

It wouldn't really buff bandit much (he doesn't need a buff) as he still has his m1 that does short work of every regular enemy. It would simply make Hemorrhage feel better, and stop being an irrelevant part of his kit whenever you're not fighting a special boss. Simply having the ability to deal some nice damage quickly with your m2 against common tank enemies from behind wouldn't hurt his balance, and again, would make hemorrhage feel more unique rather than simply a stronger bleed stack.

sturdy plume
#

!feedback
Make squid polyp lose less hp over time per stack
Ex. 1 stack makes it lose 1 hp and 2 might make it lose something like .75 per second

wind laurel
#

!feedback
make merc have red laser sword i know this has been requested somewhere between 700 billion and a trillion 300 million billion times

little barn
#

!feedback i would love for there to be an abandoned city map. Maybe around stage three, or something.

little barn
#

!feedback Can we get a robot dog companion item that we can pet?

sage gust
#

!feedback
When you have a full multiplayer squad, have an alternate level intro where everyone arrives in a drop shuttle instead of individual drop pods.
This is in reference to the Distant Roost logbook entry where it's stated that less "social" crewmembers arrive in drop pods, whereas larger squads arrive in shuttles:

“Captain’s Log. Date: [REDACTED]. Time: [REDACTED], Galactic Standard.”

“Several shuttles have been dispatched and landed on the planet. We’ve also deployed some drop pods for the less… social, of our crewmembers.

compact solstice
#

!feedback Do ANYTHING with the stage 5 bosses, the Grandparent and the Souls Control Unit are patheticly easy, compared to the Stone titan, The wandering vagrant, the worms or the IMP overlord who are extremely dangerous when they appear randomly and other Bosses like the bettle queen at least can be dangerous the 1st time you find them as the teleporter boss, But ever since the relase of the anniversary update i was not hit by the grandparent a SINGLE time, he is slow, slow and even slower, with pathetic acuracy, a big target and the only strong attack (the sun flame) can be avoided just by getting the hell out of there, and considering he does not follow you then well, he is as useless as he seems. Souls Control Unit still really pathetic, the basic burst attack can deal some damage and unlike the Grandparent, it can actually hit you, but the minions are patheticly weak for the stage 5.

dim lagoon
#

!feedback make burn not negate regen so it's not nearly as fucky early game

little barn
#

!feedback Item idea: Flux Overdrive. 100%increased skill use time(+75% per stack. Aloows you to use skills faster. Item rarity: probably red. This would go well with alien head.

tulip rivet
#

!feedback please implement a run saver and/or universal pausing so I don't have to grind out an entire run in one sitting :) or make it like enter the gungeon where you can save at the beginning of the floor

little barn
#

!feedback

Titanium Chisel [UnCommon]

+) On hit: apply dent debuff for 1(+0.5 per stack) seconds
Dent debuff: -1(-1 per debuff stack) armor; stacking debuffs resets timer
#

!feedback fix the goddamn mask.

lost stone
#

!feedback make artificer only able to throw nano bomb/ice spear if you let let go of the button. it can be pretty hard to hit flying enemies when she automatically throws it at full charge, so having it be thrown on the players command would make it more reliable

sturdy plume
#

!feedback
Quickdraw belt
Using a characters m2, special, or utility skill right after an m1 skill triggers a 3 second [+3s] attack speed and 3 second [+3s] movespeed buff

little barn
#

Unnamed [Lunar]

+) Increase legendary and boss item drops (increases linearly)
-) Everytime you pick up a common item, gain a curse that reduces your max hp by 1%(+1% per stack); stacks linearly
prisma shell
#

!feedback

Log entires for drones

crisp pilot
little barn
#

Deity's Blessing [Lunar]

= Upon beatin a holdout (anything with a charging mechanic) event:
+) If you beat it without falling under 50% max hit points, increase max health by 25%(+25% per stack)
-) If you beat it and fell under 50% max hit points, decrease max health by 25%(+25% per stack)

Effects are permanent until you scrap the item or die (reviving with dios resets it)
Stacks scale with past events after gaining your first blessing

little barn
#

A World's Patience [lunar equipment]
I will wait for you. If you do not find me, I will be stronger and come find you.

-) passive 30% damage reduction
On activation: 
-) Gain 1 debuff per second that decreases movement speed by 1%(+1% per stack; linear scaling)... 
+) Gain a buff that gives you +5% total damage per second per second for your next hit.
•) 45 second cool down

There's no cap on the increase, but remember that you're constantly getting slower as you gain damage, so unless you have a lot of bungus or defense, you're not going to survive long enough to "abuse" this effect.

little barn
#

!feedback

Artifact of Weakness

Chance based items (things that proc with a % chance) have a durability based on it's rarity.

Common being the weakest, being lost after a low amount of procs (like 30 or 50)
Rare being something that either doesn't break at all or would take something like 200-500 uses

little barn
#

!feedback

So TF2 (that's team Fortress, not titan fall) has this thing called the Cheater's lament that's given to those that reported a major bug to the devs.

In the same vein, could there be a (very small) selection of cosmetics people could put on if they either legitimately got a suggestion implemented, or if they got a serious bug fix?

I think it would be pretty cool

queen plover
#

!feedback

Make Aegis convert 100% of overhealing into barrier in the first stack and give a smaller bonus each subsequent stack. From 50%(+50% per stack) to 100%(+25% per stack). The entire reason it feels bad as a red on most runs is because of how much healing is needed to actually take advantage of it. With 100% of healing on the first stack you can maintain some barrier with even a few on hit heals, so it’s not so useless to get it early in a run and feels more impactful later on.

little barn
#

!feedback can we get some passive aggresive grunts for acrid. i want to hear him scream like a lunatic

candid grove
#

!feedback commandos phase round
instead of it being a narrow shot have it be a flat shot that gets wider with every enemy hit. really it just has a hard time utilizing it's building damage being so small. that or make the projectile a lot faster

little barn
#

!feedback A tiny sign on Sky Meadows that says “Beware of infinite fall“

quartz flax
#

!feedback a lunar artifact that makes every item increased in power but has a down side like focus crystal instead of 15 meters for a damage boost its 25 meters but when not in the 25 meters you gain a damage down

little barn
#

!feedback can we add an alternate heavy attack that causes Loader to slam into the ground, and knock enemies up(like a stun) and cause them to take fall damage. Just an idea

final scaffold
#

!feedback
Possible alternate for the Captain’s primary
A sniper that works similarly to Mul-T’s rebar gun, it can fire normally for a low damage shot, but can be charged up similarly to his regular primary for more damage, it can be unlocked by like finishing the wandering vagrant WanderingVagrant with the royal capacitor, similarly to Mul-t’s method for unlocking the saw blades

little barn
#

!feedback Achievement idea: “Ultimate Betrayal” or “YOU WERE THE CHOSEN ONE!!”. Kill Mythrix using ghosts from Happiest Mask

little barn
#

Stalagmight [Lunar]

+) On crit: 10% chance to turn enemies into crystal statues if below 40% health, dying instantly

-) On hit: 5% chance to fail and shatter the dagger, exploding in your face and taking 20% max health in damage with it. 

-) On fail: Gain a broken stalagmight in your inventory which reduces your crit chance by 5%

Not technically my idea, so I won't pretend like it is. I found this really cool picture online and thought I should share the concept.

The item would look like a crystal crudely attached to the end of a handle.

wind ermine
#

!feedback

idea for a Debuff:
Disoriented
All inputs are delayed by one second

little barn
#

Egregious Extremities [Lunar]
It's all or nothin'

+) Roll a 50%(-50% per stack) chance to deal 200%(+100% per stack) damage on hit; stacks exponentially
-) On fail, deal 0 damage
little barn
#

!feedback

Add a cross-game connection

I just came up with this idea, so sorry if it's too incoherent to make sense, but basically add a small structure to risk of rain one- either on the 5th stage or in a random one that only appears past loop 1 that looks to be a small camp

When the player goes into this camp, they have a choice:
"Give up this adventure and live your last days" or "take the supplies and leave"
taking the supplies would, idk, give a bit of max HP or something.. but giving up would fade to black, give the player a little bit of a cutscene and some nice music, and then end the game.

Why is this important to my suggestion? well..

regardless if you decided to give up in risk of rain 1, a structure very similar to the camp will spawn in risk of rain 2. This structure is small, has a few cheap chests... and an empty tent. On the tent, it'll have a sign with something like "Out adventuring; be back when it's time".

Now back to the giving up in ror1 part. Giving up in ror1 will change that tent to an old man in a commando uniform. I'm not sure what he would do (probably sell items or give you secrets), but the whole point is to have a bit of cross-game interaction. It would be small with very little dialogue, similar to the bazaar, but would be big enough to change your run if you took the time to go back to the first game and give it a shot.

Plus, if you gave up with a character that wasn't commando, maybe you could get something out of it. Giving up with chef would let the commando sell you a new item called "Chef's best" that gives you increased regen or healing, giving up with enforcer gives you "ballistic shield" which is an equipment item that doubles your armor for a couple seconds...

Look, my idea is half baked- I know it is, but what I'm really asking for is a reason to play risk of rain 1 again. It would be great to see some connection, even if we know all of the characters are long gone and you'll never see them again.

warm scaffold
#

!feedback Let the host in multiplayer with randoms stop the countdown, it's annoying to have to make a new lobby when you are only 3 and someone pressed ready.
Also, please, i am begging for a kick feature.

sturdy plume
#

!feedback
Double tap
Green item: instakill any enemy that would die from your characters last used attack
(Ex. If an enemy was hit by a 200% damage attack and would die from 200% more damage it would be instakilled.)

lunar cloud
#

!feedback This has probably been suggested Billions of times before but: Gesture of the drowned suggested rework
Gesture is too powerful, no real downside , you've heard it before, but this rework has struck me, and I feel it's moderately okay
Gesture of the drowned: Reduce your equipment cooldown by 50% (-15% per stack) and automatically activate it BUT your luck stat is reduced by 1,
This was then give actual reason for NOT picking up the item without making it's base function, which is fun and inventive, useless.
This stat would then make the player shift their focus from their items to their equipment, giving a different feel, whislt retaining the danger of a lunar item. Picking up a clover would of course negate the downside, but then again, the clover is 1 of 22 reds so it's not only unlikely, but deserved if the luck proves itself.

little barn
#

!feedback

Ancient Gauntlet

Similar in appearance to Ancient Scepter from the first game.

Red Quality

Enhance your primary attack (based on character that picked it up)

Examples:

Commando - Greatly increase accuracy and reduce damage falloff +20% attack speed which is added separately to whatever your current speed is
Huntress - Target enemies from much further away, gain the ability to target two enemies at once and attack both
Mercenary - All strikes are as wide as the third, third strike applies a stacking debuff that reduces enemy defense
Rex - All three shots heal you, debuff from third attack stacks, all shots fired together
Artificer - Attacks no longer require a cooldown, explosion radius increased +30%

little barn
#

!feedback item inventory descriptions for Switch consoles

little barn
#

!feedback

Nemesis System

When you die, the enemy that killed you gains half your items and will appear on the same stage and loop in the next 1-5 runs being given a special elite type to appear differently.

When killed, you gain 20% of those items spread across the rarities (example, 60% common, 30% uncommon, 10% rare)

Maybe also limit the amount of nemesis' that could exist at once to 3 so if you kept dying you wont just always run into them on every stage eventually.

I think this would add more to the game world, making it feel like those monsters/enemies exist with or without you

vital belfry
#

!feedback
Gamma display option for consoles
Reasoning: I hate playing on a TV or Monitor and the game just feels so dark. I’m not here wanting the game to look super bright but I just want an option in game to brighten up the display

little barn
#

!feedback An item that causes enemies to target other enemies on proc for a few seconds

vital belfry
#

!feedback
I was going through a run and thought it would be cool to see models of elite monsters. In the logbook you’re able to see models of monsters but not the elite versions of them. My request is to somehow get elite monsters logbooks or such to be able to see elite monsters in the logbook.

little barn
#

!feedback

Deus Ex [Equipment]

+) Call down a supply crate with 3 random items (chance of a small chest) and a heal worth 30% max health that appears 5 seconds after you call it
-) Costs 8x small chest price
-) 100 second cool down
queen plover
#

!feedback
equipment that spawns an interactable so I can bring my poglyps and fireworks to mithrix

little barn
#

!feedback a gamemode where you can play as an enemy

little barn
#

!feedback the games been released and had an anniversary update, yet gold coast and sundered grove still dont have their own original tracks, come on

little barn
# little barn Stalagmight [Lunar] ```diff +) On crit: 10% chance to turn enemies into crystal ...

!feedback

Stalagmight [Uncommon]

+) On crit: crystalize target for 2(+2 per stack) seconds and execute them if they are below 10% max health
+) 5% crit chance increase

Edit: I'd like to point out that with the addition of another crit-related item (not specifically this one, just any crit item) that will mean there is a total of 4 "+5% crit chance" items, and thus creates the perfect equalization of 8 crit glasses and all crit items to get to 100% chance, unlike before where you'd normally have either 95% chance, or 105%.
Yes, I know, there's a built in 1% chance on every character, but that's unavoidable, so I don't count it

open tartan
#

!feedback
Give the 2nd and 3rd Blinding Assault a clear visual indicator for their timers.

little barn
#

!feedback give me more focus crystals with loader damnit

wind laurel
#

!feedback when captain pulls up his menu for his beacons the icons are little circles, except when you aren’t using two of the same beacon it can be hard to tell which beacon is which so I suggest that you make the icon of that beacon inside of the circle like for the healing beacon make a plus in the circle, so if you’re in a pinch you will instantly know which beacon is which

real birch
#

!feedback

Lower prismatic trial change time

Currently, #prismatic-trials are set to change every 3 days (72 hours). Three days of doing the same thing is less interesting than a daily trial. If you could lower either the time to 48 hours, which is still plenty to put in a optimal time, or even make it daily, it would be more fun.

tranquil acorn
#

!feedback

Could there maybe be an indicator when you're sprinting vs when you're normally moving? With certain characters like Mercenary and Loader sprint gets auto turned off when using abilities and I'm not sure if I'm the only one but I walk around normally when I think I'm running. Btw I know the cursor goes from it's normal state to a ^ but that icon is really thin and can get lost if you're dealing with a ton of enemies and effects on the screen.

main goblet
#

!feedback

If you detonate the Wandering Vagrant homing orb bomb prematurely, it should do 600% damage to ALL characters within its range. I think this would be more of an incentive to target that when it uses that attack. Normally I just run away from it and wait for it to detonate.

trim escarp
#

!feedback
Uncommon item
Anti-heater: Has a 3% (+1% per stack) to freeze an enemy when you critically strike.

dense token
# queen plover !feedback equipment that spawns an interactable so I can bring my poglyps and f...

!feedback

expanding on this, maybe the equipment could come down in the form of a turret? it does higher damage than the typical sentries, but must be interacted with every 15 seconds or so as it stops functioning? something like:

Wind-up Sentry
Summons a turret that does X% damage (something meaty per shot), but must be manually reactivated every X seconds (somewhere between fifteen and twenty?). Lasts X seconds (sticks around for maybe a minute thirty?)

(I'd say it'd deserve the default equipment cooldown, can't quite remember what it is, 45 or 60 or something. The idea is a bit unclear and cobbled together but I'm sure you get what I'm going for. Visually, the turret would be all steam punky and makeshift looking with a wind-up key in the back. To repeat, this is to expand on the purpose that @Flori281#1269 mentioned, with a way of using your fireworks and polyps during the mithrix fight.)

trim escarp
#

!feedback
Banshee: a character that uses spells and potions to aid themselves in battle.

Primary:
Default-Potent Spell: Shoot a mysterious purple blob that deals 130% damage and has 20% chance to debuff for 3 seconds: 80% to do nothing.

Alt-Lunar Vexing: Shoot a mysterious blue blob that deals 130% damage and has 35% chance to debuff for 5 seconds: 15% chance to buff for 7 seconds: 50% to do nothing.

Secondary:
Default-Immense Imbuing: Flush yourself with a purple potion that has a 30% chance to give a buff for 5 seconds: 70% chance to do nothing.

Alt-Lunar Bewitching: Flush yourself with a blue potion that has a 50% chance to give a buff for 7 seconds: 20% chance to give a debuff for 10 seconds: 30% chance to do nothing.

Utility:
Default-Spiritual Journey: Gain speed and the ability of flight for 6 seconds.

Alt-Lunar Ascent: Gain speed and the ability of flight but lose 2.5% hp a second until you cancel it.

Special:
Default-Necrotic Brew: The next enemy you attack is marked with Necromancy (the enemy will become an ally when they die for 20 seconds) for 8 seconds.

Alt-Lunar Concoction: The next enemy you attack will get the Lunar Luck (200 times more likely to drop a lunar coin) effect for 2 seconds.

obtuse pagoda
#

!feedback implementing a few qol things for speed runners would be great in the prismatic trials. It's kind of a process to restart a level (I have to quit, select trials, select my character....it's a lot when grinding, I wish there was a restart button.

I also would love to see leaderboards separated by character, as it's better for competition

rough pebble
#

!feedback what if artificer created a small shield of light around her hands while using flamethrower? It won't be big enough to cover all angles around her, but it would be enough to make the ability viable against certain enemies mid-late game.

safe prairie
#

!feedback
If possible, include what character you're playing as with your run information on the Steam friend list.

quartz flax
#

!feedback make it so the top 10℅ of players that beat the Prismatic trials get a skin once the seed changes

queen plover
#

!feedback
Maybe make caustic leap apply poison/blight once more if things stay in the sludge? not like 1 per tick but it feels kinda 😐 to have an enemy sit in the pool for the full duration and not have anything happen

queen plover
#

!feedback
Add a results screen for dearly departed players in multiplayer so they can get some closure while they wait for their allies to carry/succumb

little barn
# quartz flax !feedback make it so the top 10℅ of players that beat the Prismatic trials get a...

!feedback

Adding off this idea...

So in TF2, there's a hat called the "gifting man from gifting land", where if you have given the most gifts that day, you get the hat for 24 hours and then the hat moves on to the next person who gave the most gifts for the day after you.

Maybe in prismatic trials, the top 3 people get a small cosmetic that goes on their character, and stays there until the next prismatic trial is over (so you get it for a total of 72 hours, and then the game resets for the next top 3).

This way, it's not a permanent system and the hat doesn't become too common for people, but is also rewarding for those who do get it

little barn
#

!feedback no sprint cancel on Artificer flamethrower

little barn
#

!feedback

Corrosive Cutlass [Legendary]

on hit: increase the target's execute threshold by 200%(+200% per stack) base damage
real birch
#

!feedback

Primordial teleporter QoL

The option to loop is cool, but for new players learning to do so is hard. I had to search it up and I’m pretty sure I’m not the only one. So why not make it really obvious when you’re looping?

Basically, I’m saying remove the prong relation entirely. Make the teleporter as it would be when aligned with the planet, because the prongs really get into the way of item dropping when aligned with the moon. Instead, add a portal that spawns after the event to loop.

Why? This would make it really hard to not know how to loop, and it would also give players slightly longer to decide.

||edit: I guess portals would have to do with Newt lore wise, but since it’s in the world it makes sense? idk||

real birch
#

!feedback

Trees

On wetland aspect with low graphics the trees aren’t sure whether to exist or not, however they do block the player. Make them show always, and maybe also make invisible walls (trees?) visible

Will try to attach a picture later

unique arrow
safe prairie
#

!feedback
Increase the interaction distance for the Primordial Teleporter walls. Since it's the only teleporter in the game that has a realignment function like this, plenty of new players may go straight for the pedestal to activate it and fail to notice the walls can be interacted with. It could afford to be more noticeable.

little barn
#

!feedback

Hydra Scale [Equipment]

On activation, spawn in a single hydra minion that loses 3.3% max hp per second

If a minion dies naturally, spawn in two more hydra minions

Each minion has your base max health and 50% base max damage

100 second cool down

The idea here is strategy. You can either put all your energy into extra firepower by spawning in a single one every 50 seconds with a gesture and hoping your minion dies from the negative regen.. or you can realize that you double your firepower automatically just by standing away from enemies and then rushing into battle.

Either one is technically viable, but you get a lot more out of waiting

little barn
#

!feedback

[Achievement]
"The good old days..."

Activate the imperial multi teleport to travel to the past

New Area in sky meadow bit far from the actual map will be an island with a portal that is on the floor but first you must get
-The Brilliant Behemoth
-Alien Head
-Infusion
-Fuel Cell 3x
upon getting all these items go to the new teleport and insert them there
upon inserting the items the portal will create a gold beam, if you step inside it you will be teleported to
Risk of Rain - UES Contact Light
it will have the exact same objective as in the first game
this will replace the original final stage where you fight mithrix instead since you are in the past you will fight Providence - Bulwark of the Weak
and providence will have all his forms and if you manage to kill providence you will get the original ending screen that you see in the first game
forgot to mention you get 20 lunar coins just for the effort of getting 2 red items
idk about y'all but i want this in the game

safe prairie
#

!feedback
Make Rex’s mastery skin change dynamically with the seasons.

Examples:

  • Red/brown/orange for fall
  • Blue/white/dark green for winter
  • Reuse Rex’s old “Smoothie” mastery skin for spring
  • Rex’s current mastery skin for summer

Maybe add seasonal “decorations” such as maple leaves for fall and fruit for spring.

Rex’s Smoothie skin:

little barn
#

!feedback

Bring back the energy cell from the first game, or make it an artifact

for those that don't know, the energy cell increased your attack speed up to +40% at 10% max health.

If, instead, it would become an artifact, it would be very similar to the artifact of spirit from the first game, where you increase movement speed per health lost, but also with attack speed on top. This would be not stackable given the artifact nature, meaning it would have to be much more than +40%. probably closer to +75% up to +100%

dim hamlet
#

!feedback

Time differences
The stage variants of Roost and Plains were overall a big success in my opinion, as it kept the stages from getting stale while retaining the original aesthetic. While more alt variants of other stages would be awesome, it would require a ton of work, and thus I think it would be cool if every stage had two different times of day you would play on (example: Acres would now have a night variant or Meadows during sunrise)

charred mist
#

!feedback

A damage log that keeps track of damage dealt/taken over the last ~10 seconds, which can be viewed at the end of the run.

Especially when playing a squishier character like Huntress or Artificer, it can sometimes be difficult to know as a player exactly what killed you. Being able to see where you took damage from for the last few seconds leading up to that point would help a lot for this.

Would also be some nice info to judge the old question of "could I have avoided this?"

lunar cloud
#

!feedback
Smiling mirror (Lunar item)
Spawn a friendly umbra of you with slightly (Like 5-10%) reduced stats, BUT, on pickup the umbra steals half your items (+15% on stack), and uses them to fight enemies, when the umbra dies, the mirror shatters, the item dissapears from your inventory and your stolen items are returned, throughout your run, there is a 50% chance that the umbra will steal an additional item on pickup (+15% on stack)

plain valve
#

!feedback Revert Commando's grenade physics

real birch
#

!feedback

Fix kin void

muted tartan
#

!feedback
When using huntress' alternate skin on rallypoint delta her hood should be up

trim escarp
#

!feedback
Lunar item
Black pearl: all stats are decreased by 11% BUT you will always get an irradiant pearl from cleansing pools

little barn
#

!feedback
Red Item
Calculator: upon loading into the stage, this item calculates how much gold or lunar coins you will need to buy, open, and revive everything.

queen plover
#

!feedback
Give the Fuel Array explosion a proc coefficient

main goblet
#

!feedback
give fuel array and elite aspects their own logbook entries.

steady flax
#

!feedback
add the new AMD FSR It would be so useful, or at least make a 3d resolution slider that doesn't mess up the UI

little barn
#

Updated "null" rarity idea: create a rarity called "Unobtainable". It can be a black outline or purple or anything not taken yet.

This rarity will contain elite aspects (as unobtainable equipment), captain's passive microbots, artifact keys, and things that, when you open the command menu, is the only thing available.
Also things like used Dio's and tonic afflictions.

These can either be orderable (as in with the shrine) or not, but the main idea is to take away the confusion surrounding the command menu and the reason you can't find, for instance, captain's microbots naturally in the item pool

queen plover
#

!feedback
I kinda like the idea of a calculator suggested by @little barn but just telling you the cost of stage items isn’t really powerful. I propose this red item idea under the pending name(s) Kinetic Force Calculator or Jackbox Calculator

After dealing X amount of damage, gain a random boon. The damage is not based on a single hit but instead total damage done. Once reaching the specified amount, you are granted a random boon. Stacking can increase boon duration or reduce total damage required. I’d honestly like it to increase boon duration and damage cap but idk if that makes it kinda like a lunar or not.

Between activations there should be a cooldown of 10 seconds to prevent insane buff spam later on in a run, and it can be cleansed with blast shower for another fun interaction. Damage done during cooldown is NOT logged for the next total damage requirement. Here is just some buff ideas:

Brawn Boon: increases damage dealt by 80% for 7 seconds.

Bolster Boon: increases attack speed and movement speed by 70% for 10 seconds.

Bastion Boon: Grants 70 armor for 7 seconds.

Bounty Boon: Awards a random item. OR grants a certain amount of gold that scales with stage/over time. I’m thinking more the latter.

Brilliant Boon: Sends out an explosion that deals 8000% damage.

Blooming Boon: Heals you and allies in a 30m radius for 40% max HP.

Baffling Boon: Confuses enemies in a 30m radius for 8 seconds. The Confused status causes enemies to stumble about and perform random actions.

Back-Up Boon: Spawns 3 drones to aid you for 15 seconds. Drone damage scales off a portion of the total damage cap.

Beacon Boon: Sends out a Radar Scanner wave.

Birthday Boon: Sends out a volley of fireworks.

As a bonus let the item show you your dps or something(like mods do 😎)

Anyways you get the idea this could be a super fun item so hopoo games please work your magic with this rough concept

thin void
#

!feedback

Fix the bandit's primary HUD display while spectating in multiplayer, the count doesn't go down when fired so it just ends up with massive numbers

native jewel
#

||!feedback||
Before the anniversary update, the Lunar Chimera phase for Mithrix had the subname of "Zenith Designs", but has since been changed to "Horde of Many", just like every normal teleporter event. I propose we change this back to it's older, cooler subname!

real birch
#

!feedback

Band QoL
Make Kjaros and Runalds band not proc if the original shot kills the target.
wdim? If you go full loader punch on a wisp don’t proc the cooldown.

I realize this would make them even more OP than they already are, but it would be nice to save the bands for a big boss not wisp clear

balmy sundial
#

!feedback

Hear me out, A skin for REX which is reversed, some sort of plant creature walking carrying a piece of machinery

real birch
#

!feedback

Interactible change

Some ideas:
Make cleansing pools more common, but limited to one per stage (you have to find it)
Lower the price of legendary chests (5 large chests are way better)
Make shrines of combat double (triple?) difficulty, but drop an item when activated.
Make scrappers larger
Make barrels disapear after using them
More stuff like this

waxen shard
#

Make shrines of combat double (triple?) difficulty, but drop an item when activated.
Defiant Gouge already does this, and if you clear everything you get enough gold to open whatever you want.

little barn
#

!feedback

Sniper drone

+High damage per shot
+High range
+Shots pierce
+Killing something instantly reloads shot
- Reloads after each shot
- Low health (if drones have different health)

Please :)

earnest sun
#

!feedback

It would be a really poggers graduation gift If the bandit update came out on Xbox on the 7th

unborn wasp
#

!feedback

An update of the Unity libraries could really do this game some good. Last I checked (~6 months ago) this game still ran on a 2018 version of Unity. BallisticNG, a similar small Unity project that ran on the exact same Unity library, just had an update yesterday to move the whole project to Unity 3.5.2020 and a TON of performance problems were fixed that also apply to Risk of Rain 2.

Scroll Rate problems (i.e. stuttering of background objects and environments while looking around)? Cleaned up immensely. Frame times? MUCH more consistent. Performance? 5-10% less GPU usage, more efficient. It's really great.

Perhaps worth a look by the devs - it's a transformative upgrade that could really help the game considering its recurrent issues with consistent frame rates and frame times.

little barn
#

!feedback

imo changing the color of the projectile from a enemy of course enemy's that are reliant on projectiles or hit scan depending on its aspect sounds pog. Obviously base enemies would have a normal projectiles but maybe change the color or give the projectile an effect based off of it being an elite. An example of this would be a overloading stone titan,rather than its beam being red change it to blue so the player knows to avoid that more than a normal plain red one. This could be at least a bit useful for the player when multiple different elites are targeting him so he knows which to go after first. Obviously you could simply look at the enemy itself and tell what it is but its just a simple change that can help when the elite enemy isn't really noticeable. An example of this would be perhaps a malachite brass contraptions targeting you, Whilst your focusing on elder lemurians or high threat enemies making the brass contraption less noticeable. As the brass contraption shoots, its projectiles lands close to the player, meaning the player knows a brass contraption is targeting. But due to the color of the projectile the player knows its a malachite letting the player know to be more cautious. Just simple changes that can help at least a bit. (excuse any grammatical errors I was a bit sleepy Whilst writing this)
scavenger

little barn
#

I've noticed a lot that Commando is an interesting case where he's both really good, and really bad. It comes down to his items mostly, and I think that's a shame.. however, that is also very cool, so I would like to propose a change

Double commando's base damage, but halve his base percent numbers.
base damage
before
12 (+2.4 per level)
after
24 (+4.8 per level)

Skills
Prim
Rapidly shoot an enemy for 50% damage

Default Sec
Fire a piercing bullet for 150%. Deals 20% more damage...
Alternative Sec
Fire two ... blasts that deal 8x100%

etc, etc,

The point is, now he deals much more damage with things that scale off his base damage, and deals the same amount with things that scale with total damage.
This puts Commando in a bit of a niche, as no other character scales off base damage better than total damage.

rare wasp
#

!feedback

Hello everyone, I have an idea :
is it interesting to have, during multiplayer game, an option to select the available items in function of the people present in the lobby.
I'll show an example :
for now, only the max items available for everyone is available during the run (imagine, if I only play :Drizzle: , I can't have purity, but if my friend play :Monsoon: , he can have this item) - and same, if I have item that he doesn't have, this item will be available.

My idea is to be able to select if we take the minimum items available (the items that him and me have in common), or the maximum. Or, only the item that one player already have.

That can be interesting if you're playing with friend who discover the game, that can help you to not spoil items for example.

trim escarp
#

!feedback
Hostile pesticide drone
It would be a big hulky canister that flies around and shoots the same projectiles mini mushrums do

real birch
#

!feedback

Remove the two item cap on shrines of chance. Overall, after 2 they are considerably worse efficiency than a chest, but they would be there to gamble.

I want to burn all my money on a shrine pls.

||Captain’s beacons are a small problem but maybe after two items they fizzle and the shrine costs 4 activations?||

little barn
#

!feedback
Lunar enemies and Perfected Elites should show up after either the second or third loop, just to make things interesting

modern gyro
#

!feedback

  1. When placing a new Engineer turret it replaces the turret with less health.

  2. The Engineer should have flying turrets/drones. While being the weakest of the three you'll be able to place up to 3 and they can keep up with the Engineer.
    This will promote the Engineer to be more mobile instead of hunkering down or having to wait for them to catch up while having to be careful as they aren't as powerful.

indigo coyote
#

!feedback commando needs a snow globe Christmas skin

cursive stump
#

!feedback The achievement "REX: Dunked!" should be called "REX: Superior Symbiotes" because of the subtitle of the Clay Dunestrider having the subtitle "Ravenous Symbiont" and REX having the Umbra title of "Symbiotes."
Oh and alliteration. just a nicer funner name than "dunked" imo. Not necessarily an important feedback or anything, just a fun idea. Might be hard to change achievement names, though idk.

indigo coyote
#

!feedback allow us to rotate the survivors in selection screen

little barn
keen nymph
#

!feedback
maybe change something so that you can’t get the same teleporter boss 3 times in a row? Magma worms are cool and all but other bosses are nice and keep things fresh

little barn
#

Make the mountain shrine also add more credits to general spawning. I know the combat shrine exists, but that's a one time thing that ends pretty quickly if you know what you're doing.

What I'm suggesting is adding to the credits the director has for the entire stage.
I'm assuming the director gets x credits per second or something, so activating a mountain shrine would just add on more credits per second for the director to use.

little barn
#

!feedback
for characters with an escape pod leaving animation, there should be a small window where if there's an enemy in front of your door as you're exiting, it instantly dies. It's generally kinda annoying when you're trying to get out and there's now five golems on your front door.

To balance, there can be either no gold or xp gain from the kills, but I just really don't want to get out of my pod level 1 and end up dying to some random enemy because of something out of my control

near nova
#

!feedback
Not sure if possible but
What if instead of removing Tesla Coil from void fields and evolution, they were simply toned down in damage?

I've fought Tesla Coil enemies in void fields a handful of times by now, mechanically, i think it's alright, you can defend against it if you got nice healing items and good aoe to stop the enemies before they get near you, i just think it hits way too hard, that's what makes it so damn strong and hated.

I think it would be interesting if enemies' tesla coils were simply different from the players, by having less damage. It would make it stop being a high damage and hardly counterable item, and instead just some passive chip damage that the prepared & skilled player can reliably outkill and outheal. Would encourage actually being prepared when going to void fields too.

If this is not possible, or simply too much effort, then perhaps create a new identical item with the same name that isn't obtainable by the players, with a smaller damage number, and add it to the poll of items, replacing the normal tesla coil.

Edit : Additionally, maybe it could have less range too?

real birch
#

!feedback

Survivor stats

Make the survivor stats more variant depending on the survivor. Currently, the things that change don’t change by that much, and it would be nice to see some more different movement speeds, armor and damages on different survivors.

Of course make it balanced and all

plain valve
#

!feedback Make Elder Lemarians actually have a spawning sound, like beetles and jellies and bells and everything else less deadly than them

swift siren
#

!feedback Have pings have a "forgiveness targeting" feature, where if you ping within 5-ish meters of an interactable, the ping locks onto it.

safe prairie
#

!feedback
Give Incinerator Drones a good chunk of armor while they are performing their flamethrower attack.

They put themselves into very dangerous situations which can kill them very quickly, despite their health. Given their price, they could use some more survivability.

final scaffold
#

!feedback
When Mul-T is holding an essence in his other equipment slot it should stay in effect, so people wouldn’t have to switch from back to forth, same with the Gesture Gesture_of_the_Drowned not being able to activate equipment when it’s not out, both should be always under the influence of the Gesture Gesture_of_the_Drowned

obtuse hound
#

!feedback
it'd be really cool to just get some sort of vanity, even if its just in the menu, for completely 100%ing the game, like not just all acheivements but getting all the logbooks and stuff; knowing that i got that in a game i love after so many hours of trying to get them is completely rewarding in itself, it'd just be nice as well to get something else too.

boreal ingot
#

!feedback
Add a new equipment that summons a special drone on activation. The drone will have monsters focusing on attacking it, making it a distraction. The drone has infinite health, and after a short period of time, the drone self destructs and the all of the survivor's outgoing damage gets amplified according to how many damage the drone had recieved in the period of time. The more damage recieved by the drone, the higher the damage amplification buff the survivor recieves (The damage amplification buff lasts only a while).

safe prairie
#

!feedback
Give the TC-280 Prototype drone a passive similar Cautious Slug, giving its health regen a huge boost while out of combat.

For what it’s worth, the TC-280 ends up being a large target that soaks up a lot of fire, causing it to die within a couple stages. This would hopefully get more of your money’s worth out of it and help it survive past 1 fight.

little barn
#

!feedback

Leeching seed rework idea: turn it into reverse bleed... here's what I mean

Bleed does 240% base damage to enemies over three seconds. This means 80% base per second, or 20% per tick.

As an example, if we make leeching seed heal 12 health over three seconds, that's 4 health per second at 1 health per tick.

Basically, it gets better the more you hit enemies, which is, from my point of view, the intention of leeching seed's use. It's not made to deal lots of damage, it's made to heal a good amount.. unluckily, it's out classed by almost every healing item in the game

Making leeching seed like this also gives it a small bit of a niche, as all healing items are instant or very close to, and the only one not instant is a lunar and affects all other healing.

Suggested stats would be
on hit: 12%(+12% per stack) chance to heal for 1 health per second for 3 seconds, or 9 health total. Hitting more enemies resets the timer

Edit: fixed typos

terse delta
#

!feedback

The more I see people having issues with RoR2 mods installation, the more I think that a Steam Workshop integration would be much easier to mod the game. What you guys think of it ?

real birch
#

!feedback

”Shocking” change
Enemies that are shocked should pretty quickly lose shield over time, such as 300% per second. This would make shock beacon and tazor better, but still not too op.

Also energy drain is cool

trim escarp
#

!feedback
Have REX drop down in a box instead of an escape pod like MUL-T as it is also a robot

little barn
#

!feedback
Lunar Item; grand prize's eye, reduces jump height by 20% but let's you ascend upwards slowly and in total lets you jump 125% of normal.
(Could change the values for balance)

austere oracle
#

!feedback
Once you kill an elite version of a mob, it should unlock a small button on the image for the log of that mob, to change to it's elite model

hybrid verge
#

!feedback

Make the alternate final boss a bullet hell type of boss. It would add a new challenge for old and new players that would also serve as unique new gameplay for that fight.

It would also be a great addition because you would have an option between a normal style of dodging if you were to do mithrix, and a brand new gameplay style with this bullet hell boss.

granite pagoda
#

!feedback

Give world-spawn bosses a 1% (or lower/higher) chance to drop their boss item when killed.

shut jetty
#

!feedback

add wisp bowling

main pollen
#

!feedback add emotes and more skins

indigo coyote
#

!feedback give commando elite skin red tracers because it’s cool

dawn cliff
#

!feedback
Remove the forced movement arcs on loader's grapple when you release it and on jump pads (commencement pads can be an exception for obvious reasons) These fixed movement arcs have killed me way too many times and are unintuitive to put up with in the game. If not removing them entirely, allow players to cancel the fixed movement by jumping or using a skill that moves them or something

real birch
#

!feedback

Lunar chimera

Artifact of sacrifice is well balanced enough, however it gets really weird on the moon when you get 10-20 items, whereas without it you get literally 0.
What I’m proposing is make lunar chimeras not drop items (or at least seriously lowered), because there really is not much of a penalty for chilling in the moon, and getting items is a little broken.

worthy holly
#

!feedback

Alternatively it would be very fun to just have a few chests to grab.

knotty gull
#

!feedback
when looking at survivors in the logbook, have a button that changes the skin to the mastery skin.

vital belfry
#

!feedback
Ok ok, I know it’s really early for this but like, it would be cool to see a Santa costume for Commando, an Elf Costume for Huntress and Rex can be a Christmas Tree with Lights on it

real birch
#

!feedback

Add More Artifacts

Artifact of time: scattered across the map are 6 prisms that give you 30$, with the same rules as prismatic trials.
Artifact of greed: double items but double enemies / enemy scaling (from FW_artifacts)
Artifact of panic: characters deal more damage and move faster at lower health (similar to spirit from ror1)
Artifact of Champions: double the boss director cost each stage, and double boss drops (like shrine of the mountain)

This would give a nice 20 artifacts, none of them are more OP or game breaking than command and sacrifice can be, and I would enjoy being able to play with these.

||edit: afterthoughts||
||sad||

trim escarp
#

!feedback
Astronaut in the ocean skin for commando

vital belfry
#

!feedback
Another skin idea. Godzilla for Acrid. His eyes and mouth would have this blue glow, instead of small spikes on his back, he would have bigger ones to mimic what Godzilla looks like. And the acid would be colored blue like the eyes and mouth instead of green

Edit: I forgot to add that the body color would be a dark blue, not a grey color

trim vector
#

!feedback
Add a equipment item called "Pocket Sand" which is a throwable clump of sand that'll put a similar effect to the Stun Grenade in a radius for 5-6 seconds or however long it should be

icy stone
#

!feedback
maybe add like a skin for commando that makes him look like a cowboy. his pistols would be revolvers, he would have a cowboy hat and have the cool cowboy boots. and then he would have a belt that has some bullets and two holster on his sides. and then a bandana either on his helmet that covers the bottom half or just one around his neck

little barn
#

!feedback

Cracked Lens

Common

Increase critical damage by 2% (+2% per stack) and Critical Strike Chance by 5% (+5% per stack)

little barn
#

!feedback

I'm not entirely sure how this item would play out, but...

On kill: +1(+1 per stack) base damage
Resets on stage completion

The item could be any rarity, I honestly don't know how balanced it is, but yeah

safe prairie
#

!feedback
Possibly a “Time Attack” alternate game mode?

  • You have a set amount of time to complete a final goal
  • Doing small tasks will pause the timer for some amount of time, could be something as simple as activating a unique shrine to the game mode
  • If the timer reaches 0, you lose and the run ends
  • Maybe different timers depending on the survivor? Could also be seeded like Prismatic Trials.

I’m aware Prismatic Trials are sort of a “speed runner” game mode, but I feel this should be different enough to bring its own unique challenge to the game.

near nova
#

!feedback
Display how many lunar coins you have somewhere in the character select screen, maybe in the main menu. There's a lot of free space for a tiny counter here.

main goblet
#

!feedback

Family events should always drop their boss item from the teleporter if they have one. I say this because family events are a fairly rare occurrence, and I feel they should be rewarded when completed. It's very disappointing to survive 30 stone golem lasers pointing at you and get a squid polyp.

outer monolith
#

!feedback
Make it so that when Engineer has an Hardlight Afterburner the flames on his jetpack turn purple instead of their normal green, Reason being is that Hardlight Afterburner is attached to the jetpack and does its own little flame thing, but then engineers jetpack is doing its weird green thing, this would just be a cool little visual effect

azure sorrel
#

!feedback
elite aspects should give a boost to hp and damage when held by players ||(and possibly scavengers to compensate for no equipment?)||
damage boost should be arround 1.25x and 1.5x
health boost should be arround 1.5x and 2x ||(overloading would turn half of this into shields as normal, and perfected would give 1.25x hp as shields ontop of this and its other effects)||

elite aspects are either a bit useful or just a glorified skin that takes equipment region
elite aspects are dont have much effect other than overloading which gives overloading orbs ,also the shield can be good early on.|| and perfected due to 1.3x move speed, cripple debuff, extra in combat projectiles, and the 1.25x hp as shields can be useful to have during mithrix fight if you even get one of these during mithrix fight.||
If the aspects gave some hp and damage it would make them more useful and more fitting for being an elite item as elites have higher stats than normal enemies ||(excluding honor which is wack when it comes to elite stat multipliers)||

edit: added spoilers to things i think were a bit excessive information and were not really importiant to getting to the point of have aspect holding players have more stats

half relic
#

!feedback
Make it that run history records the run with the highest points that day

rustic ridge
#

!feedback

Lunar Item idea : Hubris Slag : You are able to see any interactable within 300 meter , but you loss your sense of hearing.(Can't hear enemy and character skill sound but can still hear background music.)

prisma shell
#

!feedback

hear me out
Evolved elder lemurians.
Feeling kinda bad for regular winged lems being left in the first game, but what if they will be added? They'll surely need some company of giant dragon-like brethren.

fluid haven
#

!feedback

Item idea:

Cracked Spyglass (Green)

  • increases base range (+10%) and decreases base falloff damage (-10%) of all abilities on first pickup (+/- 10%) after first pickup)
  • this would also enhance movement abilities such as loaders punch and grapple to go farther when used. However, with mando’s roll and huntress blink, it would affect duration of the ability.
  • more examples: Rex’s tangling growth radius is larger; captain’s beacons have larger radius; Acrids epidemic can spread over a larger distance; huntress auto-aim can aim farther as does arti’s flamethrower
  • all in all, this item (depending on rarity and percentages) isn’t “groundbreaking” but can change the feel of the survivor and make for a VERY fun item to pickup. Please feel free to suggest an item rarity and better percentages as the ones above are just placeholders. Thanks!
rustic ridge
#

!feedback

Improved Lunar Item idea : Hubris Slag : Highlight interactables and enemies within 75m(+45 per stack) , but
will create a field around you that cloaks enemy within 15m(+9m per stick) , the radius will have a lilac purple outline similar to Celestine elite's cloak field. (Thanks @fluid haven and @little barn for discussion on how could the item be improved.)

real birch
#

!feedback

Remove category chests from the command pool. They take 5 more base dollars and add nothing to the game

queen plover
fluid haven
#

!feedback
@queen plover

In response to his original idea...

Rusted Magnet (Green Item)

  • all pickups, including bandolier, monster tooth, ghors tomb, etc within 10 (+5) meters come to you automatically
  • this does not include items, which will need to be picked up normally
  • in multiplayer, if 2 players have magnets, whoever is closest will get the orb/etc
  • please feel free to ping me for better balancing ideas if this doesn’t work 👌
trim escarp
#

!feedback
Time Bomb (lunar equipment)
Throw out a bomb that explodes in a 20m radius for 7000% damage but time jumps forward 3 mins

royal dove
#

!feedback
a lot of items seem to float off of the character models, which probably shouldnt be the case

main pollen
#

!feedback Add a camera mode and maybe unlock-able poses you can do in the camera mode

kindred oriole
shadow nimbus
#

!feedback Change eccentric vase so that instead of being on a cooldown, it’s like captain’s special, where you can only put it down once per stage (per fuel cell)

real birch
#

!feedback

Make equipments require brain

Double all equipment cooldowns, however on entering a stage fill all fuel cells.

This would make you use it in a difficult situation.
You’d have to rebalance some things, but that’s how it is

||edit: feedback feedback would be much obliged||

little barn
#

!feedback

Lunar item
increased rarity chance BUT... Lower chance to get items you already have

This can be a direct upgrade if you have, say, 10 crit glasses, 10 tri-tips, 3 wax quails, a couple speed-related items, etc, but in general, not being able to stack items is a decent downside

neat beacon
#

!feedback

Shields are my waifu gimmick in games so heres my thoughts.
Also not going to pretend I know squat about balancing so numbers are inane.
Proto shield is just in case the item is picked up without exisiting shields so 8% based on max like PSG item.

[white item] Occult Charge Pack - Shields constantly regenerate 4 or 2% max shields a second. (Whichever is lower) (+2 / +0.5% per stack) Gain proto shield*

[green item] Guardian's Heart - Upon taking damage that would lower you below 25% health gain a 10% + 75 Health Shield that rapidly drains over 4.5 seconds.
(+5% + 75 HP per stack)
Cooldown 20 seconds after shield expires (-1 per stack, max -15.5 seconds cooldown)

[green apple item] Soul powered Lawnmower - Killing an Elite or Boss monster restores 6% of max shields instantly (+3% max per stack.) Allows shields to overflow maximum when triggered but will rapidly dissipate) Gain proto shield*

[blue raspberry item] MJOLNIR MK VI - Shields now recharge 100% faster (-50% per stack) BUT recharge 100% slower (-50% per stack). Gain proto shield.

[blue meanie item] Quantum Shield Blender - Shields regenerate 50% through your healing BUT increase shield recharge by 100% (+50% regen / +100% recharge per stack) . Gain proto shield*

[tang item] Psychic-Magnet - for X seconds Ranged attacks are absorbed and a portion is converted to shields or overflows into a rapidly decaying barrier.
The ultimate middle finger to golem boss when it lasers you.

Thanks for taking the time to read my bovine excrement.

little barn
#

!feedback give malachite spikes a red outline where they are going to land/the aoe rather than only after they have landed.

winter berry
#

!feedback

Make tougher times block fuel array explosion at the expense of the item and dio do it 10 times, the thing explodes still, but it doesn’t get used and it does damage still

compact sierra
#

we need frogmando skin on commandofrogmando

sly marsh
#

!feedback

I'm a new member of this discord so i don't know if this has already been mentioned
I would like an alternative skill for Artificer's Ice Skill; it being a sort of "earthbending" technique like in Avatar, where she can summon 3 or so large rock pillars from the ground up that slam all enemies and launch them into the air

trim escarp
#

!feedback
Add cross platform for consoles

lone gale
#

!feedback mastery skins (like merc) should change attacks to match the palette, like mercs sword slash being red or something like that

delicate pewter
#

!feedback Make commandos grenades stick to enemies but not terrain

real birch
#

!feedback

Alternatively, make commando’s grenades Impact Grenades that explode on contact.

granite pagoda
#

!feedback

Make Commando start the game with Disposable Missile Launcher

Why?
Commando is supposed to be the tutorial character for new players. Giving him an equipment that's not even that strong but it would fit the "Commando" title would make sense lore-wise.
Commando is a soldier who got called out of another mission to jump into this rescue one, so it would make sense for him to have something extra to help him out.

Additionally this would help newer players in understanding how equipments work right off the bat and the DML itself has the potential to save them

sly marsh
#

!feedback

Regarding Mercenary; add a new Secondary Skill that basically is a Iaido/Battojutsu-Technique, him being somewhat based on a japanese swordsman, it would be hella cool for all of us weebs to be able to pretend to be Zorro/Zenitsu/Himura Kenshin/any other great swordsman with a Iaido technique , or like spoiler dragon in katana zero
One could be able to sheathe the sword and hold it in place, charging the following forward slash over e.g. 5 seconds, for up to 2000 or so damage when fully charged
It could also have a "Shocking" debuff added to it if it's not too OP
the attack , when released, would immediately propel Mercenary forward similar to his Utility (but not quite as far) and only leave the flash of the slice behind him, it should also be piercing like Loaders charged punch since you would literally be slicing through all enemies from point A to B

granite pagoda
#

!feedback

Give huntress some cooldown reduction on her m2 and R abilities as well as a boost in proc coefficient for flurry, glaive and arrow rain

sly marsh
#

!feedback

Similar to how oil and Tar works in Dead Cells and cartoons and other video games etc., and with regard to how meme-worthy the tar pots on Abandoned Aqueduct are and to how the Mired Urn already exists, theres the possibility for a new white or maybe even green item:
the Tar Pot!
It could have a 10% chance to proc on hit (+5% per stack) and thereby cover the enemy in tar, slowing them down by 30% (movement and attack speed) and also increasing the damage of the burn debuff by 50% (+50% per stack)
If too OP, make it only available on Abandoned Aqueduct or make it a green item

crimson lotus
#

!feedback survivor items: on a run you could find a corpse of a survivor that you aren’t playing as and could get an item from them that gives a nerfed version of one of their abilities. For example:

loader - gain a temporary barrier on critical hits

Huntress - projectile attacks have an aim assist (but not the auto aim that huntress has)

Acrid - chance to poison/blight enemies on hit

rustic ridge
#

!feedback
Lunar equipment : Plane Chasm : Upon activation , teleport you to a random spot within two hundred meter , cool down time sixty second.

real birch
#

!feedback

Make void fields music longer or make the cells take less time. Currently, while completing all the vents the 5:09 second song loops thrice, which is too long

compact solstice
#

!feedback Buff Dio's so 1 wasted Dio's gets recharged every loop

little barn
#

!feedback Make Hermit Crab rocks affected by Primordial Cube black holes.

sly marsh
#

!feedback

Game Mode (Name could be something like "Divine Design" or "Crimson Chaos") where the game starts at "HAHAHAHA" difficulty, but you can choose your Items beforehand the following way:
You have e.g. 50 Points to "buy" items, whites cost 1 point, greens cost 5 and reds cost 10
For example you can have 2 Ukuleles, 5 Soldiers Syringes, 1 Tri-Tip-Dagger, 1 Backup Magazine, 1 Topaz Broche, 1 Medkit, 1 Cautious Slug, 1 Tesla Coil, 1 Sentient Meathook, 5 Goat Hooves and 1 ATG Missile Launcher
Then you start the game and it continues like normal, so u just play from the first level onwards, but it continuously gets harder on HAHAHA difficulty and you can still get boss items from Bosses and normal items from chests like in the standard game modes

sly marsh
#

!feedback

Make it so using a mountain shrine guarantees the boss item for the added boss (so if there are now two beetle queens, for one of them, Queen's Gland is guaranteed, for the other, it's as usual)
This way, finding a mountain shrine can be even more impactful

main goblet
#

!feedback

Another change to mountain shrines, would be to have different green items for each activation (if the idea above doesn't work). It's disappointing to activate 3 shrines of the mountain and get 3 war horns when you have no equipment.

little barn
#

!feedback Stacking and proc coeffiecient info in Logbook

delicate pewter
#

!feedback Let us choose what lunars we want to put into cleansing pools. They’re meant to get rid of unwanted lunars, not all lunars.

scarlet kite
#

!feedback make Captain's drones able to detect and avoid DIABLO strike

compact solstice
#

!feedback
Artifact of perfection:
Perfected elites have a small chance to spawn in any environment in any stage

little barn
#

!feedback for the love of god make the malachite sound quieter i nearly shit myself when 20 malachite jellyfish decided to audiologiclly rape me

twilit hull
#

!feedback make it so that you can’t spawn inside of things, had a god run end because I spawned in an adaptive chest

azure sorrel
#

!feedback
if you somehow make it to mithrix with honor on he will be "perfected" mithrix
basically how a overloading worm is a stronger non elite version of the magma worm
the alt version of mithrix would have all the perfected traits other than hp as shields as that would make the fight drag out to long

compact solstice
#

!feedback

Acrid's bite attack buff for being a more reliable healing source for a melee build

+20% damage agains small enemies

If the bite is used in a small enemy below 30% HP the enemy dies instantly healing the player the enemy's remaining HP

If the enemy have over 30% HP but the bite still kills the enemy, the player will heal 30% of the enemy's max HP instead.

Healings from biting large enemies and bosses will still the same

(Cosmetic detail: small enemies killed by the bite will leave no corpse)

compact solstice
#

!feedback
A legendary item with a diferent effect adapted for each character.

Similar to Birthright in the binding of isaac or Throne butt in Nuclear throne.

sleek stag
#

!feedback After defeating Mithrix, in his death throes, he blasts the entire arena with an energy surge debuff that reduces all item stats to a quarter efficiency. This debuff also appears on, and greatly diminishes the abilities and power of, all newly spawning Lunar Chimeras.

A single glitchy portal then forms in the center of the arena, keeping parity with what we've been taught thus far about portals taking us where we need to go next, instead of scary moving ones.

Back on the surface, the players discover that their hampered stats might not give them an easy way back to the ship, depending on the items they have and how useful they still are. If they cannot just fly back to the ship they must traverse on foot, dodging the current enemies and bursts, etc... This restores a level of tension and excitement.

The 3 minute timer remains but players do not have to defend the ship, they only need to board it by interacting with the loading ramp. In multiplayer, once a player boards the ship they effectively have won and are safe from everything else going on, but the end sequence does not happen unless 3 minutes have expired or all players have boarded, died or are left behind.

In addition, the escape route is now tied to the timer. As the minutes tick down, the moon itself will begin to fall apart, routes crumbling or being blocked by debris. The level will slowly become darker and more purple as the core explosion rises up to the surface. Void Reavers will now even target and destroy any Lunar Chimeras they come across. The Prototype Drones will provide covering fire as they originally did when you near the ship.

Interacting with the Glass Frog grants a load of Lunar Coins and opens an "Unknown Portal" survivors can individually choose to take for an unknown fate alternative to the ending.

rustic ridge
#

!feedback

Legendary item : Get well soon! : For each debuff status effect on the player , the player will receive 10% health regen per second and 50 armor , the health regen last 3 second and armor last 5 second(+1 second / 2 second per stack).

If certain debuff stops player from healing , the healing with be applied after the effect is removed.

Some debuff will not activate Get well soon! such as elemental rings cooldown , null safe zone and permanent damage curse to prevent said item from being too powerful.

Appearance : A bundle of flowers with a card on it

(It's stats can be further discussed.)

real birch
#

!feedback

Alternate engineer primary (M1)
Fire a salvo of 180% damage rockets forward, making a sort of wall when fully charged. Charge up to eight.

They would have AoE, but to compensate being better to aim than bouncy grenades they would do less DPS and require large targets.

compact solstice
#

!feedback

-Artifact of mayhem:
Every 10 minutes a big horde of Lunar Chimeras will spawn and start attacking both the player and the enemies.

Like the default chimera after the starting horde some new chimeras will start spawning randomly, after 1 minute the chimeras will stop spawning.

The screen gets a small light bluish colour while the Chimera is active.

If the Lunar Chimera spawns during the teleporter event they will have a red healthbar and must be defeated in order to activate the teleporter, if this happens the green items will have a chance to be replaced with blue items instead of yellow items.

twilit hull
#

!feedback when you loop you are guaranteed to have the stages you didn’t get on levels 1-4

little barn
little barn
#

!feedback

alright, I haven't thought about this one too hard, so it's probably very powerful, but...

Unnamed [UnCommon]

+) On kill: +1(+1 per stack) shield

I feel like it would be balanced, since the stacking mechanism is shield and not health, so you still have to know what you're doing. Also it doesn't scale extra with items like Transcendence or the shield-based aspects that give you more health, because this is base shield, not base health converted to shield

thoughts?

rustic ridge
#

!feedback
Dunno if someone else has the same idea but : Lepton Daisy improvement : Instead of release healing nova based on teleporter charge percentage , it should release healing nova when the player is critically hurt.

Any thoughts are welcomed.

little barn
#

!feedback
Some kind of indicator on how long until the next lepton daisy nova would be nice

sly marsh
#

!feedback

New Lunar Item:
"Nuclear Expansion"

  • Upon killing an elite (Blazing, Glacial etc.), their effect such as burn, freeze, no-heal-debuff etc. gets applied to every character in a radius of 5 m

Similar to the on death explosion of glacial Elites but for every other elite as well, affecting monsters and players alike
Name comes from the fact that it would make their bodies core expand/explode

real birch
#

!feedback

Make Focus Crystal pink damage numbers a higher priority than Armor Piercing Round’s orange.
Why? It’s much easier to tell if your target is a boss than it is to tell if you’re in 13m.

wind laurel
#

!feedback
New Artifact: Artifact of Confusion, this just makes stages progress in a random order exactly like a prismatic trial except there will be more than two stages

sly marsh
#

!feedback

New green Item:
"Imp's Tentacle"
Works similar to "Tougher Times" but instead of blocking damage on hit, the player has a change to teleport away, similar to how the Imps can teleport, in the direction that the player is facing when getting hit

sly marsh
#

!feedback

Have a new , rare type of chest, with the cost of a small chest, that basically looks like a dumpster with a face and takes one of your items and you have a 70% chance of getting the item back + 1 clone, so you have the item twice
and a 30% chance of the dumpster just eating your item and not giving back anything

compact solstice
#

!feedback
Artifact of hunt:
The player would be unable to start the teleporter event. Instead, a countdown will be displayed, the countdown decreases with each enemy killed:
-1 normal enemy
-3 big enemy
-5 wandering boss

x2 tier 1 elites
x3 tier 2 elites

Artifacts of swarms and soul increase the requiered enemies to kill in order to activate the teleporter.

When the countdown reaches 0 the teleporter is activated and drops the rewards and the enemy spawn is doubled

The pilars in the moon wont spawn, instead the player must complete the countdown in order to activate the plataforms to reach mithrix

The void field cells would requiere killing enemies instead of waiting.

tame grail
#

!feedback
Put dance/emotes in this game pls

thorny sonnet
#

!feedback
I revised my idea for "The Janitor", a survivor that gets a lot of use out of items.

safe prairie
#

!feedback
I’m not a huge fan of Fresh Meat being the only item that’s been completely removed from the game and replaced with Bison Steak instead of fixing the issues it had.

I would love to see Fresh Meat return in an improved state somehow with better stacking potential than it had.

tame grail
#

!feedback
put a reset run

keen nymph
#

!feedback
equip idea
Energy Converter
use on an item to consume it, repeat x amount times on any item to get a random stat up (maybe it could be displayed with a some numbers that float above the equip in the hud) also it could be used 3 times on 3 green items or 1 time on 1 legendary

modern gyro
#

!feedback

maybe add a 1.5/2 second invincibility timer once spawned in a new world/place? a lot of monsoon runs have ended for me because i had spawned in a chest or magma/overloading magma worm and had died instantly. just a thought, might need to rework it.

real birch
#

!feedback

New lunar item!
Acidic Armor (tbd)
Increase TOTAL damage taken by 50% (+50%), but apply it over 10 (+10) seconds

Sort of like a reverse corpsebloom, with the idea being reduce one shots but require you to risk your life for some healing. It should make Mithrix more fun and remove OSP.

real birch
#

!feedback

yet another huntress passive

Huntress kill things for cash. I propose that when huntress kills things, they get cash…

Similar to the hit list from Risk of Rain one, mark one enemy on the map. When huntress lands the killing blow on it they get 12.5$ that scales like chests. (Half a chest). Reloads every ten seconds.

You can also do a cool visual effect of transferring the creds but that’s not necessary.

edit: clarifications

little barn
#

!feedback

Biomechanic Growth [Legendary]

+ When healing past full, add 0.1%(+0.1% per stack) to your max health

This is pretty powerful, which is why it's at 1/1000th of your overall healing.
It also checks once per heal, so it's not collective like Nkuhanas.
Example: if you heal for 1000 health at once, you gain +1 max health. If you heal for 500 health twice, you get nothing, since 0.1% of 500 is less than 1

little barn
#

!feedback

Anti-Aging Agent [Legendary]
the wise man knows you grow most through patience

+ gain 1(+1 per stack) max health per 20 seconds

Now hear me out on this one: it's not as stupid OP as you think.
At 3 per minute, and an average 10 minutes per stage, you're getting about 30 health per average stage, which is barely more than a bison steak.
And if you wait to gain some more health at the end of a stage, you're now wasting time that you could be spending getting more items.
In general, it's balanced for a legendary, and hopefully it's viable in the game

rustic ridge
#

!feedback

REX's special idea :

Strangler Vein : Shoot out numerous vines in a cone , similar to Grovetender's chain , once these vines hit the enemy , they will start to entangle them and root them onto the ground , preventing them from moving (Count as a debuff.) , allies will be healed when they deal damage to entangled enemies.

Rex can also gain HP by attacking entangled enemies and it's M1 attack will receive double healing from said enemy. Cooldown 9 second , root debuff last 6 second , the debuff can affect at most five enemies.

TLDR : It's a combination of DIRECTIVE: Harvest and Tangling Growth , making this special able to have both Tangling Growth's long range healing and able to heal ally like DIRECTIVE: Harvest does.

little barn
#

!feedback

Most enemies have a boss counterpart

Beetle Queen for the Beetle enemies
Imp Overlord for Imps
Clay Dunestrider for Clay Templars (and Clay Man which isn't in the game)
Stone Titan for Stone Golems
Heck even parents have one

So that begs the question, what about Lemurians? give us lemurian boss, we need this.

compact solstice
#

!feedback
New legendary item.

Activated when at low HP, similar to Stealthkit or Loop of genesis.

Gives 3 seconds of invencibility and increased movement speed.
Also heals debuffs, recharges all cooldowns and aplies Mark of death debuff on nearby enemies.

100 seconds of cooldown, recharged instantly in next stage

Duration increased by 2 seconds every stack.

real birch
#

!feedback

once again, enigma recycler

Recycler is a surprisingly useful equipment. Enigma is a fun artifact! However, I propose blacklisting recycler, like milky chrysalis, so that you’re never stuck with one equipment. Using the equipment may not be the best idea, but you still can.

Furthermore, in prismatic trials with enigma recycler is an equipment cancel

gentle path
#

!feedback

compact solstice
#

!feedback

[Lunar item]

•Buff: indefinitely revives the player after dying (just like Dio's)

However, every time the player dies gets 1 permanent shattered debuff (displayed in the hud like tonic afliction or wasted Dio's)
This debuff turns 10% of the player's HP into glass and reduces his damage by 5% each stack.
After obtaining 10 shattered debuffs the run is over and the player wont be revived this time. (As the player will be at 0% hp constantly)

•Debuff: The player gets a 10% chance to get crit'd and takes +10% overall damage

•Stacking: Every stack of this item will heal all the Shattered debuffs, however the chance to get crit'd and the overall damage taken will be increased another 10%

•Interactions:

-If the player gets 10 shattered debuffs in multiplayer the player will heal 1 shattered debuff and continue the run with the other 9 at the next stage

-If the player gets 10 shattered debuffs while holding Dio's all the shattered debuffs will be healed and Dio's will be wasted.

-the chance to get crit'd is affected by luck

real birch
#

!feedback

Shrine of venegeance
Sell your soul?
Add a lasting director that gets 2x stage# credits per second. It choses to summon one type of enemy, specified in the top right corner (where kin / void fields is). Whenever applicable, summon a being. Repeat until commencement, where it would say you have escaped your duty….

As well, it drops a large chest item (80/20)

hexed herald
#

!feedback
Artificer plasma bolt buff, enemies that are hit by the actual bolt can arc the damage similar to ukulele to an additional target and only one additional target, this would not only help with how weak plasma bolts are but it would help with artificers generally low ability to proc things

real birch
#

!feedback

I think adding a MonsterVariants (rob and nebby) type thing to the base game could make it more interesting!

iron prairie
#

!feedback
Artifact of Dominion: world-spawn bosses are 50% more common, 25% faster and have 50% more health and damage. Teleporters also start with a shrine of the mountain activated

iron prairie
#

!feedback

Artifact of Vampirisim: loose health over-time, effect increases with time in a run, cannot be taken below 5% of max hp. Converts base character regeneration to health on kill, effect increases with exp level.

frail moth
#

!feedback
Change the name of these into (MUL-T) VC

compact solstice
#

!feedback
Give 10 lunar coins to spend in the prismatic trials instead of wasting your own coins.

This way you can try and try without loosing the coins you collected with your effor and patience.

Also this way all the players have the same number of coins so no one have the adventage (except cheaters)

iron prairie
#

!feedback

Artifact of misery: getting hit drains an item from you and gives it to every enemy of the type that hit you in the future, as well as the one that hit you. Some attacks would have exceptions to the effect, and there would be a minute cooldown for the effect to take place. Would also be a lower chance to take certain item types such as reds and yellows, and no chance to take lunars.

dim hamlet
#

!feedback

Make Rachis' damage bonus stack on top of each other linearly. This wouldn't affect singleplayer or multiplayer much because in the former you only get 1 zone and in the latter you are mostly spread out over the map (aside from the teleporter). The only character this will substantially affect is Engineer because you can make your turrets into absolute powerhouses at the major risk of instantly getting deleted by enemies.

rustic ridge
#

!feedback

Make engineer's turret unable to inherit tonic affliction , since they don't benefit from spinel tonic.

iron prairie
#

!feedback

Artifact of truth: see what’s in a chest before opening it.

compact solstice
#

!feedback
Alternative skin for REX where the plant is a smaller sprout and the robot is intact

real birch
#

!feedback

New green: elegant key
on the next stage there is an elegant lockbox. Open it with this key! It drops a white 100% (-10%) of the time, a green 0%(+9%) of the time and a red 0%(+1%) of the time

(Reds would override greens)

A step up in the rusted key chain that’s similar to the old one but green and stacks differently.

earnest laurel
#

!feedback

ITEM CONCEPT
Numbers Not Final

Chewed Pen "Used to belong to the quartermaster. Somehow they always got more than was normally possible."

Rarity: Red

Effect: Chances of getting a higher quality item from a given chest is doubled. This means that anything that drops an item with a chance of a higher quality item has a better chance of the higher quality item.

Let's say a chest has an 80% chance of a white, a 19% chance of a green, and a 1% chance of a red. Get this item, now it's a 60% chance of a white, a 38% chance of a green, and a 2% chance of a red. Another stack doubles that again, to 20% chance of white, 76% chance of a green, 4% chance of a red.
For teleporter items, this increases the chance of a boss item.
Equipment drop chances are unaffected.

TL;DR Higher chance of better loot, but it's a red item.

Explanation: This item is one I've been thinking about. Better item chances. As a red, though, it would be VERY hard to stack, making it valuable without being OP.

@Drizzle :shrooms: Engineer in #ror2-feedback-discussion with constructive criticism!

real birch
#

!feedback

4th stage lunar seer
Two seers is a nice thing to see, but I believe that it should always give options, costing as much as it does. When not using a seer, it should be the stage that didn’t have an option.

Basically lunars seers are more consistant

iron prairie
#

Artifact of insanity: All items are randomized at the start of each stage, enemy size is randomized each stage, blood shrine health reduction is randomized, enemies are randomly assigned 3 items at the start of each stage, Items are re-selected upon the starting of a new stage. Some Hidden realm portals have randomized destinations, for example, the bulwark ambry portal can take you to aurionalite, and the void fields portal can take you to the bulwark ambry of sacrifice.
Chest cost is randomized, (70-130%) boss spawns are no longer restricted by stage, for example, grandparent can spawn on titanic plains. Enemy spawns are also no longer restricted by stage. Survivor is also randomized each stage, as well as ability loadout (excluding skin). Random events happen every 10 minutes, and can be positive or negative.
Random Events:

  • receive or loose large amount of gold
    -umbra spawn
    -glowing meteorite effect is triggered
    -movement keys/inputs are lightly randomized for 5 minutes
    -ability cooldowns are either increased or reduced by 20% for next 5 minutes
    -spawns enemies around you (effect equal to 1 shrine of combat)
    -Enemies get an extra item/get an item removed
    -Worldspawn Boss
    -Equipment gets rerolled
    -Colorblind Color filter is applied to the screen for 5 minutes
    -Grayscale Filter Is applied to the screen for 5 minutes
    -HuD is disabled for 5 minutes
    -next drop will be a command essence
  • no reticle or aim predictions for 5 minutes
    -1 shrine of the mountain applied to portal.
    -gain the effect of an aspect for 5 minutes
    -next attack deals 10x damage
  • A random Lunar is granted
    Increased or reduced luck for 5 minutes, equal to two clovers or purities in respectively.
  • either a tonic buff or affliction is applied for 5 minutes

A randomizer on steroids

sly marsh
#

!feedback

Release the Anniversary Update on Consoles 😉 hahaha
and keep up the great work!

twilit hull
#

!feedback this one is really specific but can still happen( just happened to me) so it should be addressed, i was on Mthrix and he did the attack where you have to dodge the explosions of light that come from mithrix, there is a tell on the ground to show you where they will appear, but my genesis loop activated, making the whole screen blue, so I couldn’t see the tell, maybe you should make it a different color in the boss fight? Or make it less extreme

compact solstice
#

!feedback

•Alternative Acrid special

(Numbers are estimated, might need balance)

Launches 20 sharp splinters from his back in all direction inflicting 100% damage each and blight/poison

Splinters automaticly aim just like razorwire, however they will try not to focus on the same target and will be spreaded proportionaly between the nearby enemies (10 enemies nearby, 2 splinters each)

This esentially is better than the main special agains few enemies and worse agains many enemies.

Acrid's appearence will change and will remain without his spines until they grow back when the special is ready.

real birch
#

!feedback

Artifact of Lag
Have a 0.3 second delay for every input.

This is a bad idea, I would hate it so much

compact solstice
#

!feedback

•Artifact of quality

Chests would have twice the chance to drop greens and reds but they are more expensive and the spawn of chests is reduced a bit.

White shops get a chance to sell greens
Green shops get a chance to sell reds

•Artifact of quantity:

Chests can only drop the lowest quality posible and chance shrines scam even more.
Normal chests drop just whites, Big chests drop just greens.
However prices are reduced and more chests spawn.

little barn
#

!feedback We do exist: the people who do Void Fields. Allow us to do it constantly, each time getting harder and harder. I cant tell you how many times ive gone below the bazzar and realized i cant do it more than once

real birch
#

!feedback

Artifact of darkness / darkness alternate game mode
Tint the entire screen black… the character emits 12 ī of light in the direction they’re facing. Wisps make 2 ī all around them. Atg missiles and ukulele makes 1 ī.
(ī is a made up unit)
It may be hard to program…

sudden lance
#

!feedback

Artificers clothes clip into her leg during her idle animation,
please fix this I lose a large chunk of my sanity every time it happens

twilit hull
#

!feedback The spawn rate for the radio scanner is really low,I have only gotten the log for one environment, maybe up their spawn rate by a little?( I am on console btw)

compact solstice
#

!feedback

•Lunar item
The next item you pick up will be removed from the item pool permanenly this run. (You will still grab the item and the stacks of that item you already had will remain)

Cant be used in yellow items, item scraps or elite essences.

•pros: Remove that ugly squid polyp from the item pool
•cons: You cant rely on finding the polyp so you may end removing a tri-tip dagger, or completing a full stage without grabbing anything

ocean sail
#

voicechat for multiplayer?

short sky
azure sorrel
#

!feedback
lumerian, mushroom, and possibly a alloy vulture boss equivlents
i know for alloy vultre ,Alloy Worship Unit exists but i mean a large one that can be a boss.
lumerian might be direseeker or another type of overseer job theme (similar to how beetle queen > beetle guard > beetle)
mushroom i have no clue what to suggest

possibly the boss items could let you shoot the lumerian mini fireball with M1
the mushroom could leave a trail of the mushroom slow acid when using utilities (considering most of movement)
the alloy one could activate from secondaries.

these are probably dumb ideas but these enemies have yet to have boss variants

little barn
#

Unnamed [Lunar]

+) 200%(+100% per stack) base damage; stacks exponentially
-) 50%(-50%) base damage of each skill
``` If you have 12 base and deal 100% base damage in your primary, picking up this item changes it to 24 base damage and 50% base damage.

This doesn't change your total damage (as 50% of 24 is still 12), but it does change things that scale off your base damage. Examples are razorwire, will-o-the-wisp, gasoline, ukulele, and tri-tip daggers.
crimson lotus
#

!feedback

Unnamed item (something about a tombstone would make sense):

every 30 seconds a ghost of yourself spawns by you as an ally for 10 seconds. Stacking would add another ghost but have it take longer than 30 seconds for them to spawn.

This could potentially be chaotic and fun depending on the items you currently have as the ghost(s) would inherit your items. Numbers for seconds and everything are just examples and I am not the best at balancing so if you have any criticisms @ me in #ror2-feedback-discussion

little barn
#

!feedback

To make shield a bit more viable, can PSG's give a <1 damage multiplier that's only active if you have some shield? It doesn't have to be full shield, but just.. any shield

A passive amount of armor for shield would be a good way to stop people complaining about losing OSP make shield more viable alongside health, not just by itself (like through transc or aspects).

I think anywhere from 0.95-0.85 would be balanced, but 0.95 is probably the best, since this does scale with armor, and giving too much of a decrease in damage would be quite broken

I would also like to point out I specifically said PSG and not all shield. Yes, it can still be active when you have transcendence's and/or an aspect's shield, but you need a PSG to get this in the first place.

rustic ridge
#

!feedback

Make eclipse modifier able to be added into other difficulty after beating E8

real birch
#

!feedback

New red item!

Repulsion Armour
On hit: for every hit point lost, gain one point of decaying barrier. Does not work with barrier. +30 armour (+30).

So basically a massive chunk of your health give you some protection from the next couple hits, and time to heal up.

brittle shale
#

!feedback

Add some arrows to the portals after the mithrix fight, I’ve seen a lot of comments of new players losing their first win because they didn’t know they were supposed to take the portals.

lusty flume
#

!feedback

Seeded Runs

you know when you generate a minecraft world how you can type /seed and get the string to send to your friends so they can play the same world too? Risk of Rain already partially supports that. I mean, Prismatic Trials are seeded. The functionality is in the game, just not available to players without mods.

Seeded runs would allow players to get a "second chance" on runs they want to repeat. Maybe you got lucky and found a gold portal on stage 1, or Newt had your favorite red after stage 2. It would also help speed runners, so they dont have to hit singleplayer -> select character -> play -> pause -> exit -> repeat to get a good seed.

azure sorrel
#

!feedback
assuming the dlc will have a tier above legendary i have an idea for an item for it, its themed around luck and mar 17th (similar to 47 leaf clover) also gold
leafy top hat (mythical/mythic ( i have no idea what the tier is im just guessing))
on collecting gold a meter will fill up that will drain with time not getting gold, depending on the charge of the meter it will give buffs, the meter will expand based on how much of these you get
(ex: 50% with 2 stacks is equvilent to 100% with 1 stack)
buffs caps:
damage(up to +50% per stack)
attack speed ( up to *1.5x per stack)
armor (up to +60 armor per stack)
luck (up to +2 per stack)

i have no clue if this is too over powered or too underpowered for something that is considered above legendary tier if said tier even makes it into the game

compact solstice
#

!feedback

(In case this is too gamechanging it could be implemented as a optional artifact called artifact of corruption)

•New mechanic: Lunar Corruption

Lunar items would have a list of shared buffs and debuffs.

This is just a example (imagine is balanced)

•Tier 1: 2 lunar items
-Pros:
+20% damage
+50% lunar pod spawn chance
-Cons: +10% dificulty scaling

•Tier 2: 4 lunar items
-Pros:
+15% movement and shoot speed
Cleanesing pools are way more common
-Cons: Gold dropped by enemies -20%

•Tier 3: 7 lunar items
-Pros:
+10% chance to get 2 items when interacting with chests, lunar pods, chance shrines...
lunar shop prices are halved
-Cons:
Player's max HP reduced by 15% (does not affect oneshot protection like glass HP)
Enemies get pasive health regen outside of combat

•Tier 4: 10 lunar items
-Pros:
+1 revive (like dio's)
Newt altars can be activated for free
-Cons:
Enemy movement and attack speed +15%
Enemies have a 10% chance to spawn as a duo
Player's HP regen -30%

•Tier 5: 15 lunar items
-Pros: +1 luck
Confirmed blue orb each stage
Confirmed cleanesing pool each stage
-Cons:
3D printers have a 30% chance to ignore scraps
fall damage +150% (but not lethal)
if a enemy is not an elite gets a 40% chance to be turned into an elite (scales with luck)

•Tier 6: 20 lunar items:
-Pros:
All Lunar item "pros" are buffed
Teleporter event green items have a 30% chance to be blue items
Normal chests have a +10% green item chance
Big chests have a +10% legendary chance
-Cons:
Enemies can spawn as perfected elites
Lunar chimeras can spawn randomly

•Tier 7 (max): 30 lunar items
-Pros:
Lunar pods and shops have free Lunar items
Each lunar item gives +3% increase to all stats
-Cons:
Every lunar item have a 15% chance to give a random item to the enemies
Items have a 35% chance to be unknown until picked up
Oneshot protection is limited to 10 uses each stage

Note: the player will look more pale and crystalized as the lvls increase

azure sorrel
#

!feedback
alive beetle guard from queens gland will give +30 armor per beetle guard alive to the player (ex: you have 2 queens glands with 1 guard alive = +30 armor)
this would make it a bit more like the beetle guard is protecting you due to the armor buff (still queen's gland will be bad)

little barn
#

!feedback Let us pet the beetle guards they are such good boys

real birch
#

!feedback

Make lunar buds spawn with sacrifice on. I want to be able to get lunar items still, and buds are fun

sleek stag
#

!feedback When playing as the Heretic, using Nevermore in the presence of grounded (those walking on the ground and not actively flying or attacking) Alloy Vultures has a chance of recruiting them as allies. Also, occasionally, hostile Alloy Vultures will respond in chat to the Heretic threatening her or cursing her name.

fluid haven
#

!feedback

I think that if shrines of chance and lunar buds can spawn with command on, cleansing pools should too.

round hill
#

!feedback
gaining a stack of resonance disc's charge should reset the duration of all charges

little barn
#

!feedback make beetles faster. The little guys need help

jolly yacht
#

!feedback Would love to see the buttons for a switch controller implemented on pc, they all say [UNKNOWN]. If it's a mod then ill take that tho (btw the buttons DO work, theres just no visual interface)

little barn
#

!feedback Can we get a Campaign?

real birch
#

!feedback

Void fields nerf / change

Reduce the amount of cells to 4 (w w g g), but increasingly scale difficulty for each cell. As well, add a “Mega Cell” that summons void reavers and bosses, but drops the red item. It clears after the boss is defeated, not time.

Also maybe the Mega Cell while active would play a distorted version of Hydrophobia

little barn
#

!feedback

Vigorous Avarice [Lunar]

+) start every stage with enough to buy a large chest. Stacking increases amount
-) Your max health scales off your current money. Stacking decreases how much each gold coin is worth in max health
=) You can never go below 1 max health
digital sigil
#

!feedback
Now that there are white cauldrons in the game, I feel like something interesting that could happen that could potentially make the bazaar a little less consistent but maybe a bit more interesting is - Keep spawning 2 cauldrons, but have the 2 cauldrons be random, where one type of cauldron would be missing each bazaar.

real birch
#

!feedback

Custom Game mode, where you can add the unused modifiers (like in prismatic trials)! Examples include Rich, start with 50 gold, Scenic, stages are no longer in order, Quick, 2x game speed / every component, and Wild, starting stage spawns are tripled

Basically more game breaking artifacts with opportunities to change core gameplay

little barn
#

!feedback

Unstable Tesla Coil should be reworked heavily
some ideas I have for it

+ Constantly on
- Shorter range
+ Stacking makes it deal more damage per second, rather than increase range

Maybe also add something where enemies can shock others near them? That'd be kinda cool.

These changes will be small, but generally very useful. The first thing that will change is when enemies have the item, both in limited spaces like void fields and teleporter charging zones, but also more open spaces like the normal stages.
This will make tesla coil a much more useful item for melee survivors while also being a good backup plan if you're getting swarmed

sturdy plume
#

!feedback
An artifact where you get a different item every time you get an item.
Once you have every item, the process repeats.

little barn
#

!feedback cross-platform I want to die

#

Necronomicon [Lunar Equipment]

+ On Use: All enemies killed get revived as neutral mobs. 
= They will start fighting the nearest entity until they die, or their target dies. **This includes players**
- Revived enemies lose 2.5% max health per second
- Revived enemies that are killed cannot be revived again
- Cooldown 120 seconds
- Passively increases monster spawn rates by 50%
+ Resets on stage completion
real birch
#

!feedback

More preset loadout scavengers, either implemented in another hidden realm or on scavenger spawn they get a preset build and name

twilit hull
#

!feedback add custom keybinds to console, so that the people who cant afford a PC, but still want to use keyboard and mouse can do so with keybinds they are comfortable with. For example the sprint key is ctrl and utility is shift. If you wanna charge your utility and sprint it is very uncomfortable to hit both of those buttons. (and make menus able to be navigated with a keyboard)

hexed epoch
#

!feedback I dunno if this was already suggested or not, and I don't have all the information on the character, but I do know that Kur-skan can only be played through obtaining all 4 heresy items with lunar coins. I suggest being able to select her from the character select screen, but you have to pay 8 lunar coins to play her every time, like buying the items at the store. It gives lunar coins a purpose outside of the playable game, gives people a new insentive to collect them, and allows regular use of the special unique character.

keen nymph
#

!feedback
Bring back some sort of glass cannon melee enemy. I miss clay men and how much they made me want to smash my controller (or keyboard if your weird) and the adrenaline rush you get from running away and shooting/slashing/punching some of these guys while an entire legion of wisps is on you is great

cedar sonnet
#

!feedback
Could we see how much we healed in a game?

jaunty jay
#

!feedback
add local split screen

modern gyro
#

!feedback

i think i would be cool to add the UES Contact Light as a secret world where you could find a dead Providence (edit: at the control room at the head of the ship) and get and achievement with it. how you would get there idk. i haven't thought of that yet.

Edit: SPOILER FOR THE FIRST GAME ||for those who haven't played the first game UES Contact Light is the area where you fight Providence. (he's kinda like mithrix)||

azure sorrel
#

!feedback
make it so the all the chooseable characters have the same base damage but change the numbers used in compensation for their base damage getting decresed , will not apply to heritic she will still have 18+3.6x
some characters have a base damage value that is not 12+2.4x, which makes them either better or worse with items that use base damage (ex: tesla, wisp, frostrelic, equipment)
although it wont really effect the choice of characters taking certiant hesery items cause "number is higher than average"
the conpensation multipliers to keep characters abilities doing the same damage would be
MUL T - 0.92x
acrid - 1.25x
engineer - 1.17x
engineer turrets - 1.33x

example of change acrid posion would have to do 125% per second with 12 (15) base damage instead of 100% with 15 (15) base damage
engineer spider mines would do 700% with 12 (84) instead of 600% with 14 (84)
MUL-T rebar would do 550% with 12 (66) instead of 600% with 11 (66)
engineer laser turrets would do 266% dps with 12 (32) instead of 200% dps with 16 (32)

summary rework numbers so abilities are tweaked to do the same with average base damage stat compared to current

timber trail
#

!feedback
I’m a fan of the sniper so here’s how I would fix the problems you guys had with it. For the shift ability he could have like a grenade launcher that works like the thunder dome but effects the survivor with knock back as well effectively making it a rocket jump. Now the fall damage I don’t know how you would deal with maybe a slow fall where if you double tap space propellers come out of their back and slows his decent also letting him snipe in the air. This would also help with them get away from enemies swarming him. One of his abilities could be a burst shot kind of like suppressing fire from commando. The m2 could be a zoom in and you get one shot with it but this shot does more damage and headshots crit and do way more damage on top of other damage percent also the longer you charge it the more damage it does but it caps kind of like the original. This could work out letting the m1 be the burst fire and m2 being the sniper while still needing to run around and dodge. For his R special we could make it so it works like the scanner but for enemies so it shows you where they are in a short range around you and the enemies also get marked or something similar when hit with this. It could also be a projectile possibly that way you can mark a group of enemies and pick them off. I have a couple ideas for passive. The one I like most is bungis mixed with old stealth kit but only for him it doesn’t effect team mates. So you can stand still and snipe but once you attack or move the effect comes off. Another cool passive would be Head hunter basically just extra headshot damage all around. These are my ideas and if the devs actually see this I hope it helps with the creation of a survivor for people to enjoy.

real birch
#

!feedback

Settings addition
Add another volume dial for character noises and monster noises... I want to be able to hear monsters sneaking up on me while swinging my sword. Of course keeping music the highest of them all...

little barn
#

!feedback Item Idea: Summoning Script. Spawns a basic monster every 20 seconds. This may seem like garbage, but then think about it more. A 20 delay proc nuke. A 20 delay Sacrifice item. A 20 delay heal body for Rex. I will tweak it a bit but this is a basic description. Peace

compact sierra
#

!feedback return this chad in the game

keen nymph
#

!feedback
Bring back golem party
they deserve it

compact solstice
#

!feedback

Make eclipse progression diferent for each character (so loader does not get Frailty and REX does not get permanent damage)

Instead, the characters get penalties adapted for the character's playstyle (like increasing the HP price of REX attacks)

After all, eclipse is single player and the characters progress individually.

near nova
#

!feedback
Add a bit of extra information to a survivor's entry in the logbook that is unlocked by reaching (not beating) Eclipse level 8 with them (aka clearing Eclipse )
does not count towards % completion

Edit : if deemed too hard, maybe it could be lowered into clearing eclipse 3-5 or something

compact solstice
#

!feedback

Give Heretic her own Hud instead of sharing the same Hud as Bandit.

There is even a strange interaction when you have just 4 remaining shots of visions lf heresy you can see the 4 dots in the Hud used for Bandit ammo

austere oracle
#

!feedback
Lunar item idea
Increase movement speed and chest prices by 15% for each lunar item you carry

safe prairie
#

!feedback
||Heretic|| could use some polish for her animations. They feel much stiffer and lower quality than the rest of the cast, and even if you won’t see her in most runs it would be nice if they were more on par with what we have.

torpid field
#

!feedback make the elite essences items not equipment

real birch
#

!feedback

When you hit the random artifact button avoid artifacts with an X, from rule voting. Therefore you can do random artifacts without having to change it each time…

As well make it so random doesn’t make Xs itself

iron prairie
#

Lunar Item
Peculiar Umbrella:
1.5x max health, But halves movement speed, crit chance, and base regen. Negative effects can be canceled out by using more lunars.

Each UNIUQUE lunar item you have will reduce negative effects of this lunar by 1/8

Stacking this item doubles the negative and positive effects, however it also halves the debuff reduction effect of additional unique lunars. This means that having 2 of this item would require 16 total unique lunars to completely nullify the disadvantages (which is impossible)

boreal ingot
#

!feedback
Add more skins for survivors, maybe give special skins that can be unlocked when completing eclipse levels, or even achievement specific skins

little barn
#

Can APR (Armor_Piercing_Rounds) apply to elites, too?
I know this is a weird suggestion, but I feel like with the introduction to more elites recently (and upcoming in the DLC), having a guillotine before going to Mithrix is basically a must at this point. Elites scale so much faster than normal enemies, and having only a single item that actually does anything good against them seems really weird.

Side note: yes, I know brain stalks exists, but that's not more damage against elites, that's extra damage once you've killed an elite. very different, and not as useful when you're against a 2 million health blazing vagrant

If the exact stats of APR is too good against elites, instead make it deal extra damage based on target's max health.
Actual stats could be: Deal 1%(+1% per stack) extra damage for each 5,000 health your target has

This allows APR to scale a lot better with time, while also staying true to its lore of being able to pierce anything, no matter how tough.

little barn
#

!feedback

Unnamed [Legendary] ```diff
+) On hit: apply % base damage as execute threshold to target

This item concept is mostly going to be useful for things you need to hit a lot. Either enemies that have a lot of health, or just really tanky enemies.
little barn
#

!feedback

Fix clipping items and skirt on Artificer. Example on screenshot

boreal ingot
#

!feedback
Add a new lunar item (unstackable): Soul Barrier

Monster's elites' effects dont apply on you anymore. Example: the burn effect from fire elites, the slow effect from ice elites etc. But the damage will still stay the same. In turn, amplify damage effects from monsters (except the effects from elites), like the bleed damage from imps and the burning debuff from elder lemurians

compact solstice
#

!feedback

Remove the Frost explosion chains from elites.

Is so unfun when you get frozen 3 times in a row, taking full damage each time and restarting the unfreeze cooldow.

Just remove that, dealing only damage but not increasing the freeze duration

azure sorrel
#

!feedback
risk of rain 2 4-pack for $84.99 (15% off) and equivlent of that in steam store for other currencies

queen plover
#

!feedback
Make the white item cauldrons drop 5 whites instead of 3.

Going off of how much green items are worth, a white cauldron taking a red would give you 15 white items. But that’s a little super overtuned

3 whites is kinda insulting.
5 is the perfect balance between not too much and not too little

austere oracle
#

!feedback
Combat shrines in multiplayer either need a health decrease or a reward increase, because as it stands they are genuinely just not worth the time if you have 4 people.

azure sorrel
#

!feedback
swarms effects engineer in a way he can place double the turrets with half the hp and cooldown
engineer is the only "summoner" character that spawns turrets, considering enemies in swarms have half the hp but there are double the enemies it could make sense the engineer could have a similar thing apply to turrets
the ability max stock, max turrets out would be double compared to without swarms and the cooldown would be cut in half ||( or a bit more than half due it would be a bit more advantagious to have a turret with less cooldown despite half the hp)||
if this did happen turret stats would be:
hp: 65(+19.5 per lvl)
regen: 1.5(+0.3 per lvl)
damage: 16(+3.2 per lvl)
armor: 0
speed(carbonizer only): 7
this would allow for some crazy and risky strats with engineer in swarm due to turrets have half the health and you have double of them.
you could proc more razorwire
you could heal up allies faster
tesla coil is even more effective
nukhanas would be proced more often ||over all is slightly better due to more healing to proc it from yourself and roughly double nkuhana dps due to with more turrets from one engineer nukuhanas get exponentally better||

although this change would be mostly dumb due to it would make swarms the only artifact that effects a specific survivor, it would make swarms slightly more interesting other than being used with sacrifice to get slightly more items and making on kills have twice the potential.

compact solstice
#

!feedback

Buff both Artificer Primaries

Why?

MUL-T scrap launcher:
-More damage
-Faster projectiles
-Big AoE explosion
-Recharges faster

Both Artificer primaries are insulting

real birch
#

!feedback

Make AP round visual effect with crit slightly more obvious, because atm it's a slightly darker orange as opposed to a red.

timber ice
#

!feedback
Add an indicator that shows where the hooks of heresy projectile will go while charging it

rocky peak
#

!feedback
Have a Campaign/Story Mode

little barn
#

!feedback make nkuhanas altar more interesting. Like it just seems so bland. It would make wetland aspect alot cooler, too. Like add branching tunnels with chests and enemies

little barn
#

!feedback Obstacle Course Alt game mode.

real birch
#

!feedback

Make Captain's Diablo strike nuke shell disappear (or explode!) after 10 seconds... It get's a little weird when this happens:

thorny sonnet
#

!feedback
Time for another survivor idea.
The General, a literal tank of a character, doesn't have much mobility but he deals and tanks a ton of damage.

compact solstice
#

!feedback Upgrade Artificer's landing animation, is strange how she makes a noise after landing considering she never stops floating, also is weird to see she leaves some particles in the floor without touching It (not to mention it feels very odd to take fall damage without even touching the ground). Artificer should land the feets on the ground and then start floating again.

compact solstice
#

!feedback Drasticly increase the feedback from Resonance Disc, I just know i am doing more damage but I dont "feel" it, the disc acts very odd and the effect is invisible to the player, you dont know when it was launched or when it returned. I just ocasionally see the disk be launched and that's it. This item should have way more sound effects to give feedback to the player becasue this item feels like an invisible aid when it shouldn't.

little barn
#

!feedback

When you use a cleansing pool with Command active, you should be able to pick which pearl you get.

That is all

sullen imp
#

!feedback
SNIPER

-Captain spawns in with a item that lets him stop projectiles. Sniper could have a item that lets him charge the teleproter form longer distances, obviously having the item let him charge it from any spot in the map would brake the idea of the even't. It would need to be restricted.
● Scoping in changing the perspective into a FPS is a natural conclusion - but would we have headshots? What about weak points? Would that be satisfying?
-Headshots would be really cool to see but I personally don't see them being that great to implement. There are a lot of enemys that move around a lot and also have different hit boxes. I would love to see this changed to a way to greatly increase his critical chances. Could be that the longer the shot does more dmg or that his Spotter is more of a passive that lets the player select a target for more crit. Rather than it just picking the strongest target```
**MINER**
```● His kit would need to be revisited entirely, similar to how we approached Loader’s transition from RoR1 to 2. What thematic elements do we keep?
● He used dual-wielded pickaxes as a weapon, which is unique. It was cool that he didn’t seem equipped for battle.
● He has a lot of armor and shielding on his suit - could there be something there with armor, blocking, or something in that nature?
- I once had a discussion with my friends about miner and we all agreed that the whole kit would need to be reworked. What we settled on was that miner could be like Engineer. Have miner use his pickaxes to mine 'something' in the map allowing him to make deployables that help him fight, This could be armor, buffs, dmg zones. Taking this idea further you can have maps that have different ores, changing game play slightly per map.```
swift lodge
#

!feedback an artifact that just increases spawn cap and speed

tall plume
#

!feedback esc key closes artifact of command gui

little barn
# tall plume !feedback esc key closes artifact of command gui

!feedback
Command GUI should close if any button is pressed. That way you don't have to move your hand to esc if you see a fireball is coming towards you, or a mushroom projectile landed next to the scrapper.

Time is an important aspect of Risk of Rain, and the 0.1 seconds it takes to press esc versus pressing a movement key might just be the deciding factor if you die in that run.

little barn
#

!feedback
engineer's pressure mine should be buffed. i dont really know how, maybe better range or damage, idk. I just want the pressure mine to be something to at least consider. they're practically useless atm

little barn
#

!feedback

Commando's Phase round should stack exponentially.

I'm assuming the buff of "+40% total" was because of Desperado's similar stacking, but since it's such a different skill with an extremely different system of dealing damage, I think Commando deserves a little bit of extra possible damage.

currently, the way it stacks is 300+1.4*x with x being the enemies pierced. What I'm suggesting is 300*1.4^x. Such a simple change, but in will buff phase round in a way that will make it unique, and fun to play with.
If you think this is too good, possible balance changes are
• lowering 300 to 200-250
• lowering the +40% to 30%-20%
• decreasing the projectile speed
Any of these will make the exponential scaling still fun to use, but not insanely overpowered.

potent basalt
#

!feedback
Artificer's ion surge should be an alternative utility skill.

Also maybe give the flamethrower another variant like a plasma beam with more range, but no ignite.

frank plinth
#

!feedback

Alternative Artificer Utility

Destabilisation Field
12 seconds cooldown

Cast a 20m field, destabilising enemies inside for 6 seconds.

Destabilisation: Enemies are unable to move.

granite pagoda
#

!feedback

Having both Kjaro's and Runald's should give them a bonus effect

Here's what I came up with:

Kjaro's fire tornado would increase in size/radius, making it better for aoe
Runald's gets a pseudo-freeze (without the execute) effect that makes enemies unable to act and visually freezes them (using Runald's visuals). The freeze's duration would stay fixed at 3 seconds and wouldn't stack.
The duration for both would stay the same.

Alternative ideas that other people came up with would be:

  • The fire tornado sucks enemies caught in it into the center
  • The fire tornado has a chance to burn enemies
  • Runald's gets some sort of aoe effect

In-game the text for when you pick up the bands would say something among the lines of:

Kjaro's: "If you obtain both bands: Feel The Power Of Ifrit"
Runald's: "If you obtain both bands: Feel Her Biting Embrace"

winter berry
#

!feedback

mastery skin issues

In The new update, we also experienced updates to mastery skins that were only recolors, but in the process, rex Captain and Acrid all were left out in this party (Yes i know rex's flowers change just a touch, but that is the smallest thing, and you barely even can tell the difference

Captain could use a few medals and acrid some acid scars, I know trying to include everyone is a tough thing, so this could come in a new patch or the dlc, because no matter what changes are made to the skins, each will get way better

azure sorrel
#

!feedback
make engineer turrets have some armor and slight regen buffs to stationary to help with surivivability
engineer turrets can die fast even in good positions due to enemies that deal high damage but the attack can be dodged by any normal character
buffing regen on stationary to 2.5+0.5 and giving stationary 20 armor and carbonizer 12 armor could help a little bit with surviviability

little barn
#

!feedback allow us to be able to cancel supply beacons on switch.

rocky bay
#

!feedback allow increased attack speed to decrease the time it takes for engineer's pressure mines to arm.

queen plover
# rocky bay !feedback allow increased attack speed to decrease the time it takes for enginee...

!feedback
on the topic of attack speed, maybe there should be a term for skills that have their capabilities specifically adjusted/affected by it?

For instance, suppressive fire and eviscerate both deal more hits with more attack speed. So on the survivor menu the skills would be listed as Ramping or something. Alternatively, each skill that scales with attack speed could just have the description changed to showcase that(evis doesn’t list it)

Also maybe let diablo strike come down faster with more attack speed I’m told this won’t be happening

little barn
#

!feedback
there should be an option to have proximity voice chat.

velvet slate
#

!feedback
Add more Worm Variants such as Malachite Worm, Celestine Worm, Ice Worm, etc.

little barn
#

!feedback
nerf equipment spawns late game for the artifact of sacrifice

safe prairie
#

!feedback
In cases where Diablo strike targets an airborne enemy, make the shell travel until it impacts the ground (visually) so you don’t end up with a floating shell. It’s a bit weird when that happens.

little barn
#

!feedback Allow us to scrap equipment, but instead of giving us a new scrap and new printers all that stuff, give us a random rarity. Like the chest rarity chance: 1%red, 5%green etc. It would help with long haul Sacrifice runs

velvet slate
#

!feedback
Add Shock AOE to the bounces of Captain's Tazer

queen plover
#

!feedback
make phase round travel speed increase with attack speed

broken loom
#

!feedback quick restart for prismatic trials (merc acheivement) | (edit) for all runs, not just prismatic

final matrix
#

So I just was playing as the Heretic and I had a sh*tload of items, but one problem I see this game having still is that the physics are still effed up if something else was the source of the force in the physics. E.G. if I jump after hitting one of those shrooms on Sundered Grove you go flying in the direction that the shroom launched you.

On this note, I was on the final level (the moon) and I jumped after I got launched up to the final boss and got stuck in the barrier because it was still trying to send me forwards.

vale rivet
#

!feedback

i'm gonna add my idea on to the pile of already existing suggestions to balance the gesture (which imo is currently way too powerful).

gesture of the drowned change: equipment cooldown is doubled but it is effected by attack speed (15% attack speed bonus -> 15% cdr), halving the cooldown might be a bit far but this is mostly just a concept and would of course need to be balanced to make the gesture a fun lunar item, also because the auto activation can be useful in runs where you don't wanna be pressing q every 2 seconds, it would be nice to have the effect in some capacity either as a separate lunar item or just keep it on the gesture as another "downside".

azure sorrel
#

!feedback
add a cap to ammound of diablo strikes a captain can have out at once
diablo is currently the only 20s+ cooldown ability that has no cap to the amount out at once
engineer is limited to 2 turrets and one a bubble shield in vanilla
loader is limited to 3 pylons in vanilla
considering diablo has a 40 second cooldown its weird that it lacks a cap compared to loader's pylons or engineer's bubble shield and turrets

real birch
#

!feedback

Change Mithrix’s lunar chimera phase to scale with difficulty. Currently on drizzle the chimera phase has more health than all the other phases, deals more damage and is harder to dodge (wisps).

frigid burrow
#

!feedback would it be possible to change the artifact command so that you simply select via the tab key which item you want to have right now, simply for each level so commen uncommen ect and when you press tab again you can select the new future items. would be hella lot less hussel with all the items and fun builds

frigid burrow
#

or even simpler just rember my selection button Check/Uncheck

queen plover
#

!feedback
uh, fix parents sometimes turning completely invisible? Unsure if this is just a multiplayer thing but it’s pretty not nice. they teleport and then don’t reappear

little barn
#

!feedback Make it so A Moment, Whole has an edge so I can pull the twisted scavenger off with a prim cube

rustic ridge
#

!feedback
When players having a Gnarled Woodsprite as their equipment , health bar will appear above allies when your crosshair hover over them.

queen plover
#

!feedback
please make disposable missile launcher not matched by 2 stacks of a white item

Here’s an easy change to make it not directly matched by fireworks since their stats are identical outside of proc coefficient:
more damage

here’s an idea to make it stand out a bit more: some kind of target painting system like engineer harpoons

some additional ideas from @void chasm: maybe changing DML to a charge based system, so you get 2 charges of 8 missiles(like a free fuel cell). Tapping would send them out randomly and holding the button would allow you to choose specific targets. Also gives you the choice in how your rockets are used: maybe if you’re feeling overwhelmed by a gaggle of wisps you can tap it, for a boss you could wait for a full charge and unload every missile on them.
Gesture would just make it random all the time.

cursive beacon
#

!feedback

Make KipKip's genesis loop explosions visible when using Spinel Tonic. They're nearly invisible and this is very dangerous when running a permanent Tonic build.

rustic ridge
#

!feedback

Equipment idea :
Machinery Disposal Ordinance(Not final name.) : Recycle a targeted drone into scraps , has a 30 second cooldown. The amount and the rarity of the scraps each drone gives depend on how much the drone costs :

Gunner Turret : 1 white scrapItem_Scrap_White
Gunner & Healing Drone : 2 white scrapItem_Scrap_White
Missile & Equipment Drone : 1 green scrapItem_Scrap_Green
Incinerator & Emergency Drone : 2 green scrapItem_Scrap_Green
TC-280 Prototype : 4 green scrap.Item_Scrap_Green
(Scrap amount and rarity can be further discussed.)

Special interaction :

Machinery Disposal Ordinance doesn't work on Strike Drone , Engineer Turrets , Squid Turret , Quiet Probe and Delighted Probe.

Upon recycling Equipment Drone into scraps , it will drop the equipment that you gave to it.(Equipment swap mechanic will stay the same.)

All opinions are welcomed.

tough pendant
#

!feedback Overgrown Printer Change

Remove overgrown printers.

Why?
Overgrown printers are for yellow items, yes. Yellow items vary in power level, as they show up in different situations. Making them unprintable makes each one you get unique, not something that could be made way better with a printer. Yellow items aren't meant to be similar in power level. It doesn't make sense allowing players to turn weaker yellows into far stronger ones for no cost. This would also open the door for more yellow item design, a tier where each item is truly unique and can't be turned into something else.

queen plover
#

!feedback

real birch
#

!feedback

Speedy Printers and Mass Scrappers
3D printers are slow, and I get while that nerfs them, it makes it really boring to click E, wait 3 (?) seconds click E, wait and continue. Scrappers are also somewhat annoying because they scrap up to 10 items, but so it one at a time.

What I’m saying, is:
Make 3D printers be able to input multiple things at a time by spamming E. You’d have to change the shape to make it look good, but it would be QoL (for me at least.)
Make scrappers do a big scrap, throwing scrap in all directions around it like a fountain… because fun!!!

Feedback feedback is much appreciated

little barn
#

!feedback
take dio out of the monsters items in the void.

I usually wouldnt have a problem with it except for the fact that they have immunity when they respawn.
while this isnt necessarily the biggest problem, it definitely gets annoying.

near nova
little barn
#

!feedback Wanna make Wake of Vultures a REAL legendary? Instead of gaining the elite power, you steal it from the elite you killed: you also have immunity to that elite type for the duration of the wake of vultures effect

near nova
#

!feedback
Real suggestion now, ignore the above

Tweak the Eclipse 6 modifier so enemies have to give at least $1. Most pre spawned small enemies in stage 1 will give you literally nothing for killing them which is pretty infuriating and makes the modifier far harsher than '' -20% '' during the first stage.

broken loom
#

!feedback pressing esc should close the command artifact menu and in single player the game should be paused in the menu

little barn
#

!feedback
super big brain idea that devs will get jealous that they didnt think of it and hopefully steal my idea:

an item that gives you more xp when you defeat elites or bosses 🤯

at first it sounds dumb, but then you think for a second and are like: "hey wait a minute, that can prove to be a pretty useful item"

little barn
#

!feedback
add another optional boss

I think its pretty cool we have the boss that u can get to with the beads of fealty, but i kinda want a boss that's hardly possible to beat. let me explain:

around the end of a command run, you get so over powered to the point where you practically one hit anything. at that stage, then fighting the boss would be just as easy as fighting a lumerian on stage 1.

I want there to be a boss that even after a long sacrifice swarms command run, you would still have a hard time trying to beat, and it would still feel like a boss.

I think that an addition like that would be pretty sick, and an amazing achievement to those who beat it without command or without sacrifice. It could even be so powerful that it's something to brag about at first.

anyways, i doubt this is going to get any attention, but in my opinion, this would be something i look forward to being implemented into the game at some point.

little barn
#

!feedback
ITEM

A Familiar Blade

Lunar Item

The Providences blade but highly damaged and a faint cyan light coming out of it

Replaces your second ability with a teleporting leap using the remaining power from its blade to use providence's teleport leap ability

Cooldown = 15s
Damage = 24 - 89

Log Report:

Description:
It Holds a strange power of his that might fight back...

This item would have its own special place in the lunar shop like the shopkeeper found it somewhere
it would cost 20 lunar and with it you will get an achievement called "The Blade and The Hammer" referring to providence's blade and Mithrix's hammer

This item cannot be given through artifact Command

if you get this item, every 5 stages a Shadow of Providence that he used in Phase 3 will appear and spawn near the player attacking it with the moves it had in the first game

i had fun typing this ngl 😄

safe prairie
#

!feedback
Add a tracking laser/beam/spotlight to the Lunar Chimera Wisp machine gun attack showing their aim, possibly making avoiding it feel a little more fair/fun.

little barn
#

!feedback Item idea: Zen. Equipment. All attacks and items have a proc coefficient of 10 for 8 seconds. 45 second cooldown

little barn
#

!feedback Make it so when the teleporter ends, all the beetles left on the map commit die by jumping off the edge.

cedar sonnet
#

!feedback a button or item or equipment to clear the world of all command essences to help prevent equipment essence overflowing the world

solar widget
#

!feedback make artificer fun

little barn
#

!feedback
I don't think this got enough attention because i'm pretty sure you need the message to be in #top-feedback-archive for the developers to consider it so i'm gonna re-post it, but fix it up just a little bit.

engineer's pressure mine should be buffed. i don't really know how, maybe better range or damage, maybe an effect over time, carry a lot more?

Why?

I just want the pressure mine to be something to at least consider using. Whenever somebody gets the spider mines, they switch to it without a second thought and don't bother trying to use the normal one anymore.

For good reason too, because the normal mines basically don't do anything.

little barn
#

!feedback

Unnamed [Lunar]

+ over time, increase firing speed by 200%(+100% per stack); increases exponentially
- base firing speed 50%(-50% per stack); increases exponentially 
real birch
#

!feedback

A nice addition to the game would be if Lunar chimeras were able to get lunar items with artifact of evolution. On commencement enemies would always get lunar items, with some such as gesture being blacklisted

near nova
#

!feedback
For the love of god, improve arrow rain proc coefficient. This can be considered one of the most (if not the most) underwhelming abilities in the game simply because it's flat out extremely weak for absolutely no reason other than a screwed up proc coefficient. It scales terribly and it synergizes terribly with just about any damage item, and it does not really complement the rest of her kit in any notable way.

It's absolutely pathetic. If you have FOUR Clover and one TriTip_Dagger you still have about 15% chance of not proccing any bleed whatsoever in an entire use of the move. (See the image). (And said bleed will deal like 20% of it's damage, as you're most likely not gonna be able to stack it)

It's a direct downgrade to Arti's flamethrower in this department, for example. Not only arti flamethrower hits three more times and has the full proc coefficient of 1.0, it has a much shorter cooldown. There's also Rex's Drill, it hits 16 times and has a proc coe of 0.5, which still keeps it way stronger than arrow rain. These two moves are just flat out arrow rain but better in most scenarios, why should huntress get the short, planck-lenght sized end of the stick when she's the dedicated glass cannon character?

Even an underwhelming, weak proc coefficient of 0.4-0.6 could be acceptable, but not 0.2.

bold grove
#

!feedback

Make the clay pots on Abandoned Aqueduct easier to move, or increase the threshold for the gate buttons to depress. Or both. idk, it just gets annoying to move a pot pixels above the button for it to just slip down a slope and waste your time.¯_(ツ)_/¯

little barn
# bold grove !feedback Make the clay pots on Abandoned Aqueduct easier to move, or increase ...

!feedback

counter idea: make the pots moveable via pick up.

Pressing E should let the player pick up a pot, and pressing E again should be able to drop it. Holding E with a pot in your hands will let you throw it, so you can use it tactically (what I'm assuming was the original idea of the pots being pseudo oil barrels that explode when shot).

Using a skill with a pot in your hand will drop the pot as well, but this could lead to complications if the skill is an AoE or delayed attack, so be careful!

tough pendant
#

!feedback Button Change

Even better, make the buttons stay pressed for a full minute after pressing them in.

Why?
Nowhere near as clunky as using pots, makes more sense than needing to use a pot. It would still require effort, but it wouldn't be as difficult as it is now.

maiden tundra
#

!feedback
It does not make sense for lunar chimeras to drop regular items with artifact of sacrifice, especially not with a higher drop chance as it is now. To fit more thematically, lunar chimeras should have a (very) low chance to drop a random lunar item on kill.

honest jay
#

Will add a wicked ring to the game?

maiden tundra
little barn
#

!feedback Item idea: Atomic Clock: Makes all items stack linearly

honest jay
#

!feedback Item idea: Armor-piercing projectile - increases damage to shields by 5% (+ 2% per stack).

little barn
#

!feedback

Barrier and shield should have their own armor values. Not too high, but noticeable from the base health of the player.

Shield could be +20 (on top of items and base armor of the given character), and barrier could be +5 BUT be increased by Aegis for +40 per stack

This would give both shield and barrier a new purpose and buff them in an interesting way.

earnest laurel
#

!feedback I don't know why this isn't a thing yet.

Give shields a damage gate. Whatever damage breaks your shield won't spill over into your health. Shields would be another kind of one shot protection.

This would also make mixed-health builds more interesting. Right now, its transcendence or no shield is most powerful (maybe only in early game, but even on god runs the shield cooldown tends to ruin normal OSP). This would provide another option.

gritty pilot
#

!feedback

Bionic Transmuter

X% of healing (+Y% per stack) also heals shields

(This heals both at the same time, unlike aegis which is based on overflow healing)

real birch
#

!feedback

Artifact of OSP
Give the player two tonic afflictions and a incandescent pearl worth of stats at the start of the game

maybe throw in a couple PSG's

little barn
#

!feedback

add something similar to MvM from Team Fortress 2 where you are in one map the entire game and you fight off waves of enemies.

At the end you get money that you can then use to buy items from a shop in the corner, and there can even be canteens like from MvM where they give you guaranteed crits or instant heal + full shield, or no cool downs for a certain amount of time, etc

players respawn at the end of rounds (or there can be an added medic character for the game mode)

little barn
#

Praying Shrine/Altar

When you pray, you give up 2 lunar coins and stand still for 10 seconds.
After this period, you gain +1 luck for the next 5 stages (could also be permanent, if 5 stages is too weak)

I won't lie, this idea was based on a bot and their pray command

safe prairie
#

!feedback
Shrines of Order are funny, but realistically their risk is very rarely worth the reward.

It may be more useful if it also gave a small temporary/permanent boost to one of your base stats, maybe for each item you sequenced. This may be more thematically appropriate for an “upside” to using the shrine too.

static vigil
#

!feedback make it so that while spectating you can see the cooldowns of the player so i dont wonder why my friend is using no abilitys while spectating

little barn
#

I've seen a lot of discussion surrounding Huntress and her damage problem, and I'm here to take a shot at suggesting something that can help.
Currently, All survivors increase per level by 20% of their base.
My idea is to break this mold, but specifically for huntress. Her description is "extremely mobile but fragile survivor with a high damage output," and I feel it's a shame she doesn't feel that way in most cases.

My suggestion: give her a passive, then reduce her damage to 10, health to 80, and regen to 0.8
Passive: Assassin's methods

All level up stats increase by an additional 50% of their normal amount

This makes Huntress get 10 damage +3 per, 80 health +36 per, and 0.8 regen +0.24 per.
It increases her much faster than the others for the downside of starting with less damage output.

This could make her a great "better in a few minutes" type of character where you have to put time into making her better instead of instantly getting good damage. Yes, this would make her a bit harsher in early game, but much, much better a few levels in.

Edit:
I did some quick math and I found that Huntress would quickly overcome most survivors with this model after level 10

10+3x > 12+2.4x
3.3>x
Huntress becomes stronger than baseline after level 4
Health:
80+36x>110+33x
x>10
Huntress becomes more healthy than baseline after level 10
Regeneration:
0.8+0.24x>1.0+0.2x
x>5
Huntress heals faster than baseline after level 5

In conclusion, this would be extremely overpowered and would definitely need a nerf lol.
Besides that, though, don't think about the exact numbers; instead about the idea of giving her lower starting numbers and higher increase per level, as that is what my post is mainly about.

swift siren
#

!feedback

Make Multiplayer More Cooperative!

This will give a bigger sense of camaraderie and teamwork to a group of randoms who may not speak the same language in chat, or be communicating through a voice chat. This could give life to the suspiciously robotic (sorry, MULT ) players you meet online, who almost never interact with other teammates.

Some ways to do this:
-New skills that benefit allied survivors!
-Multiplayer interactions. Visual gestures such as high-fiving, taunting, joking, laughing,
etc.
-Diversify pings! Maybe a ping wheel, like League of Legends' can be implemented and adapted to fit Risk of Rain.
-More team-based equipment and items! Maybe reduce the cooldown of Susprite when sent to an ally. Rejuvenation_Rack could double the healing given to Survivors!
-Post-death activities to keep players engaged! Let them play as one of the Beetle Guards, drones, or even one of the monsters.
-Support survivor that fulfills the support fantasy! with heals, protection of teammates, and shields. Captain dips into the role, but his healing and shock beacons are heavily outclassed by the power of the hacking beacons.
-Sharing is caring, have teammates divvy up the teleporter loot fairly, with each player having a claim over each peice, and being able to relinquish or trade their loot with an ally. Loot is assigned via which character it is good on. For example, Commando is assigned the Shatterspleen, and Loader is assigned the Runalds_Band. Items could also be marked with, "Good on:" indicating which character on your team they synergise best with.
-Lunar coins could be distributed between teammates. Beads_of_FealtySpoilers: ||The Twisted scavenger in A Moment, Fractured could drop a sack for each player?||

Thanks for reading!

little barn
#

Colossal Farewell [Lunar]

+) Gain 100% (+100% per stack) max health
-) Your character model and hurtbox become 35%(+35% per stack) larger
real birch
#

!feedback

Shrine of order, rerolled!

Allow shrine of orders to be rerolled, but with the increasing price of the lunar shop refresher. atm it’s almost always a curse, but if you could sort of steer it in the right direction it might be desirable.

onyx sleet
#

!idea

Gilded elietes in the coast!

Gilded elietes would drain money similar to brittle crown on a hit, each gold it gains the more powerful the enemy becomes which could be indicated by a brighter gold shine but will drop stolen money on death. This would make the gilded coast a more fun zone instead of going in farming basic enemies for the pillars and add unqiueness to the stage

little barn
#

!feedback please make clicking "locked in" unready you, it makes little sense to me that you can't unready, it's currently a nightmare in multiplayer when you're trying to configure artifacts or survivors for metamorphosis and the only way to avoid the game starting is to have someone leave the lobby

still acorn
#

FIX MULTIPLAYER SERVERS

river anchor
#

!feedback please man make Acrid great again, there are currently glaring issues with the character which include but are not limited to

  • Epidemic has the same range as the teleporter ( not the red ring, the actual teleporter pad, like come on this is sad

  • Epidemic is limited to only 20 enemies for some arbitrary reasoning

  • Blight is nearly worthless late game unless you have very specific items or builds, and even then it's still not as worth it because apparently new stacks don't refresh current stacks????

  • Apparently bite only heals 5% of your health for some reason?

  • Acrid has one debuff now from his poison, as compared to 3 that he used to have, why did you massacre my boy like this?

  • This has been beaten to death over and over but dear lord why doesn't poison kill, blight feels like you guys giving us the middle finger after we cried about it being nonlethal , which even early game poison is better for DPS because it has two ways of scaling, one based on monster health the other on your base DPS ( it chooses the highest )
    This parts kind of me nitpicking so ignore it for the actual rating

  • Why he walk on two legs? His back legs are designed in a way where it's clear he was never meant to do that, he has clearly never done leg day, idk always felt weird to me

  • His albino skin makes me sad because he has no gotdamned eyes

  • When people strategize that the best way to play a melee character is to remove his melee attack in favor of a ranged attack come on guys there's a problem there

main goblet
winter berry
#

!feedback

add skins for beating 4 and 8 eclipse rounds

(based on ENEMIES AND BOSSES)

4 could be like, the small tier/ normal enemy
And 8 could be the boss for that family of enemies

(gonna use parents/grandparents as an example for loader)

after beating eclipse 4 with loader, it could be like:

A skin as/based on the parent (large smashy lads)
And then after you beat eclipse 8, you get ANOTHER skin that is based on a grandparent, so loops, rings, and all that jazz

tawdry torrent
#

!feedback
Allow the modifiers in eclipse mode to be toggled and adjusted once they're unlocked. It could work similarly to the pact of punishment from Hades, with a ranking based on the highest overall difficulty on which you manage to complete the game.

For example: Instead of always having -50% starting health, it could be changed to 0%/25%/50%/75%/90%, and increasing the eclipse level by 0/1/2/3/4 accordingly.
Overall it would make Eclipse feel more fleshed-out as a gamemode, by giving players a way to tweak difficulty to their liking without relying on mods or artifacts, and without reducing the potential challenge.

little barn
#

Give huntress a new passive:
Assassin's Learning

double XP intake

This will make her scale better in terms of, well, everything, since she now levels up twice as fast.

sturdy plume
#

!feedback
Cursed hourglass
Lunar equipment
Rewind time back 30 seconds
BUT
Accelerate time irreversibly
(Faster difficulty scaling, monsters attack faster, monsters move faster, etc.)
(One time use possibly?)

safe prairie
#

!feedback
Give Huntress a conditional passive that rewards you for attacking while sprinting, which is meant to be one of the selling points for the character.

This could be something as simple as bonus damage/attack speed or some sort of status effect, as long as it encourages you to sprint in combat.

rustic ridge
#

!feedback
Give Huntress a passive that her m1/m2 attack range scale with her current movement speed.

safe prairie
#

!feedback
Add a debuff icon to be applied with hellfire for consistency.

queen plover
#

!feedback
once again suggesting titans and golems don’t switch targets during their laser attack until the target is dead because getting a no warning -50% of your hp is not very fair

lunar cloud
#

!feedback
Stupid idea but I like the idea so I want to share it: time warden's sidearm.
Lunar equipment, on use, fire a bullet that deletes enemies completely, barring bosses, which it deals %25 max health. BUT when you fight mithrix or go to a moment fractured, ALL the enemies you have "killed" arrive for a little payback

rustic ridge
#

!feedback

REX skin idea : Ebony/Charcoal , a dark color scheme skin for REX.

Obtained by achieve "Photosynthesis overdose!" : Effect by a total of more than 40 stacks of heat related debuff (Including ignite , burn , overheat and helfire).

Description : Plant need light right? What could go wrong?

little barn
#

Change irradiant pearl immensely

10% to every stat is cool, but it's relatively not very useful. Instead, make it a bit more serviceable for every character in every way

+50%(+25%) damage
+50%(+25%) speed
+50%(+25%) regeneration
+10 armor
+0%(+30%) armor

This will help irradiant pearl actually be interesting, and the 20% chance doesn't need to be changed at all, since the cleansing pool rarity is hard enough to get right.

crisp pilot
little barn
#

Thin Build [Lunar]
I'm fast... not strong

+) 50%(+50% per stack) cool down reduction; stacks exponentially
+) 50%(+50% per stack) attack speed; stacks linearly
-) 50%(-50% per stack) base damage; stacks exponentially
little barn
#

Makeshift Molotov [Uncommon]

+) Fire related effects deal 110%(+10% per stack) total damage per target on fire
+) Hitting multiple enemies in a single attack ignites all enemies hit
open tartan
#

!feedback
Lem's Candle (Equipment, 25s cooldown): "Attract an ally. Waiting longer gets a stronger ally."
Smells like... vieux-boulogne?
Sits on top of your head like Wax Quail. If you have both, the models overlap and the quail becomes the candle.

Passively, this equipment builds up credits over time. (Placeholder number: 1 per 2s. Does **not** scale with difficulty coefficient, but does scale with cooldown reduction.)
When activated, it uses the available credits to summon one monster ally appropriate for the stage, walking out of a portal like void reavers do. If you have more of these allies than equipment charges, the oldest one leaves in a similar way. (Reminder that non-drone allies don't transfer stages.)

With the placeholder values, using the item constantly only gives a beetle/lesser wisp/jellyfish/lemurian.
  • 1 minute: Imp/alloy vulture/hermit crab.
  • 2 minutes: Golem/bison/beetle guard/brass contraption.
  • Things escalate pretty quickly, like 20 minutes for a Beetle Queen.
  • It's possible to get an elite ally, so the huge gap does contain stronger options.
feral dock
#

!feedback
Bring back quick play. Really. Joining mid-game is pointless, and lobbies are hard to find, at least in SEA. Ping shows up as n/a most of the time. Why remove quickplay?

waxen geode
#

!feedback
Can you guys make it so when i press ESC on item selection menu I just close the menu instead of opening another menu on top of that? So many runs ended in sheer panic of pressing ESC and just standing there while looking at buttons

little barn
#

!feedback

so i had an idea to bring back an risk of rain 1 item

soooo

Shatered mirror

use item

all of your damage is increased x2 for 15 seconds
cooldown 75 seconds

and a shadow version of you will appear right beside your character

Pickup text:
Create a shadow partner for 15 seconds

edgy breach
#

!feedback

There needs to be protection on items you obtain. Too many trolls waiting by your items, especially when command is on, and just loot ninja them. We need at least a couple seconds of protection to whoever opened the chest / killed the enemy with sacrifice / chose the item with command. Same with printers and scrappers.

agile blaze
jaunty jay
#

!feedback

On coop make it so you have to press e to pickup items instead of stepping on them so you dont accidently take something thats better for someone else, for example if loader picked up bungus when engineer was in party

fiery palm
#

!feedback

On ps4 theres this bug that when the host leaves the lobby and you head back to multiplayer it says its looking for games without pressing anything, unable to use any of the buttons except back. only thing that solves it atm is restarting

Leavers are annoying but this really does make it worse...

stray wyvern
# little barn !feedback so i had an idea to bring back an risk of rain 1 item soooo Shatere...

!feedback

Alternatively:

Shattered Mirror (Equipment)
"Summon a shadow clone that copies your movements x seconds after you." Max of 3. (like forgive me please)

this would not only double your damage but double the skill effects that some characters have (bandit's hemorrhage, acrid's blight, merc's expose, etc.) making them twice as potent. The shadow clone would be delayed from your attacks to make it look like a repeat of the same attack (mostly for merc's expose so that there's time to cash in the expose before the other one is inflicted).

the cooldown should be pretty long to compensate for what seems like a really strong equip. Maybe also the shadow clone won't inherent items so that it's focus shifts from doubling damage and hits to doubling character abilities.

broken linden
#

!feedback

NEW GAME IDEA make the internet 2020 sensation BLASEBALL into a video game using ROR2 signature artstyle/artistic integrity animations and excellent character design

Your colors, artistic integrity and animations would be perfect for an adaption of BLASEBALL
I dont really know what Blaseball to be honest... the best i can understand is that it is sort of DnD meets Baseball (fantasy league)
And while that is quite interesting i think you guys have the manifest destiny to realize this game in actual physical representation
Not to mention that the betting aspect to it would be fun to as a viewership game/streamers
twitch interactions
idk something to think about i guess
ok thanks for reading beautiful people 👋

near nova
#

!feedback

give genesis loop Genesis_Loop a proc coefficient of higher than 1

half relic
#

!feedback
Give engineer's turrets one shot protection
Not having one shot protection is really annoying late game when they keep getting one-shot by blazing brass contraptions and elder lemurians

broken linden
honest jay
#

!feedback
Statue idea - Moongold Statue - Doubles your gold when used, price - 5 Lunar coins.

dusty aspen
#

@lavish vessel @frozen mirage I'm a big fan of Risk of Rain 2. However I use GeforceNow to play games due to not having a PC. There are many people including myself who would like to see Risk of Rain 2 come to GeforceNow because people beg Nvidia for it every week. On the behalf of the GeforceNow community, could you guys please bring Risk of Rain 2 to GeforceNow

lunar panther
#

!feedback
so I have a good idea
frogobj

little barn
#

!feedback So you know that barrier above the aqueducts on Abandoned Aqueduct? Can you put it a bit higher so we can get on top of it pls. I want to headstomp the dunestrider into the next update

real birch
#

!feedback

Make razorwire scale off damage taken, so that:

  • tincture wire is less effective, though still very good
  • makes a synergy with infusions and health gain items
  • getting smakkked by a boss makes you smakkk bakkk

It would be balanced with damage numbers later, depending on how well it does

little barn
#

Forceful Equalization [Lunar]

+) All enemies gain an execution threshold worth 30%(+50% per stack) of your max health; stacks exponentially
-) 7%(+7%) max health execute threshold on player; stacks exponentially

The idea is that basically every "cannon fodder" type character dies immediately, or very close to immediately, which leaves much stronger enemies to fight.

austere oracle
#

!feedback
Headstomper is embarrassingly bad at doing damage, please buff it again.

verbal tapir
#

!feedback
The only idea that I have that would make the game even more fun is having it cross platform

queen plover
#

!feedback
Make all “physics affected” attacks also be affected by “gravity effects”

what do I mean by this?
I mean stuff like commando’s frag grenade, Mult’s blast canister, and engineer’s M1 would be affected by the primordial cube’s black hole and the grandparent gravity orb.

Would allow for some really fun interactions. the attacks that would be affected would be left up to hopoo’s discretion, but frag grenade, blast canister, and engineer’s M1 come to mind first. Other options could include engineer’s mines and artificer’s nano bomb.

lunar panther
#

!feedback
so 1 frog wasn’t very likeable. What about 2 frogs?
frogobj frogobj

queen plover
#

!feedback

Make Mercenary’s blinding assault change color based on which dash number he’s on
because red dash would be cool to see
also could help with dash management for newer players

strange coral
#

!feedback

So ya know Captain’s new found nuclear power? The Diablo? What if there was a numeric countdown above the target location? On higher rounds it is often hard to see how much time is left due to the ring itself being blocked be the sheer number of effects and enemies. It would be red and like 10m above it or something. (Sorry in advance if this has already been suggested)

verbal tapir
#

!feedback

So just imagine a blue item (for melee only) change primary with a comically large spoon causing each hit to knock back enemies (not on a boss but there’s a chance to stun it) and to whoever dislikes this idea is stinky😤

digital ruin
#

!feedback
after playing for about nearly 300 hours. It has dawned on me that items that play the game for you (Razorwire, tesla coil, fireworks etc) items that generally aren't procced from your own attacks
just.. are boring. they're usually too strong for basically free afk damage, and from dopamine feeling, personally, just feels lame to know that about 60% of my dps isn't even from, for example, mercenary's slashes and exposing combo.
I honestly don't know how to balance this, other than having more items that directly makes your attacks do something cool like the bands would help dilute the sheer number of "afk" items.
I dropped an early run because I got tesla coil on mercenary. the game just plays itself as the electricity just instagibs anything around me.
its just my own opinion, I don't really have a suggestion to fix this debatably personal feeling. but yeah.

little barn
#

!feedback

Artifact of Permanence
e8 modifier

the e8 modifier is so cool. I wish the curse effect was used more in game

Edit: looks like I already suggested this. Check it out here:
#ror2-feedback-and-ideas message

thin void
#

!feedback
Probably been asked before, but hey it should be a thing

Make it so equipment show the same cooldown window as skills when they have multiple charges

thin void
#

!feedback

Make it so merc can't evicerate friendly allies (succh as players and squid)

swift wave
#

!feedback

Console players are dying of thirst not knowing when the update is, last update we got was sometime in june and that was coming up on 45 days ago, we are not asking for every single detail but we just wish you'd talk to us more, communicate, tell us things are or aren't going well, communities like that and feel valid when they know there idea and opinions matter

real birch
#

!feedback

Add that makes all the survivors into items:
i.e
minimando: shoot's shots while your shooting over your shoulder, one per second
mimihuntress: does very little damage, but makes you teleport when you start sprinting on a 1 second cooldown
mimimerc: applies explose when you deal 50%+ of an enemies hp in one hit
mini-t: allow for a second equipment that activates when you use your equipment. If it's on cooldown then no.
minigeer: places mines on you as you sprint.
minilodr: gain a small heavy modifier for all attacks.
minicrid: poison on kill. hitting a poisoned enemy has a 20% chance to apply blight.
minirex: On taking 50%+ of your max hp, heal 5% for every enemy in 15m and hook them to you.
minitic: gain degen, but replace a random skill with heretic every minute. Double hp and gain a second jump
And many more

You’d unlock them by beating the game on any difficulty as the survivor that the item mimics, and they’d ride on your shoulder being cute.

river steppe
#

!feedback

lunar item idea
sprinters high

increase sprinting movement speed by a lot, but walking/standing still hurts you

real birch
#

!feedback

Questionable Fungus (blue item)

While sprinting, lose 10 hp (+10) per second. While walking, gain 25 hp (+25) per second.
Sprint 25% (+25%) faster.

It would make a point to walking (apart from shooting).

crisp pilot
#

!feedback

it would be cool if birbs health bar was like purple or something to match the abilities

near nova
lime compass
#

!feedback I have an idea for a new Lunar Item in the Chains of Time, they would give your movement speed a 25% Boost, but would reduce your Max Health by 25% (Non-Stacking.). (Anyone who Downvotes without Reading is going to be considered Blind and have #LookPastTheCover Spammed at them in the DMs.)

little barn
#

!feedback

Once you get mastery, there should be more than one skin option. Once you unlock mastery, you’re obviously going to use the alt skin, so it provides no personal variation. There should be at least one other color so you can decide for yourself what color you want to use. This would add some more personal variation to multiplayer.

cedar sonnet
little barn
little barn
#

!feedback bungus would be a lot more viable if it only takes into consideration your movement and not knockback from enemies, so mul-t can take advantage of it along side engineer in power mode

sand jasper
#

!feedback the comando granades could be sticky to enemies but bounce intoo the enviorment, or at least just sticky to everything

halcyon valve
#

!feedback
Please make moving pots in old Aquaducts eaiser.
Either as an interactable to pick with reduced speed or really anything. I just spent 7 minutes trying to push these pots onto a button only have them fall down a hill that is impossible to push back up.

inner siren
#

!feedback Let Dedicated servers disable voting for individual game options. If you don't want sacrifice on, disable it, if you don't want people to be able to vote for drizzle, glass, and chaos, disable those serverside, so that regardless of who has what unlocked, it can't be voted for.

dawn cliff
#

!feedback

Disinfectant Dispenser (name is still a work in progress)

Killing an enemy has a 12% (+8% per stack) chance of dropping a blue cleansing pickup that removes one stack of the first debuff on your list.

The idea behind this is to make elite enemies more manageable. The only real options available to deal with debuffs right now are Blast Shower, just not getting hit :5Head:, or having enough healing to mitigate the debuffs. The chance of it activating can be changed of course, but the function should remain the same. Plus with it being an on kill effect it would provide more use to Forgive Me Please and at higher stacks or with clovers it could act as a substitute for a blast shower build on characters like the Loader or Artificer.

queen plover
#

!feedback
Make the text for using a blood shrine different when your Tougher Times activates.

<Player> doesn’t feel a searing pain, (but someone else does) and receives X gold.

<Player> feels a tickle, and receives X gold.

Also alt text for a Shrine of Order when you only have 1 item of each rarity anyways.

<Player> has been extra sequenced.

keen nymph
#

!feedback
Maybe add some other death messages for when you die with negative amounts of health?

limpid basin
#

!feedback

Is it possible to get some general hoopo merch I would really just enjoy a mug and a official acrid plush

jade sonnet
#

!feedback

Being able to disable controller input.
If the game detects the slightest input from a controller it takes hold. Making mouse & keyboard unresponsive. Have to unplug the controller to get m/kb working again.

sharp pawn
#

!feedback
Increase EXP gains while under the effects of Warbanner.

queen plover
#

!feedback

Give Alloy Vultures a melee attack they perform in close range, as it’s kinda disappointing to read the log entry and have them not try to tear you in half

also, just about every other ranged enemy and even melee enemies in the game have another close range action(like bison with a secondary headbutt).

shit while I’m at it how about mushrums get a close range attack too, a spore cloud they activate when you get right up close to them. a great way to help flesh out the combat and keep the game fresh would be adding more combat actions for enemies. Could even make them use more abilities depending on the difficulty, since I know giving vultures and mushrums a melee range attack would put them at a total of 3 actions, which is on the same level as a boss.

novel harness
#

!feedback

White/Green Item : Gunpowder
Increase all explosion radius(es?) by 1m (+0.5m per stack)

amber garnet
#

!feedback
we need some kb and mouse support on console

little barn
#

!feedback

new artifact similiar to the artifact that summons dopplegangers

artifact of Madness

every 5 stages a shadow orb with a red smile appears as a boss called

"Demon"
"???"

upon slaying demon he will drop some valuable loot

will be hard to kill

i got inspiration from madness combat lol

how demon can look

smoky mural
#

!feedback

single-use equipment; use when looking at an item to remove it from the fucking item pool for the rest of the run

call it the "polyp remover"

maiden tundra
#

!feedback

Item idea (boss/legendary)

Upon an ally dying, the ally sends out a blast similar in power to the Genesis Loop's explosion.

This would make weaker allies like gunner turrets and gunner drones more useful in later game as well, on top of changing your playstyle a bit during that run. Furthermore, certain items like Queen's Gland and Empathy Cores would be more useful. As of now, Queen's Gland's beetle guard gets in the way a lot and can't reach a lot of enemies, so this would synergize nicely with it.

hallow egret
#

!feedback

One shot protection ignores shield health, except if you have Transcendence

I feel like the fact that one-shot protection takes shield health into account adds a major drawback to the Personal Shield Generator, to the extent that it's often debatable about whether it's worth picking it up at all. This would make it so that it's a purely good thing to pick up again, as is the case with all other white items.

scarlet kite
#

!feedback add a secret achievement for completing the game with all artifacts active.

trim escarp
#

!feedback
Artifact of Truth

This would implement lore ignored by the game like imps attacking everything

paper sundial
#

!feedback
More characters, items and world?? Like we goin to mars bois so we can pull up with more radiation characters and then the return of mithrix idk what im saying but i wanna see a like paladin or a all support character now those are probably loader and engineer but im talking like major heals and maybe a super that can revive allies or trade items machine makein the game more multiplayer and expanded

austere oracle
#

!feedback
somewhere on the logbook stats screen there should be a "favorite difficulty" and/or a way to sort your stats by difficulty

chilly crag
#

!feedback Remove OSP,
however make shields BE the osp instead; Hits that break the shield won't spill over into your health. This would make shields actually be well, a shield. Maybe if this is too strong, make shield generators a green or something and tweak the numbers a bit?

little barn
#

!feedback

Bandit's m2 (or maybe just serrated dagger) should give a second debuff called "laceration" that increases Hemorrhages effects. These will be applied always, no matter if the hit is a critical strike or not

It could be +10% per laceration, or it could be +1 second per laceration- either way, I think it would be useful. This would make base hemorrhage technically be 2,00%+200% over 15 seconds, or 133% for 15+1 seconds depending on what model is picked.

this idea is based on the overheat debuff Grandparents give when they decide to blind you in their solar flare attack

numbers aren't final, just proof of concepts.

little barn
#

!feedback

Steely Pick [Uncommon]

+) On hit: -1 armor to target
+) Lowest armor value caps at -5(-5 per stack)

I should clarify something: When I say "lowest armor caps at -5" I don't mean -5 of what the enemy has currently, I mean -5 total.. as in if your target has 20 armor, you can hit them 25 times before they hit the -5 threshold.

This makes the item not as powerful as shattering justice (and actually makes justice better in the long run!) as you would need 12 steely picks to out-perform it.

little barn
#

!feedback

Change gesture to -10% cool down on consecutive stacks

this will shadow buff fuel cell to be the more effective and min-maxed option while allowing gesture to still be solid for its first stack

Current Stats

+) -50%(-15% per stack) equipment cool down; stacks linearly
-) Equipment instantly activates

Suggested Stats

+) -50%(-10% per stack) equipment cool down; stacks linearly
-) Equipment instantly activates
lunar cloud
#

!feedback
Another stupid idea from Rod, but here we go: shrine of the glutton. A rare shrine on select stages. Interacting with it takes ALL stacks of a random item (Lower chances for greens reds and yellows) and has a chance to double or outright steal the items. Once interacted with, the shrine deactivates

tranquil acorn
#

!feedback
So I absolutely despise Sundered Grove as a stage so I've got an idea for a new one which is also forest themed:
Moonlit Grove, a stage rather dark centered inside of a forest in the dark of night with stars overhead and a moon which will shine down creating pockets of vision. Longer you stay on the stage the different areas the light reveals. The stage would also include a special item listed below. It would be a "gray" item meaning it would appear in your inventory, cannot be stacked and removes upon leaving.
Item: Moonglow Flashlight
Use: Projects a beam of light allowing you to see in the dark in a 90 degree cone in front of you. Item disables upon leaving.

lunar cloud
#

!feedback
Okay I'm back, here to say some words that might be a good idea. New shrine idea: shrine of sobriety, a shrine that would only appear on the final stage or a moment whole (with beads of fealty in the player's inventory) it would be a bottle of spinel tonic, cut in half with an axe. Interacting with this will cleanse the player of ALL "tonic affliction" debuffs, BUT it would make the ensuing fight harder. For example, if you were to fight mithrix, ads would spawn phase 1, mithrix uses doors phase 1 and also Hurts himself less when doing the ground slam attack in phase 4. If you were to fight the twisted scavs, there would be 2, only reaping the rewards of 1.

little barn
#

!feedback volcanic egg is kind of an anomaly to me since it incentivises going into big groups of enemies to detonate, but gives you no resistances to do so, i'd suggest giving it 'double' armor in egg state, it makes more sense too considering it's a shell.

little barn
little barn
#

!feedback

Fortified Tent Kit [Uncommon]
You will never feel the need to move again

+) Standing still grants you 1(+1 per stack) armor every second up to a max of 45(+15 per stack) armor

+) While standing still, gain a 0.6 knockback multiplier

This obviously has connections with bungus, as that too is a "stand still and get rewarded" item, but I also created it because of the rose buckler. The rose buckler is basically just armor for sprinting, so I thought it'd be cool to create something that is the exact opposite.

azure sorrel
#

!feedback
if we have an extension to an idea make it so we have to
A. @ the person to show credit is given to the person
B. link the message by pressing the ... and then clicking link message then putting the message link in suggestion
its kind of stupid that people get more credit for an add-on idea to another person's original idea
names are painted over to keep them hidden
edits: forgot i had to shift + enter and not just enter
edit 2: clarified option B to in case some people don't know how to link

real birch
#

!feedback

New item category: Uno
powerful items that can only be used once. With special stacking to make it so that you can never get two of the same item, these items can be better than a legendary!

Possibly rework items that stack duration into here?
My current thoughts are:
Gesture rework: 50% cooldown and set activate equipment to a Toggle (crdfndr)
Death mark rework: Enemies with 4+ debuffs take double damage, until they die.
Shattering justice rework: enemies struck 5 times are Crushed, losing all armour and dealing half damage.
Ancient scepter edition: replace your special (R) with something turbo cool.

More tbd @ me if you have ideas!

little lava
#

!feedback

Make bandits M1 fire automatically (Toggle a click to fire mode/auto attack)

royal moon
#

!feedback

Make commando have I-frames on his roll to give him viability and strength compared to other character's bonuses, just like the original risk of rain game had him.

little barn
#

!feedback

Scrap should be an option from the command menu

I've been thinking about doing this one run where I get a bunch of green items and go to the bazaar and turn them all into legendaries and seeing where that takes me, but then I realized the soups don't pick specific items, and I'd be gambling whatever I decided to pick up instead of being able to choose... so... make scrap available for the menu

vernal ether
#

!feedback
Make it that acrid cant take damage when he is spawning/waking up. Fire beetle spawned on me and before i could even do anything.

midnight cradle
#

!feedback
(It's more likely for the Discord server)
Add two Multi VC with a cap of 32 users (yes i am crazy)

cursive stump
#

!feedback
A change to make happiest mask more consistent, without the need of Clover
The current happiest mask is very, very luck based, and I think for a red item, that's a bit silly. And though happiest mask isn't a super important thing, I think a rework for happiest mask could do far more than a buff ever could. My idea is that with happiest mask, every kill would "charge" the mask, with more "ghost energy" and it would guarantee a ghost of whatever you kill when it is fully charged. The ghosts themselves would likely need tweaking, maybe being weaker but longer lasting, though you would have less of them. It sounds fairly balanced for a red item IMO, even being able to choose what enemy becomes a ghost. Maybe it could be made so that it takes longer to charge up a ghost if you currently have a living ghost. If someone wants to expand on these ideas, great. I just don't think the RNG of happiest mask is nice. It can rarely be funny, but I don't often see ghosts, even when I get it stage 1.
IMO, seeing an item actually work consistently can make it feel more powerful even if it isn't actually buffed much

crisp pilot
#

!feedback

make the ready up button in the middle of the screen

leaden notch
#

!feedback i think that the engineer's walking turrets should should always be sprinting so that energy drink and rose buckler can affect it

little barn
maiden tundra
#

!feedback

In the scrapper interface, make left click scrap 10 of the item like it does now and make right click leave one of the items behind. There are quite some situations where someone would want to keep one of the item, but not more. For example when I have 6 Ukeleles, I'd rather scrap 5 and keep one as stacking Ukeleles isn't necessarily good. Similarly, if there's a good common item printer and I have 3 Repulsion Armour Plates, I'd like to keep one to combat the effectiveness of fire, but would rather scrap the rest.

sturdy plume
# cursive stump !feedback A change to make happiest mask more consistent, without the need of <:...

In response to this, it could also be buffed by making the ghosts not lose hp over time, making the hp loss slower, and other such things. Mask is a very weak red item compared to other red items. Red items shouldnt all be equal in power, but they should be roughly the same. Happiest mask feels like a green item as it is, and it needs some serious changes. Look at mask compared to many other red items, such as behemoth or tesla coil. Mask needs a massive power boost for it to fit in and I think with the buffs made by jacob it could definetly start feeling like the red item its supposed to be.

delicate pewter
#

!feedback let us teamkill with diablo strike

Why?
funy

feral dock
#

!feedback
When can we remember Multiplayer filter settings?

limpid basin
#

!feedback

so i had a idea for a item

Life Mark
when you have 4 or more buffs i.e. (pred stacks, jade elephant, rose buckler armor , medkit regen , possible buff from new survivor you never know, ect.) you gain a burst of healing followed by movement speed. and or another idea is it effects teammates and does a healing burst or speed burst for everyone.

i don't doubt this has probably been suggested before or thought of but i do think it would be fun to see

zenith slate
#

!feedback

Cosmetic suggestion:

When you have an Ukulele in your inventory, the current in-game music gets an accompanying ukulele to it. Possibly, with more stacks of the Ukulele, it gets louder/more pronounced. Similar in concept to how in Super Mario, riding Yoshi adds the bongos to the music.

queen plover
twilit lotus
#

Are you going to update Risk of Rain 2 to the Unreal Engine 5 in the future?

green pebble
#

unity is better

main goblet
little barn
#

!feedback
Crowbars should be removed/limited for enemies in Void Fields

Reason being is they increase their damage over 4 times lolol
I'm fine with challenge but when it randomly happens crowbars turn void fields into a one-hit hell for 9 cells
They change the void fields experience diametrically compared to every other item I can think of and this kind of horror shouldn't be the case
Once again, I can vouch for decreasing the amount of crowbars too, I just can't suffer through the obnoxiousness of 5 crowbars, it's the main turndown for visiting void fields for me

wind ermine
#

!feedback

Make it so that the shrines explode when you cant use them anymore like in the first game. i just think its cool that in the first game they explode when you can no longer use them, and i think it would be cool if that detail was in the second game.

near nova
#

!feedback

Rework shrine of chance in order to make tons of fails in a row less likely, so they dont suck up multiple times the ammount of money required for the whole stage and aren't as potentially disastrous in stage 4

Currently, the shrine has a fixed 55% chance to give you an item. Instead it think the starting chance should be 50%, and the chance to lose would be multiplied by 0.8 every time you fail. The ammount of fails and their respective chance to grant an item would be as below :

0 : 50%
1 : 60%
2 : 68%
2 : 74.4%
3 : 79.5%
4 : 83.6%

little barn
#

!feedback

I've heard a lot of people say that Hemorrhage is not a very good debuff in Bandit's kit, and while I agree it feels shoehorned in (probably because the devs had to replace the tnt skill from the first game), I think it is really slept on, given the possibilities of it.

To remedy this, and to fit the debuff more into Bandit's kit, each stack of hemorrhage should give a small amount of extra total damage (5%-10%) which will help out immensely with Bandit's other skills.

Bandit's primary does 500% base and 1,000% on crit. With 5% extra, he will do 525% base and 1050% on crit- and that's only per shot. With a full clip, Bandit's damage will jump from 4,000% to 4200%.
With desperado, it would be the equivalent of every stack giving 15.5% extra damage instead of 10%, and that's amazing as well.

This is a win/win situation, as hemorrhage gets a buff, and Bandit's kit feels much more connected.

stray wyvern
#

!feedback the 'hemorrhage' debuff should last only as long as bandit's m2 cooldown. This way, without backup mags or lights out, he can get ONE hemorrhage in. This would reward using lights out to get more hemorrhages. Additionally, you could make it stronger to further reward getting many stacks. Either make hemorrhage over 5 seconda (or however long his m2's cooldowns are), or make his m2's 15 seconds long.

limpid basin
#

!feedback

ok so i can understand not getting this but i would love some teasers for the community to puzzle together to get some info on the first dlc pack
and or a update on how the devs are doing, like how are you guys.

everybody ask what the devs are doing but tito ask how are the devs doing

compact solstice
#

!feedback

During the teleporter event interacting with the Teleporter's pedestal forces the Lepton daisy to pop out, however it only heals 35% hp instead of 50%

lunar panther
#

!feedback
You should feedback mute me, that would be cool

eager plume
#

!feedback Since the devs have time, how many of you would like to see the Alloy Vultures get their big boss? Now, this wouldn't remove Mr. Warship, just push him to be an elite boss for the Solus control unit. This would just be cut content added into the game, because they said during the road maps that they couldn't finish the Alloy Vulture boss.

timber trail
#

!feedback Make the game cross platform. Ive seen all the versions played and there is as far as i can see any difference. And if its a controller problem i know people can just hook one up too their computer or a keyboard to the console (except switch). i realize that its a bit more complicated than that but still for as long as this games been out and it being multiplayer online i know alot of people would appreciate it cross platform.

elfin schooner
#

!feedback Give console menus a cursor. As it stands, it’s too frustrating to navigate with a controller. Too many buttons do too many things, to the point where you need to memorize what does what in order to quickly use the menu.

buoyant loom
#

!feedback a new lunar item:
Pauper's Pleasure
You gain massive amounts of protection, but you lose it as you aquire power.

Detailed effect: You gain 800 armor upon pick up. But you lose 10 armor for each item you have and find.

Each additional pick up gives you 200 more armor, but you lose an additional 10^(1.0+0.05× stack of item of pauper's pleasure)) armor per item you have.

restive patrol
#

!feedback Instead of the elemental items being equipment that drops, have it be a boss item that drops from a horde of many. Woolie had mentioned this on stream, and I thought it was a pretty interesting idea

queen plover
#

!feedback

Make FMP swap models based on who is using it
i want to see huntress die repeatedly

vale kiln
#

!feedback

Make Acrid have better melee even healing

Have Acrid have a set for melee and one for ranged

I know you want the items to"synergize" with guillotine and such

Though the wait for guillotines and other items like it is a drag

Its also not satisftying when he cant kill enemies right away ( Bleed Dots in other games kill the enemy)

Reduce his GIGANTIC hitbox and make him a little more faster

vale kiln
#

!feedback

Make Huntresses' alt primary have less chargetime ( its a cool idea but its need less charge time )

Captains Tazer does not stun enemies for long if it ever has utility so increase the stun time

hearty peak
#

!feedback

Drone/Turret idea: more variety in turrets... We have missile drones why wouldn't there be a missile turret.

Secondary idea: Make it so that you could upgrade the turrets to become mobile either with a brand new character or an existing one.

Edited due to hitting enter too soon accidentally and to finish writing the idea.

maiden tundra
#

bumping this, because it's important for the nades to get their regular physics back. Make them usable again. I get that most people don't play commando, especially with nades, but that doesn't mean it's unimportant to keep them viable. Revert their basketball-on-ice physics, please...

sharp pawn
#

!feedback
Make stun grenades a stronger form of stun, allowing the interruption of higher unstunnable common enemies like say Lunar Chimera Wisps and Parents for example.

vast sphinx
#

!feedback
likely a bad idea, but,
Commando's phase round could use a few tweaks.
his current phase round is currently a very linear piercing projectile that deals 300% damage that ramps up by 40% for each enemy hit. is there a chance that his round could use some speed and a slight cone hitbox? probably like 2m wide when it reaches 30m, and slows down the bigger it gets, at the same rate as it gets wider.
these are placeholder numbers, actual numbers are up for discussion.

vale kiln
#

why did i get 18 dislikes for acrid and captain 👀

cosmic topaz
#

!feedback
Make Ion Surge a utility, and give Artficer a fire m2, a fire utility, an ice m1, and an ice and lightning r.

boreal slate
#

!feedback ok ok hear me out

survivor themed gummies:
Commando = orange
Huntress = cherry
Engineer = grape
Loader = mango
Acrid = sour apple
Captain = strawberry banana (the alt skin)
Artificer = mystery flavor
Bandit = blue raspberry
Rex = pineapple
Mul-T = lemon
Mercenary = dark cherry

little barn
#

!feedback

Buff the aspect chance to drop

either increase the chance through playing (the longer you play, the higher the chance), or just give it a buff outright.

Currently, the chance is 0.025% or 1/4000, which is kind of insane. It takes 40 clovers just to get that up to 1%. That's stupidly low, even for a game with the lunar coin base drop rate being 0.5%.

teal widget
#

!feedback

Give the engineer the ability to select different turret types, similar to how you select the primaries on mul-t but instead you can choose two stationary turrets/two mobile turrets or one of each.

Maybe even a choice between different firing types for the turrets.

elfin schooner
#

!feedback

Give Artificer a directional dash ability as an alternative to her ice wall.

As we all know, Artificer lacks any sort of movement or defensive options aside from her moon jump. The dash, instead of just going straight forward, would change the direction you move depending on where the stick is tilted.

Or, if we still want to keep the Artificer’s theme of “creation” going, leave a trail of ice beneath you, but lose the ability to place the ice wherever like before.

little barn
#

!feedback

There should be achievements in the game alongside challenges.
Achievements would either be very specific or more difficult and would be for no other reason than to explore the game.

Some small achievements could be

Honorable Discharge
Stack 25% max health execute with guillotines in honor artifact

Your Own Medicine
Kill an imp with at least 5 stacks of bleeding

Wait a second...
Repair REX while playing REX

This is where the fun begins
Start a game of eclipse after finishing the game on monsoon

Please don't let there be a ninth
Finish all 8 eclipse modifiers on one character

...for science!
Kill one of every monster

...for honor!
Kill one of every monster with each elite type

These are just a couple ideas, but I hope they resonate with some of you :)

maiden tundra
#

!feedback

Remove the first wave of elites for every cell vent in the void fields. They feel out of place. Either make elites spawn more in the void or the better option; make them unable to spawn in the void altogether like the latter 99% of every cell vent.

sharp pawn
#

!feedback
Some way of getting boss items more consistently.

tranquil acorn
#

!feedback
If we ever get the item "Smart Shopper" I think it would make sense to make it a green item and its effect would reduce the price of everything by a percent per stack. An example would be: 4 stacks of smart shopper = 4% reduced price for chests, chance shrines, drones etc

feral dock
#

!feedback
Activating shrine of mountains guarantee at least 1 boss item drop. Because it is hard earned and it is seriously highly luck based, that is frustrating in singleplayer.

real birch
#

!feedback

Drones
Lower gunner drone price to 35 base, like turrets, raise keep healing at 40, lower turret to 25 and rebuild able for 25 afterwards.

Why? idk but I find that gunner drones and turrets simple don’t do enough damage to be worth a chest. I buy healing drones because I know they can save me, but I always boycott turrets and gunner drones

compact solstice
#

!feedback

Move the Focus crystal from the left hand to the right hand when playing as loader, as the big punch uses the right hand

random duneBOT
#

dynoSuccess Kweem#0071 was banned

tawdry torrent
#

!feedback
Buff/QoL changes for commando's dodge roll:

Using dodge roll resets his other two cooldowns, and grants a ~30% attack speed bonus for a second or two. Allows commando to chain abilities and quickly dish out damage, especially in early stages where he tends to have terrible DPS compared to other survivors.
Using roll in midair grants an extra "jump" similar to tactical slide.
Roll can be cancelled at any point by jumping (to prevent launching yourself off the map or into enemies with high movement speed)

Dodge roll is pretty much an outright worse version of tactical slide. This would make it a bit more versatile, as well as more distinct as a combat-focused ability rather than for mobility.

tired briar
#

!feedback
Bandit's Desperado (alt special) falls off greatly in use late-game. A possible work around is to allow the player to carry-over some stacks from previous levels. To avoid over-levelling is allow carrying only a certain percentage of the player's stacks (ex.10%), and maybe even put a cap, so that you can never start a stage with more than 10 stacks.

granite pagoda
#

!feedback

Lionheart's comfort (Scavenger's Boss Item):

Before telling you what it does I must first describe how you'd obtain a Boss Item related to the Scavenger:

This item would have a 1% chance of dropping out of a Scavenger's Bag once you kill one. Meaning that you'd only be able to get 1 per stage at most.
So, remember this very carefully:

  1. You first have to encounter a scavenger on your run
  2. You kill the Scavenger
  3. There's a 1% chance for this boss item to drop out of the bag

Now,
What does it do?
Effect:
All of your survivor's skills get a +100% (+50% per stack) proc coefficient boost.

The in-game text on pick-up would say "You feel comfort."

Note:
This would only affect the survivor directly and not the proc coefficient that some items have. Thus it doesn't affect proc chains as much as you'd think.
A proc coefficient boost would differ from Clover in a few ways, namely:

  • Clover affects on-kills like bandolier, ghor's tome, happiest mask, Proc doesn't
  • Clover affects the chances for aspects to drop as well as logbooks, proc doesn't.
  • Neither clover nor proc affect luck-based items like Tougher Times
  • Proc affects the duration of debuffs, clover doesn't.
  • Proc affects leeching seed, scythe and behemoth in a unique way, clover doesn't.
  • Both affect the chance for on-hit items but a Proc coefficient boost would make it more direct and powerful.

Additionally, Lionheart's Comfort would be blacklisted for Overgrown Printers like Halcyon Seed and Pearls are.

Extra:
Here are some practical examples.
Commando's m1 has a proc coefficient of 1.0. 1 stack makes that go to 2.0. 2 stacks to 2.5
Arrow rain has a proc coefficient of 0.2. 1 stack makes that go to 0.4 and 2 stacks to 0.5.

Many enemies in this game have attacks with a proc coefficient higher than 1.0. Some even reach as high as 3.0. Scavenger's primary has a proc coefficient of 2.0 and with his secondary he can proc on-kills as if they were on-hit.
Also both the name and the pick-up text are a reference to his logbook entry.

limber adder
#

!feedback have an artifact that allows monsters to steal items from you called the artifact of greed one they hit you with a melee it has a 50 percent chance to steal an item from your inventory and maybe your equipment

safe prairie
little barn
#

This gave me an idea:
when a desperado shot kills, the large explosion area (with the skull) should deal damage to surrounding enemies.

It can be either way if these give tokens or not, but this would give Bandit some well-needed AoE that can actually deal good amount of damage.

Also if you kill something with the Desperado blast, it should create another blast like will-o-the-wisp. Probably with less damage, though

safe prairie
#

!feedback
Give the logbook model viewer a quality of life update and add some buttons to it to manipulate the model, such as rotate/zoom/reset buttons to make it a little easier to use than the controls we have now.

stray wyvern
#

!feedback

LOGBOOK BUTTONS

Buttons inside logbooks, preferably below stats but before the lore entry, that can do multiple things, such as:

• Play attack animations on loop for character skills and enemy attacks (maybe you can make it a fun challenge where you have to die to the attack to unlock the logbook animation? Or maybe just take a hit from it?). Maybe they could do it towards a "dummy" entity since some attacks involve range or movement (the "dummy" could be mithrix since you have to beat the game to unlock a character logbook). Think something along the lines of the League of Legends character move showcase.
• Show skins and elite aspects for both characters and enemies alike. Killing an elite version of the enemy could unlock the button, gaining an elite aspect on a certain character unlocks an elite aspect button for them, etc.
•Highlight more detailed information not present in the current skill menu. This could be a parellel to how item descriptions in game work vs item descriptions in logbooks work. Could include stuff like default cooldown time and the devilish proc coefficient.

A more detailed logbook would really give people not even more completionist goals but more eye candy and information to sink into. I think that this button concept is the best way to do it.

compact solstice
#

!feedback
If captain gets new skills, allow captain to change the prosthetic gun, changing the design and both Primary and Secondary simultaneously in loadout

stray wyvern
# compact solstice !feedback If captain gets new skills, allow captain to change the prosthetic gun...

!feedback

furthermore: more visual variety for alternate skills on every character. That will make characters even more varied if 2 people play the same character with different playstyles. Also kind slightly fixes the "more skins" demand.

for example:
-merc's back thruster thing looking different depending on utility, sword depending on special, and visor or arms depending on secondary
-bandit's revolver changing depending on special, rifle depending on primary, and maybe their shiv/dagger could be on the other side of their belt depending on secondary
-huntress's bow depending on primary, helmet depending on special, and maybe torso or legs depending on utility
etc etc

green pebble
# little barn !feedback I don't think this got enough attention because i'm pretty sure you ne...

!feedback
to add on to this with a proposal of my own:

i understand the point of pressure mines is to reward engineers for planning ahead in mine placement, and i think the design on paper succeeds at that... however in practice it just feels frustrating to utilize seriously.

between pressure mines' relatively long "arming" time, their tendency to miss enemies entirely if theyre triggered while unarmed, and the simple fact that ror2 is a hordes game, it makes pressure mines an extremely frustrating skill to use. a lot of people simply want to remove the arming/unarmed mechanic altogether, but with respect to it's intended design, i think there are a few simple fixes that can be made to make them less frustrating/disengaging without ruining their design or making them overpowered.

for starters, unarmed mines missing NEEDS to be addressed. you can make them explode faster when triggered, leap less, or even make the blast radius larger than the trigger radius - any one of these will be enough.

further, to help the mines feel adequately rewarding, they could use a reduction in arm time; since there are so many enemies in ror2, it makes it increasingly hard to actively use armed pressure mines, ESPECIALLY in higher difficulties. a little less arm time will go a long way.

little barn
#

Synthetic Heart [Lunar Equipment]

+) On Activation: Gain subhealth worth 100% your max health points that doesn't heal or deteriorate (not including shield)
-) Cool down is half your current max health (not including shield)
little barn
#

Pin Pricker [Uncommon]

+) On hit: 20%(+20% per stack) chance to inflict an enemy with draining debuff
+) Stacking past 100% increases the chance to proc more than 1 debuff per hit

Draining Debuff

+) Deal 10(+10 per debuff) plus 1% base damage per second
+) Debuff lasts until target is dead

Edit: changed some values so it scales a little bit better for late game

past leaf
#

!feedback

  1. Make energy drink increase both movement speed (not sprint) and fire rate but move it to green item tier
  2. Green items may be powerful but need to be stacked for more visible effect. Move leeching seed to white item tier because you can't feel its healing until you stack a bunch
little barn
#

!feedback

all status effects on the enemies with a boss health bar (the massive red ones) should be shown above the red bar itself

This might get a bit complicated for boss bars with multiple enemies, but I'm sure there are many ways around it.
I just find it a bit strange that I can't see how many ignite stacks or bleed stacks I have on the magma worm because it's now underground and out of my range to view the yellow health bar.

real birch
#

!feedback

New class of equipment!
This new class would have low cooldowns for the power of the equipment, and also come with a number of uses. When you run out of uses you gotta replace it.
That would be cool

little barn
#

!feedback make acrids primary persistent after using the bite m2, currently if you are about to use your 3rd primary hit then use bite, it will reset back to the first. this would be a good quality of life change and could make melee acrid just a tiiiiny bit less shit

wind laurel
#

!feedback
add a score board that shows the number of victorys with each character, it would switch the scoreboard when you switch the difficulty showing how many wins in that difficulty, there would be a different score board for eclispe that is only shown when you pick eclipse, as well as prismatic trials, i know that risk of rain 2 all ready has a stats scoreboard in the logbook sections but this may be a little more convenient than going there. the score board would look something like this.

Monsoon: Mithrix wins: Obliteration wins:

Commando: 1 2
Huntress: 0 3
Bandit: 4 1
Mult-T: 5 3
Engineer: 3 0
Artificer: 2 4
Mercenary: 5 3
Loader: 1 5
REX: 3 1
Acrid: 1 4
Captain: 4 3
Heretic: 1 1

This would include wins in Multiplayer and single player and the word that says monsoon would switch to drizzle, rainstorm, prismatic trial, and eclipse.

cedar sonnet
compact solstice
#

!feedback

Fix Stone Titan punchs
-Add a cooldown when the stage starts (too tired of getting instantly punched after spawning)
-Make it unnable to spawn in the air
-Cancel the attack if the titan dies

hearty peak
#

!feedback

Alternative Special skill for engineer.

Placing a turret that he can mount and control. While in the turret his health won't deplete and won't die when the turret's HP drops to zero, however if he is mounted in the turret he will lose 50% of his current HP and on detonation of the turret it releases a pulse that will stun (or push) all creatures within 10m of the turret for 2 seconds (or push 5m back).

The turret while not mounted will attack slower (and possibly less damage) while mounted it doesn't track targets and you have the manually aim but it has a enhanced fire rate (and or damage or damage potential). The turrets HP would likely be about 1.5 times greater than engineer's max HP with the possibility of either having a natural shield or natural armor.

little barn
#

!feedback

make it so that you have to unlock the easier difficulties by beating the game on harder difficulties. If you beat the game on eclipse 8, you unlock eclipse 7, and it keeps going until you get to monsoon, rainstorm, and drizzle. This is to prevent newer players from playing the game. troll

little barn
#

!feedback

Sniper turret for Engineer

shoots slow, loud noise, and pierces. Only moves when out of combat.

little barn
#

!feedback

Turret Improvement (the purchasable ones)

As of now turrets are limited to attacking at spawn which you leave quickly anyway, which is a long shot from providing any real value.

- So the idea is that, in essence, turrets will "move when out of combat"```

This means they'd be mobile and follow you around, however they wouldn't attack when moving because that's not their point.
Being able to move will increase their utility, but will keep them really close to their original purpose.

In order to let them attack you'd have to stop around a place and give them a few seconds to mount into the ground, this way you access their benefits only when stopping around a certain spot and not all the time.

As a result this mechanic will prompt a semi-stationary playstyle since you have to stay around one place to prevent the turrets from deactivating, and leaving attack mode.
Moving away from their general radius will cause them to leave attacking mode and follow you again, allowing you to take them to another spot where you fight enemies. If you ever wanted your turrets to stay in attacking mode you can interact with them to force them to stay still, just for extra agency.

To summarize, the turrets would follow you around like a soldier squad and start attacking when you settle in a spot for some time.
I think this is a really reasonable way to emphasize the stationary playstyle of turrets while making them useful in more situations. 
||Late edit: formatting||
white ivy
#

!feedback For Huntress's Arrow Rains, when fighting a floating enemy I think it would be cool to be able to see the white circle where the arrows land but on the actual enemy. For floating enemies you kinda have to guess where to aim the arrow rain on the ground for it to it flying enemies

keen nymph
#

!feedback
Maybe there could be some achievements that aren’t tied to rewards?

austere oracle
#

!feedback
This could possibly be only enabled by checking some setting called "nerd logs" so only nerds like me would have to see it, but could also be in the base logbook.
My suggestion is to add the stage director's credit count to each individual stage's log entry, and add another log tab for "interactables", granting you the log for the interactable upon using it, including a description of what it does, (including chest item drop rates), and the credit cost for the director to spawn it.

austere oracle
#

!feedback
New lunar item idea
Upside: all lunar coin purchase prices are halved, and newt alters are free.

Downside: Lunar coins cannot drop, and coins gained from wins are halved, rounded down.

Unlock: Interact with the frog on the moon

Edit: changed unlock, people dont like the idea of killing shopkeeper

frank plinth
#

!feedback
To buff Suppressive Fire, add an unique Suppressed debuff to it.
Every shot applies a non-stacking Suppressed debuff, which heavily decreases ALL enemy stats for 1-2 seconds.
This lets Suppressive Fire act as something letting you have a breathing room.

junior parcel
#

!feedback
I've noticed that Acrid's jump gets incredibly hard to aim late game just because he jumps so far. A solution could be to add an aim feature like Huntress has, so that when you try to pounce on an enemy from a reasonable distance or in close proximity you aren't just thrown across the map. This could be triggered by mouse lock or maybe even a button (to lock on to a target) so you can still jump away if you need. If this is implemented, the aiming system should aim it so that you land on top of the enemy so that you can do the ground slam thing and also keep hitting with the main melee attack.

fluid haven
#

!feedback

In the logbook, once you unlock a character, along with elite aspects and alt skin, have the list of items underneath the info part that you can toggle on and off so that you can see where they appear on a character. Just a fun little detail you can have fun with in the logbook

compact solstice
#

!feedback
Fix the sound effect of multiple crits at the same time (MUL-T's nail gun and Captain's primary)

compact solstice
#

!feedback
Add a hitbox to the hole of the Brass contraptions
I know it makes no sense but just, Please
is so annoying to miss 30% of your projetile becasue they lack a hitbox in the middle

little barn
#

!feedback

Equipment - Pocket Scrapper
Scraps one chosen item. Scrapping takes the same time as the cooldown - 10 seconds.

How it's different from a regular scrapper: scraps only one item, can be carried, provides the benefits of a scrapper on stages without scrappers.

granite pagoda
#

!feedback

Buff Irradiant Pearl... by making it worse. Here's why:

Irradiant pearl is an F-tier item because +10% movement speed messes me up with my current movement speed making me uncontrollable and unable to open chests, but most importantly money barrels.
The regular pearl however is MUCH better because it's ONLY +10%HP.
And we all know that more hp = better therefore it's extremely good and extremely viable.
Especially because it gives you extra insurance should your nearly infallible OSP fail.

Not to mention that some characters DON'T WANT more attack speed because some of their moves are centered around TIMING. More attack speed makes the timing more difficult to predict because the move comes out faster.
Clear example: Bandit's Lights Out/Desperado.
Then there are some characters like Artificer that don't benefit from attack speed all too much because of her cooldown-based kit.

And don't even get me started on the additional armor!
Some characters or item synergies rely a lot on safely getting to low health to shine the most (I.E. Genesis Loop).
Gaining armor simply means that getting to that point takes longer AND becomes more risky because that tiny bit armor makes you feel like you can take more hits like a sponge but really you're just gonna get swarmed by a ton of monsters before your Genesis Loop can shine, thus you just die.

+10% more damage can also be detrimental for builds that focus mainly on dealing chip damage with AOE items that can take care of large crowds. Killing off the main target that you use to deal with crowds faster means that your AOE-centric build just got worse! All because of that +10% extra damage! Crowbars, bleed, ukulele, and other items get worse in synergizing with AOE items.

Because of these reasons the regular Pearl is much better than the Irradiant one.

little barn
#

!feedback

add an ice-based drone that freezes enemies after x seconds of hitting them, and then gives enemies an execute threshold

this drone would make a great actual "minion" as it's actively helping you, rather than being its own thing and running into the corner and dying after 5 seconds.

vestal thunder
#

!feedback

Legendary Item - Octahedron
Gain 5% critical chance. Critical strikes has a 12,5% chance of dealing triple damage. (Instead of double).

velvet grail
#

!feedback make the game crossplatform and make an effort to reduce the time between console and pc updates

vestal thunder
#

!feedback

Lunar Item - Spinning Top
Increase base attack speed by 100%. BUT... Reduce movement speed by 50% and you can no longer move while using primary.

little barn
#

!feedback

Transfusion [Uncommon]

+) On kill: Gain 5(+5 per stack) max shield
=) 250(+250 per stack) max increase

The name is a combination of Transcendence and Infusion :)

compact solstice
#

!feedback
Add support enemies, maybe healing, buffing, debuffing, protecting.....
add more variety to the enemies not simply "attack boi"

little barn
#

!feedback

Warmonger Aspect: T2 Elite

Every 15 seconds, Warmonger elites activate their warmonger ability, increasing the attack speed of all near by enemies.

All enemies within range also get 1% max health regen when out of combat

little barn
#

!feedback

Topaz Aspect: Tier 2 Elite

Puts really strong barriers around all enemies in a moderate radius, except for itself and other topaz elites. Has the amount of health of a malachite elite.
Rarely spawns, its purpose is to support groups of enemies in attacks.

little barn
#

!feedback

- Delivery drone - opens money capsules and brings you small chests.```

It'd be a rather useful drone that picks up faraway chests and carries them around until you open them. When you have enough money to open the chest the drone will descend and let you open it. Otherwise it stays out of view to not disrupt your attacks. 

It moves at double the player speed and scales with movement items to never stay behind and get to chests faster than a player. It will prioritize chests far away from its owner, with a limited maximum distance. 

It can only bring one chest once a minute, it can scavenge for capsules indefinitely.
||Edit: cringe formatting||
#

!feedback

Fortified Aspect: T1 Elite

Enemies with this elite have a relatively small floating shield that rotates around them that blocks all incoming damage.

This idea is to encourage play around an enemy rather than just heading straight for it and brute forcing your way through.

Yes, these elites are better fought by Bandit because of his backstab ability, and yes, characters with AoE will also be really good because they can hit around the shield, but the concept is what I'm suggesting. Specifics can be thought up later.

little barn
#

!feedback

Blackhole Aspect: Tier 2 Elite

Pulls you towards itself at 20-40% rate of your default movement speed.
20% - 15-25 metres (away)
30% - 5-15 metres
40% - 0-5 metres
(I think it would be pretty hilarious)

little barn
#

!feedback

Over-regenerative Cells [Uncommon]

+) Getting hit heals you for 1(+1 per stack) health
+) Getting hit gives you +1 max health
dim hamlet
#

!feedback

Equipment Drones should deal damage whenever they bump into enemies that heavily scales with movement speed. This would make equipments like Tonic and Wings much more useful as right now when it uses either, its just a meatshield.

boreal wing
#

!feedback
Lunar Equipment which can be charged up for greater effect.
Volatile Discharging Armour. Charge with 10% of current health per second(up to 3 seconds) afterwards damaging(200% per second charged) and stunning(1s per second charged) all characters within 15m.
Could be used by melee survivors(mostly) to get out of a fight if low since it uses current health instead of max health and also fits the Lunar items theme in my opinion.

little barn
#

!feedback an option to not allow the music to loop. Only playing the soundtrack for the level once and then having nothing but silence would be a nice change of pace. And I suppose it would drive home the feeling of lonliness on a planet intent on murdering you.

north dragon
#

!feedback
When collecting an artifact from Bulwark's Ambry, how about giving the player the option of taking the artifact with them after completing the challenge.

Rather than starting a run with an artifact activated, I think letting the player get to the Ambry and allowing the player to take the artifact with them on the run could be a good reward for completing the challenge. Also possibly have this as an option for players who want to complete/unlock artifacts from the Ambry, but do not actually want to take the artifact with them on their current run (such as Glass, Death, etc).

Currently, at least for me, I tend to go to the Ambry and activate Command or Sacrifice to strengthen my run, and in the case of Sacrifice, I'll stay there for a while, which sometimes I then get a little bored. While I do agree that this is completely optional, not necessary and not everyone does this, it does somewhat halt the momentum I build up. Allowing the player to quickly complete the Ambry, and then take the artifact with them will preserve the player's momentum and ultimately preserve the player's enjoyment as well.

cedar sonnet
#

!feedback
Once you get 100% critical strike you can continue stacking to get double triple and quadruple damage dealt at 100% 200% and 300% respectively or more

little barn
#

!feedback

[item name]
Gaining money heals you.
1 gold=2 health healed
effect goes down per stage
(this is very rough just a random idea i had, but you get the idea)

little barn
slate reef
#

Isn’t that just planula

white ivy
#

!feedback Make it so you can use the ESC key to go back to the previous screen, as far as I know this isn't a keybinding thing (if i'm wrong though, nevermind) but say I'm browsing the logs or something, it would be nice that I can just press ESC instead of always clicking the "Back" button to go the previous screen.

austere oracle
#

!feedback
Since drones scale in level, could we get logs on all the drones, showing their damage?

near nova
#

!feedback add a few different layouts for bulwark's ambry

little barn
lunar cloud
#

!Feedback
Erratic balloon (Uncommon)
On attack, 25% (+5% per stack) chance to apply "Static"
Static: -10% movespeed per stack, -15% (-5% per new stack of static) attack speed (these are multiplicative, not linear)
With this item, if you get within 13m of an enemy for longer than a second, discharge all stacks of static for 100% damage (50% for each subsequent stack of static)

little barn
#

!feedback

I liked the idea of "static" as a debuff, so I'm going to use that, but it's not at all related to the one above, so think of this as a completely different item with the same debuff name

Attachable Conductor [Equipment]

+) On hit, give your target a "static" debuff
=) Static debuffs stack indefinitely and have no timer

+) On activation: Shock all enemies within 10m of enemies with the debuff for 10%(+10% per stack) total damage of the last hit. 
=) This scales slowly, but can get a bit insane if you put time into it. 
+) Shocked enemies can chain to other shocked enemies indefinitely until no more static debuffs are left.

So basically, hitting a couple enemies will give you a nice chunk of damage, but building up static throughout the map will yield much greater results. Very handy in multiplayer :)

Edit: made it an equipment to make more sense and be a bit more balanced

lunar cloud
#

!feedback
Isaac's Apple (Equipment) (20s cooldown)
On use, all enemies in the air within 75m are forced into the ground with to remove health based on the height they fell and upon impact, stun all slammed enemies, this includes flying enemies and airborne enemies via jumping or knockback.
this would make enemies like brass contraptions and wisps less annoying and more fun to fight. (also thunderslam and Directive:Disperse might be a bit fun with this)

crude loom
#

!Feedback
Color blind mode? I'm Red green color blind and I have trouble distinguishing between those two item tiers.

tired briar
#

!Feedback
Make the timer on the final stage either stop ticking or stop enemies from levelling up once you enter it.

safe thorn
#

!feedback

Damage log. I like the idea of "the Planet killed you" when you spontaneously die but I think it can also be a little frustrating when your god run ends with no explanation and I think a damage log showing you how much danage you did to which monster and vice versa. Something along the lines of

•[PlayerName] [survivorIcon] killed [monsterName] in X hits
+ᵉˣᵖᵃⁿᵈ
•[PlayerName] [survivorIcon] killed [monsterName] in X hits
-ʰⁱᵈᵉ

[PlayerName] did Y damage
with [Primary]
[PlayerName] did Z damage with [Primary]
(Proc) [PlayerName] did W damage with [item]
•[MonsterName] killed the player in N hits
⁻ʰⁱᵈᵉ
[MonsterName] did q damage with [primaryAttack]
[PlayerName] did u damage with [utility]
[MonsterName] did m damage with [primaryAttack]

I wrote this with minimizing clustering in mind. Maybe it can be stylised more such as adding a proc chain category that would tell you how many items were activated and how many monster it killed/damage, which would be super nice later in the game when the player is loaded with AtGs, Ukeleles, sticky bombs, bands etc. And when you expand you can get more details such as the order in which your items were procced and what monsters they hit.

little barn
cinder cloud
#

I wish someone suggest this on console..
Left and right d pad scrolls items and check the how much percentage the item has when stacking..

One feature that console is missing

hard gate
#

!feedback

Something needs to be done about the console version of the game. I know the hopoo games team aren’t doing the port, but I’d hope that they have at least some influence. This is why I’m making this feedback, because I don’t see any other way of talking to the console team.

As many people know, the console version is full of bugs, and game breaking bugs at that. With the new March update, some of these bugs were fixed but even more were added. This was 240 days since the last update(no hot fixes in between despite bugs which made many aspects of the game unusable) and there are still new bugs. It is incredibly evident that there was absolutely 0 play testing that went into this. In the past, entire character abilities have been broken: Acrids bite didn’t give regenerative, captains shotgun had absurd spread, his taser didn’t work, engineers mobile turrets didnt move. All of these issues are easy to see with even a single minute of using the skill, but they were still a part of the update and hadn’t been fixed in 240 days.

Now, the March content update has been released on console. It has been out for almost 2 hours and #ror2-bug-reports-console is already full of numerous game-breaking bugs, from broken physics launching players and enemies at random to infinite atg procs and many bugs that were never fixed in the first place. I’m sure that many more bugs will be discovered in the coming days, and I sincerely hope they are fixed in a patch/hotfix, but the past has shown us that this is not likely.

I didn’t mean to come off as hostile/aggressive in this feedback, but at this point the entire console playerbase is frustrated and fed up with these ports and it’s hard to be optimistic in the least. Once again, I know this is not anything hopoo games is causing, but creating feedbacks here is the only way I know of influencing the console team. There needs to be some change.

marsh jay
#

!feedback
Artifact of order: sorts all the items you find into the first item you picked up (of each color of course,)

rocky peak
#

!feedback
Make Diablo Strike able to hurt teammates

queen totem
reef elm
#

!feedback
captain's beacons no longer work in commencement unless you get revived by a dios

muted iron
#

👁️

hard gate
#

Since I have made this feedback(which was probably a bit too hasty) there has been more communication with the porting team about bugs, so I think it is very possible that these issues could be fixed in the future. To all the people who want to go full revolution, please chill out a bit and at least wait for potential bug fixes

austere oracle
#

!feedback
Please hire a competent porting team. I waited a year for the console update, only for a release with the same issues, and even more bugs. It's disheartening to see the game in this state.

rocky peak
#

!feedback
Artifact of Coach; Every time you take damage, the game will pause and briefly give you an explanation of how you took the damage, then give you tips on how to avoid it next time. The game will then resume until you take damage again

iron prairie
#

!feedback
Mythrix shouldn’t be able to be frozen, I don’t know why he is able to, unlike every other boss

fluid haven
#

!Feedback

Fix the aegis on console. It does not work. This should have been addressed in anniversary update. Has been an issue since artifacts

cinder cloud
#

!feedback

The bell enemies hitbox keeps disappearing /new bug.. (Anniversary update)
:thumbsup: :thumbsdown: :no_entry:

little barn
#

!Feedback

Make the Squid Poglyp also increase your turret and drone damage by 10%

:).

eternal marlin
#

!Feedback

Make a steam achievement that unlocks when you get every other achievement for people who want to display it on their profile

little barn
#

!Feedback

Give the Lepton Daisy a passive 0.5%/s health regeneration inside the teleporter area, includes the pedestals of inactive teleporters.
(It wouldn't need to scale since another parameter scales well already)

bold geyser
#

!feedback
free cam for spectator

languid python
#

!feedback
Make a challenge to equip each of the heresy items.

clear ledge
#

!feedback Commandos grenade needs some form of consistency. Its extremely unpleasant to use now where it always rolls away or bounces off of enemies. Ive spent 20 hours with it and I cannot use it for the life of me. Something like explode on contact or stick to enemies. Something to help it

little barn
#

!feedback

Suppressive fire should just use both pistols. It doubles the procs, damage, and scaling without too much hassle for balance.

If it really needs to be balanced, maybe reduce the damage per shot from 100% to 80%

spring grotto
#

!feedback

Game should support modding on Steam Workshop.

This is the perfect kind of game for modding and it would help keep the game and community active and growing.
Edit: This is why Skyrim still has an active community a decade later.

blissful bough
#

!feedback

The game should recognise which control method you are using

having to unplug all my 'gamepads' just to play the game with keyboard is annoying and unnecessary.

young lily
#

!feedback what's this bs with the fresh meat getting changed to bison streak and power getting changed completely. 25 max hp is pointless it's another infusion only you don't have to kill for it change it back to life regeneration on kill.

little barn
#

!Feedback

OSP related name
[Uncommon item]

When receiving a lethal blow, reduce your health to 1 instead.
Clears debuffs when triggered.
Recharges after 180 seconds (-10% per stack).

It may look strikingly similar to dio, but the differences are: no invincibility period after trigerring, does not heal you back after trigerring - you can die right after it triggers making it severely weaker.
Tougher Times can grant benefits like this item but less consistently, so it's not some discount form of dio's

lunar cloud
#

!feedback
Sacrificial pulsemaker (lunar equipment)
On use, take 25% of your max health in damage, and create a blood pulse, dealing %1800 damage within a 30m radius.

leaden radish
#

!feedback

This is mainly for console because... What'd you expect its a shit hole right now

Wether it is the ror2 twitter, porting team or anyone who knows anything about
Please be more transparent, Wether it be good or bad news we would prefer it over the silence
We have had a time period in which for 75 days we got not a single word except, June and soon
I'm not complaining, I'm not even on switch but please, if the porting team have a slightest doubt that something is delayed, everyone would just be happier if it was said
Anything. Absolutely anything.
Are you fixing the bugs?
Are you gonna release a hot fix?
Are you gonna finally put the update back and make it playable?
We don't know anything
For the longest time we had not a single person working on the port checking #bug-reports-console

round hill
#

!feedback
Captain's diablo strike should inflict slow (similarly to the worship & control units' "charged detonation" attack) upon entering its ring.

rocky peak
#

!feedback
Buff Titans or Rebalance them to the current state of the game, their "Omega" Laser isnt so omega as such anymore as it can be easily shut down by a mear single or double Armor Repulsion Plate or Tougher Times. It's retaliation ability where it summons a cluster of rocks is highly unpredictable and barely lands a quarter of fired shots. A suggestion I have in mind for the Omega Laser is to have it apply the Suntan Debuff or something similar to that nature, the longer you are exposed to the laser, more damage it would do.

eager plume
#

!feedback Add in MTG MK2(Its ATG MK2 in Risk of Rain) to the game. It would probably need to be rebalanced for this game, but its an awesome item. I mean, its in-game description is literally "Hooah". Which is pretty metal, if you ask me.
Edit: for those of you who don't know, 7% chance on hit to fire 3 ATG missiles(MTG for this game). The scaling just adds to the chance it fires too, +7%. Deals 3×300% damage.

little barn
#

!Feedback
Raise the height of out-of-bound regions below the map in commencement.
They're so low it's easier to literally fall and tp to your destination than play the stage

somber halo
#

!feedback

Brass contraption hitbox is janky. Fix it.

cinder cloud
#

!feedback

Add an pin a challenge option so we can keep track of unlocks ingame

eternal rover
#

!feedback

an artifact that doubles chest spawn rates

eternal rover
#

!feedback

an artifact that only allows common items to spawn (could also work with uncommon)

wooden isle
#

!feedback

artifact of wandering - maps progress in a random order, i.e. you could start on sirens call and then stage 2 could be titanic plains and so on. every 5 stages, the tp will be a primordial teleporter (regardless of whether or not youre on sky meadows) and you can choose to either go to commencement or keep looping through random environments

junior parcel
#

!feedback

Please add truly procedurally generated maps.
Although the chests, shrines, and teleporters are procedurally generated, just playing like the same 10 maps over and over again is getting so fucking stale.
The devs could add more maps, but this problem of staleness would eventually just happen again.
I know balancing procedurally generated maps and making them playable is hard, so I suggest making it an option you can toggle on and off or maybe even a new artifact.
I like this game, but i hate to see myself getting bored by the same couple maps over and over and over again.
This would be an optional feature

digital ore
#

!feedback

Artifact of vanishment
Lets you ban any item excluding Halcyon_Seed & Artifact_Key
Activating it lets you pick items to ban and on multiplayer only host can set the list, and in quick matches its just unavailable

this would help console players block bugged items, and do testing.

as well as let pc servers have more control with out mods.

opal wren
#

!feedback a reward for completing eclipse I do everything the game offers including grinding logs and farming for over a month for irradiated pearl except eclipse I’ve always thought that a third skin for the characters would be a perfect reward showing true mastery

bleak hedge
#

!feedback
Whenever an item falls off the map make it teleport to the closest ledge.
Even though it doesn't happen often it's still annoying

bold geyser
#

!feedback
More melee characters in general?

tame junco
#

when u obliterate with the beads. u should get back every coin you spent on that run plus the 10 coins that drop. if i loop to stage 48 and obliterate one more time and only get 10 coins im gonna fucking scream.

little barn
wintry flare
#

!feedback

do a chat for every language

safe prairie
#

!feedback
Second Newt with Artifact of Swarms active.

digital ore
#

!feedback

cleansing pools Still spawn while artifact of command is active,seeing as they the rarest spawn in game as is.

candid grove
#

!feedback
heretic character shows items on character
everyone else has items shown on there character. give the heretic that

austere oracle
#

!feedback
Add how much damage supply beacon does to the skills tab

graceful maple
#

!feedback
Either buff captains taser,rework it, or give us another option since the taser is very lack luster

tired briar
#

!Feedback

Cleansing Pools only spawn in specific stages, and not that often. I don't see this as an issue, however I think the fact that it's not very easy to pick up visually in these environments can be problematic. I would love for them to stand out more.

little barn
#

!feedback

Ghor's tome treasures, Bandolier ammo packs, Monster tooth healing orbs, and all related "pick up" entities should increase their range and pull the longer they exist.

This is more of a QoL than anything, but it would definitely change some runs for the better

little barn
#

!feedback

Surging Kinesis [Uncommon]

+) Start holdout events with 5%(+5% per stack) already completed

edit: nothing has changed, just made it make more sense so you still finish at 100%

crisp pilot
eternal rover
#

!feedback
Artifact of loneliness
remove all drones from the game

austere oracle
#

!feedback
Add all the modifiers for eclipse 8 as an artifact you unlock after completing eclipse 8, or alternatively just any form of eclipse multiplayer. Me and my friend love to play together but often monsoon is too easy

eternal rover
#

!feedback
add a way to pause during multiplayer runs (either add a vote or allow the host to pause)

rain wing
#

!feedback
Make it so that two or more 3D Printers that print the exact same item cannot spawn in the same stage at the same time.

eternal rover
#

!feedback
add a scrapper to the bazaar

vestal sleet
#

!feedback
Console lacks a solid settings menu. Could use more settings for in-game details and more display options as the current menu is far too basic

simple briar
#

!feedback
Beetle Guards are too cute, allow a petting animation in hidden realms/guilded coast after Aurenlite° (however his name is spelled)

little barn
#

!feedback
Please make Kjaro's band set enemies on fire.

little barn
#

!Feedback

[Lunar] Power Extractor

Makes you consume the equipment item after using all of its charges.
Gain 1(+1 per stack) extra use of equipment, and increase cooldown by 50%(+50% per stack).
Using an equipment item triggers the cooldown, but it does not affect that particular item. [note: this makes perfect sense]

1 Stack = 2 Uses & 150% Cooldown
2 Stacks = 3 Uses & 200% Cooldown
4 Stacks = 5 Uses & 300% Cooldown

note: Bonus fuel cell charges don't affect this item (would be op + it isn't a big downside as it still decreases the cooldown substantially)

It's hard to understand the pros and cons so let me explain them:
+You can use equipment much faster
-You lose equipment and have to find new ones and spend more money on buying them
-Your increased cooldown starts after the first use so you can't use different equipment as often

inner marlin
#

!feedback
Bandit's alt M2 Serrated Shiv (the throwing knife) shouldn't disappear after a short distance like it currently does. I was excited to attempt knife kills from across the map.

echo apex
#

!feedback
heights and weights of the survivors, i think it would be cool

candid grove
#

!feedback
red item idea: the everything box
gives 25% shield as hp up
gives 10% hp up
gives 30 armor
all hits dealt to enemies give 1% of the damage dealt as barrier. (it's a percent to account for strong single hits) rounds to at least 3 for really weak hits

little barn
#

!feedback
Came up with this elite aspect idea from one of @warm moat's models in #ror-art-and-content

Glistening Elite: Tier 1 Aspect

+) When you kill them, they drop 5% of your current gold.
-) When they hurt you, you lose a % of your gold base on your health (basically how brittle crown works)

These elites would be basically bags of money when you kill them, but they're worth more if you wait to kill them after you've collected a bit

cedar sonnet
#

!feedback
Lunar item shield converter every second convert 1%(+1% per additional item) of shields to barrier

little barn
#

!feedback

Make the Artifact Reliquary unable to receive healing.

Artifact Reliquary can be healed by Monsters or Umbras with healing items. Bustling Fungus is one of the biggest issues here when used in a high enough stack to reach it.

sleek stag
#

!feedback A hunter/hunted game mode where one player is chosen at random per stage to play as Mithrix and must kill the survivors. As Mithrix you use hammer attacks and your special summons random monsters to help you. The timer moves much faster in this mode than it would in the regular game, hitting "HAHAHA" at around 10 minutes. The timer doesn't effect difficulty in this mode, but the higher it is the more powerful Mithrix's attacks and summons become. Survivors, on the other hand, slowly gain gold as the timer increases. They can purchase the crates that appear on each stage to get items to slowly build their power. Crates that are unlocked will disappear and refresh themselves in another location after a short time. Shrines, lunar pods and other such intractables do not spawn in this mode, but the teleporter does and this is where Mithrix spawns from. Players spawn in randomly in drop pods or as they do with Acrid. If the timer hits "HAHAHA", Mithrix will automatically begin stealing items from players to prevent stalling, though he can still be defeated. If after 13 minutes the players haven't defeated Mithrix the screen flashes blue and all players shatter as if killed while using Shaped Glass. The maps in this game mode are just the regular maps but with some paths locked off with blue energy like the escape ship is in the main game.

meager pulsar
#

!feedback
random survivor select button (not just metamorphosis.)
||(this has probably been suggested alot but whatever.)||

abstract pine
#

!feedback
Ok so imagine the bandit's Special has a variation whereas instead of shooting 1 bullet per usage, it has up to 6 charges so that it can be spammable

The knly downside i would thing is it has higher cooldown and lesser dmg per shot (maybe around 150-200% dmg per shot?)

crimson lotus
#

!feedback

New Artifact Idea (I don’t have a name for it)

After dying in a multiplayer game, you’d come back as an enemy to try and kill the other players or just hang out with them for the rest of that stage. Could work by making you a random enemy or every time you’re killed, you’d come back as a stronger monster. I just think it’s kinda boring when you die cause there’s nothing to do until the next stage and this could help with making it more fun during that time.

feral dock
#

!feedback

Artifact of Terraforming

Activating this will add dangerous environmental hazards to the maps. Since most artifacts are about adding more challenges, I think adding this as an artifact instead of putting them directly in normal gameplay would be best

last gyro
#

!feedback could this game be added to the service geforce now

austere oracle
#

!feedback
Could the mercenary's alternate utility unlock be changed to 20? Right now you can use 10 abilities on stage 1 with no items, so it's not difficult or impressive to unlock at all

marsh jay
#

!feedback
Fix console

austere oracle
#

!feedback
Could we get an option to change which survivor is chilling on the main menu, instead of just commando? And also maybe an option to select a run in run history, and the items from that run are rendered on your home screen character

austere oracle
#

!feedback
New item idea (green/white)
All sources of damage (including DoT ticks) have a 3% (+3%) chance to summon a void pit that deals 50% (+50%) base damage per second in a 12m (+3m) area for 6 (+3) seconds

Cannot proc itself

Values subject to change

austere oracle
#

!feedback
New item idea (red)
Convert 30% (+30%) (additive) of attack speed bonuses into global cooldown reduction

Example: if you had +100% attack speed, you would have 30% global cooldown reduction

little barn
austere oracle
#

!feedback
Make artificer start with my previous suggestion

boreal ingot
#

!feedback Bring back Artifact of Distortion from the first game

little barn
#

!feedback

Make Bandit's blast have no bloom (or only up/down bloom).

There's no real definitive reason why this is better than the current version, it just seems like a bonus for blast to be guaranteed more accurate on at least the X axis

little barn
#

!feedback

Add emotes.

lament flame
#

!feedback

I want Children in this game

thorny skiff
#

!feedback

huntress' dps is really underwhelming, most of us think that buffing her base damage to survive on early stages is necessary

little barn
#

!feedback

Killing an enemy in a boss fight should remove that boss' health as if the health bar picked up shaped glass

If you don't know what I'm talking about, a picture is attached

from top to bottom, the lines are

• A single boss bar (for reference)
• Two bosses, one of which has died
• Three bosses, one of which has died
• Four bosses, one of which has died

The extra black liness aren't necessary as that might interrupt the flow of the health bar, but I hope you see what I'm trying to suggest

feral dock
rocky prism
#

!feedback can you add N'kuhana in the game as another boss?

shadow nimbus
#

!feedback

Make stacking beads of fealty like a mountain shrine for the twisted scav fight. The fight gets harder with each extra bead, but you get more lunar coins for beating it.

gloomy wadi
#

!feedback

New ítems idea, 1 green, 2 red, 1 lunar.
The green one is like chronobuble but instead of movespeed decrease, it reduce attack speed of enemies by 40-50% for 2s (+2s stacking)

The first red one is the BodyEater Swarm. When you use your special (R key) skill (every 60-30s) you send a little swarm of somekind of locust or bug, that attach to an enemy, the swarm will make 10% (+5% per stack) of the max health damage in 10 seconds (1% per second) then they return to you, however if the enemy dies while the swarm eating, they will search another enemy in a 5m (+2,5M per stack) radius.

The other one beeing a ítem that debuff enemies on hit decreasing their damage by 40/60% for 4seconds (+2 per stack)

The lunar ítem i called "Ascension Crown", for every Buff you have (like the banner or frenzy) you recive 10% (+10% per stack) extra stats increase (damage, health, life Regen, speed, attack speed, also amor), however while you have a debuff, for every one you get the oposite effect, (reduce damage, and the same stats that i said earlier).

hard hemlock
#

!feedback console edition deserves something special for always being in an awful state maybe something small like a skin

little barn
digital torrent
#

!feedback Petition to have the Acrid_Meat emote have angry eyebrows added to it for extra comedic effect in chat,

void rune
#

!feedback add split screen to console

tepid eagle
#

!feedback for the frost relic theres a horizontal circle of snow that lets you can see the circumference of the circle. Add a circle like that but horizontal so you can better understand the size of the sphere

marsh jay
#

!feedback
New artifact ideas
Order: Makes all items of each color the same throughout the run
Ascending: Makes everyone's health shield (transcendence but for everyone and permanent)

shadow nimbus
#

!feedback

Lunar item that increases all stats but also increases the director speed

graceful maple
#

Make the clones in the artifact of vengeance respawn if they fall off since this makes getting thunderdome for loader very tedious and annoying if even ONE of them falls off

crisp pilot
maiden tundra
#

!feedback

[Lunar] Cracked Scale
"Your weight seems to have shifted"
Decreases passive item cooldowns by 25% (+25%, applies seperately for no 100% possibility), but increases ability cooldowns by 20% (+20%, applies seperately).

Passive items here include Head-ST, Transcendence regeneration, Bands, Medkit, Lepton Daisy, Old War Stealthkit, Red Whip, Defensive Microbots, Little Disciple & Cautious Slug

eager flame
#

!feedback

First time doing this. The wake of vultures is a really weird item since it does not do many viable things. The main thing is electricity which does a good damage increase.The electricty comes with a huge downside of giving you shields which is why you dont want the item once you get good healing. This is one of the major reasons you DONT want this legendary for looping runs.My thought is to keep it inline with the affinity to elite monsters. Make it so that on a cooldown it will deny a elite enemy ability. My thought is something on the line of if a fire elite was going to set you onfire, it doesnt. You still get hit for the initial damage. If its the trail then you just dont get set on fire. Then the Wake of vultures goes on cooldown for 7 seconds ( Time is debatable). If you were to be denied healing by a malachite you dont. You still get hit, but it does not malachite you. The hard part of this is celestine enemies. ( This is the weakest point to my argument, but this is arguably the worst legendary, so a major change may be proper action.) I was thinking simply celestines would not make anything invisible while you are in the radius. Another idea is if you are hit by anything invisble and the cooldown is ready the invisible monster will become visible for some time, or forever. Thats my idea. I really want a wake of vulture change and I thought this idea fit its memo. I wrote this on my phone, so sorry for bad everything. I am also not the best at writing.

deft shard
#

!fedback

make console work : )

raw grail
#

!feedback

Make it so the Stone Titan's Laser doesn't auto lock-on to you

tired briar
#

!feedback

I love artifact of vengeance. It's a lot of fun. I just wish I didn't have to wait 10 mins to meet my sparring partner; maybe give us an option to reduce the 10-min interval to 7 mins?

hearty peak
#

!feedback

The idea, captains beacons.

New beacon idea, Beacon: Cryo-freeze

Creates a slowing/freezing field that can freeze creatures soild if they stay within the field for an extended amount of time killing the creature leaving only a statue in its wake.

little barn
#

!feedback

Make Berserker's Pauldron sorta like fresh meat... sorta

Current stats

Killing 3 enemies within 1 second sends you into a frenzy for 6s (+4s per stack). Increases movement speed by 50% and attack speed by 100%.

Suggested Stats

Killing 2 enemies within 1 second sends you into a frenzy for 6s. Increases movement speed by 25% and attack speed by 50%

Each kill above 2 resets the time and increases the effects up to 4(+4 per stack) kills.

If you're confused, just think about it like this: pauldron gets better as long as you kill more things and reset the timer.

halcyon sluice
#

!feedback

Oni skin for Mercenary should have a different sword or at least change it's color to match the skin. It's just the default one and it doesn't fit the color scheme.

queen plover
#

!feedback
With Artifact of Death and Artifact of Vengeance on, killing one Umbra should kill all of them

meager pulsar
#

!feedback a red coloured role that doesn't associate you with huntress

little barn
#

!feedback

It would be really cool if Mithrix had special voice lines during the fight that he only says if you have certain artifacts enabled

just as examples..
Command: "You have lost all command here, vermin"
Frailty: "Frail construct. Weak."
Chaos: "You bring chaos to this plane. Unacceptable."

Thanks to @dawn cliff for these!
Swarms "You can hardly handle one of us, let alone two."
Death "A truly fatal mistake." Said on kill
Sacrifice "A useless sacrifice." Said on kill
Glass "So brittle and weak." Said on kill
Evolution "I have evolved beyond even your worthless toys." When stealing your items for phase 4

wooden widget
#

!feedback
remove Tesla coil from void fields.
Its not fun to be forced to retreat because of a random roll on the last item.

The point of void fields is that over time it gets more dangerous and you have to gauge your risk versus reward versus skill
Tesla coil puts the risk to max, to the point that its not even a choice anymore. Its just retreat or die.

lunar cloud
#

!feedback
Lunar Equipment (Temporal torment) 8s cooldown
All damage is converted into stasis, stasis is NOT a debuff, but instead a condition that is unique for all forms of damage. Stasis works by taking all % Damage of all hits and adding them up, proc coefficient is AVERAGED and it doesn't prioritise any specific attack. This condition lasts indefinitely and is not confined to a single enemy.
"All damage becomes locked in time, Until you activate this equipment"
This equipment would allow for "constant damage" characters such as arrow rain huntress, nailgun Mul-T or commando to become burst classes by buffering their damage and letting them release it in one activation.
The calculation for proc coefficient is simply finding the mean for the PCs of the attacks e.g 3 nails from a nailgun+1 rebar= (0.6+0.6+0.6+1)/4=0.7
This would mean procs are rare, but brutal.
Effects of attacks (Debuffs, conditions) Are NOT negated, (Apart from acrid poison+blight and Bandit haemorrhage, this damage will add up as pending damage) Meaning that captain can still tase and heretic can still root.
Additionally, items that proc off of damage (Atg, sticky bomb, not chronobauble and bleed) do not get rolled for until the item is activated

swift wave
#

!feedback
Can we get any news on a console fix please it's been a week since we've heard anything the game is so buggy I cant even play it with my friends the way I want to cause we are all afraid to pick up atg I shouldn't have to avoid items that's bad for the game, the biggest ror2 youtuber even made a vid for us with more views then there is ror2 players and still we hear nothing, whoever runs twitter replies to everybody expect anybody that mentions all the bugs we just want some news, we all are afraid you are gonna release switch the same way

boreal ingot
#

!feedback Give some of Mithrix's attacks in phase 3 some orbs that travel around the arena (similar to the orbs from phase 4) that last a while before disappearing. This adds the challenge of paying attention to surroundings while fighting Mithrix, making the fight more challenging

granite pagoda
#

!feedback

CPU/AI allies to play with offline
As for the looting aspect they could randomly gain random items periodically instead of stealing yours

Edit: as suggested by Sniper is my Pretty the A.I. allies could get a random item of the same rarity that you pick up when you get an item.
For example: If you get a syringe the A.I. can get any white item as soon as you pick up said syringe

digital ore
#

!feedback
(Red item) Installation kit

Shares a copy of 1(+1 per stack) of every rarity item(& aspects) you have with newly bought turrets and drones

Turrets/Drones holding this item gain +10%(+10% per stack) to all stats

(hearsay/Ability change items are black listed)

maiden tundra
# raw grail !feedback Make it so the Stone Titan's Laser doesn't auto lock-on to you

!feedback

Replace the Stone Titan's lock-on laser with multiple lasers that don't lock on, but move in straight lines at medium speed in your general direction for a bit more of dodge-based challenge. Also increase its damage if this change were to go through, as it wouldn't continually hit you anymore. Lock-on feels cheap and is only easily countered by movement items to outrun the laser or hiding.

spring ruin
#

On the PS4 version, my girlfriend and I have noticed a bug with the ATG missile where it will just fire infinitely, but it will deal damage to the person who has it as it happens. It’s ruined a couple of runs now.

little barn
stray wyvern
#

!feedback

Empathy Cores need to scale for minions like backup drones and squid polyps. The description specifically lists that they get stronger with each minion so imagine my surprise when I learn that they do not synergize with these two minion items.

delicate pewter
#

server feedback: why do so many bosses have emojis on this server but grovetender doesnt
add grovetender emoji (if there is room of course)

junior nova
lunar cloud
#

!feedback
Doctor's cane (Equipment) 45s cooldown
on use, deploy a cane, the item pulses a 7.5% max health heal every 0.5 seconds in a 12m radius for 10 seconds.

round hill
#

!feedback
add distinct sound effects for events that occur in-game (i.e. family events & the "whirring" when summoning the alloy worship unit). Not needed but it would be a nice addition.

rocky peak
#

!feedback
Allow Razorwire as a potential item to be added into the Void Cells

languid delta
#

!feedback

Adding a lemurian-esque summoner-type survivor would be fun. Maybe have a fairly versatile standard attack and 3 summons of varying strength? Or perhaps two summons and an AOE buffing/damaging move?

compact solstice
#

!feedback
Reduce Captain's primary proc coefficient, 8x0.75 is insane.

I understand some characters have stronger skills and Captain is based arround the primary, but the proc coefficient must be balanced between ALL characters and is not an excuse to be broken as hell.

Why Bandit and REX have less projectiles and less coefficient (5x0.5 and 3x0.5) while keeping a similar firerate (reloading speed for bandit)

Is just unbalanced and broken as hell, the primary already have good stats and the proc coefficient is not something to buff to an extreme

candid grove
#

!feedback
3 ideas for captains beacons
healing beacon: gives the normal healing and also gives a 30% move speed/attack speed buff
shocking beacon: when it pulses it also sends out a weak (100%) damaging shot of lightning that bounces 5 times with low proc chance
supply beacon: when dropped also spawns 4 stationary turrets a lot like the ones spawned from backup. they don't follow to the next stage but don't die unless killed.

eternal rover
#

!feedback an item that buffs drones

little barn
#

!feedback allow to upgrade drones and turrets on the stage or in the newt shop

candid grove
#

!feedback
captains taser rework
instead of a single shot it's a slow moving orb with remote activation.
activating it causes a big aoe that shocks all nearby. if it bounces it could have increased aoe.

boreal ingot
#

!feedback Allow artificer's ice attacks to freeze normal bosses and execute them when their health is low enough

candid grove
#

!feedback credit to Dripdrip, the Supreme for writing this out
4 ideas for captains beacons with more thought put into them

Healing beacon: heals 5% hp/s and gives small temporary regen after leaving the beacon (1%/s for 25s) for strategic use

Shock beacon: much larger radius, will shock enemies for 1% max hp each 3s. every 30 seconds it will explode dealing 2000% damage in a massive area. will do nothing for 30 seconds after explosion and will start shocking 20 seconds after explosion

Supply beacon: drops 4 turrets as well similar to backup mag drones. these drones will hold the supply area dealing decent damage.

Hacking beacon: once finished hacking it will spawn a small drone with something resembling a crowdfunder. it will deal damage based off how much the chests it opened cost and will stick around until the stage is done.

little barn
#

!feedback

random achievement idea:

"You weren't supposed to do that"
complete the game on any difficulty normal or above without picking up any items

Edit: I should clarify that this is a joke, but if it was added, I wouldn't complain lol

lime compass
#

!feedback I’m back and have another Survivor Idea! Pugilist is the name, and Martial Arts is the Game! Primary would be a 3-Hit Melee Combo String with the first 2 hits doing 125% or more of the character’s Damage and the Final being at least 200% or more with a Proc Coefficient of 0.7 or whatever the Devs decide on for the Stats (I have no clue how to balance certain things so I’m leaving the Balancing to the Devs.), the Secondary would be Omega Assault, a 5 Hit Combo that ends with an Axle Kick to force an enemy to the ground and stun them when they crash and the Damage would preferably 150% or more ore less per hit and the Proc Coefficient would be something around 0.5 (Leaving the Balancing to the devs as per usual.), the Utility, Burning Breaker, is a Momentum-Based Kick that stops after a few seconds or after hitting a Single Target 5 or 10 Times, useful for both Movement and Starting Proc Chains on anything that can’t be launched with a 175% or Higher Damage and a 0.5 or higher/lower Proc Coefficient, and now for the Special, Checkmate would be a Beam of Pure Damage, nothing more, nothing less, with preferably anything between 250% and 750% for Damage since it hits multiple times and for Proc Coefficient it should be 0.5 or lower, and the Passive, “Blazing Willpower”, is a Damage and Movement Speed Increase with a Downside I can’t really decide on, so the Cooldowns, Damage, Proc Coefficients, and Passive Downside are up to the Devs since I can’t really think of a definitive answer for them, feel free to pass by if this doesn’t catch your interest and give me some Future Ideas and ways to improve this one, and DON’T downvote because I’m leaving the Balancing to the Devs! I legitimately have no clue how to make something Balanced so I’m going to leave it to them if they decide to put this in!

nocturne crow
#

!feedback

Applies to: Bundle_of_Fireworks Bungus Focus_Crystal Gasoline Sticky_Bomb Warbanner Kjaros_Band Razorwire Runalds_Band Ukulele Quail willowisp BrilliantBehemoth Defensive_Microbots FrostRelic H3AD5T_v2 Interstellar_Desk_Plant (Resonance_Disc?) Sentient_Meat_Hook Tesla (Charged_Perforator?) Genesis_Loop (Little_Disciple?) Mired_Urn (Molten_Perforator?) (Focused_Convergence?) Mercurial_Rachis (Launcher?) Eccentric_Vase Preon Primordial_Cube Scanner Capacitor Sawmerang Effigy Meteorite Helfire

Applies to:
acriddance Caustic Leap pool | Frenzied Leap pool
Artificer Charged Nano-bomb | Snapfreeze area? Flamethrower range? | Ion Surge explosion?
banditdance Serrated Dagger range? | Smoke Bomb
tinycaptaindance Power Tazer | Orbital Probe | OGM-72 'DIABLO' Strike | Orbital Supply Beacons
commandodance Frag Grenades LOL fuck
engineer Pressure Mines | Spider Mines | Bubble Shield
Huntress Strafe POGGERS | Flurry POGGERSPls | Laser Glaive | Arrow Rain
loaderwalk M551 Pylon | Thunderslam
mercenarydance Laser Sword | Whirlwind | Slicing Winds
MULT Scrap Launcher | Blast Canister
rex DIRECTIVE: Drill | Seed Barrage | Tangling Growth

feral dock
#

!feedback

A new item that buffs drone

TargetOS V2 - Green/Red
Your offensive drones have 1(+1) more projectile per attack.

Applies to all drones (but not turrets). Including TC-280. For Incinerator it would be more damage per tick/longer flame range.

thorny skiff
#

!feedback

huntress' dps is really underwhelming, most of us think that buffing her base damage to survive on early stages is necessary

little barn
#

!Feedback
Purchasable turrets are extremely situational - their stats might be viable but they stop doing anything of value as soon as you leave your spawnpoint.
One way to counteract this issue in a very simple and fun way is <make them follow you around, and attack only when they situate>
To illustrate: after spending some time around one place your turrets would stop in place and start shooting - until you go away from them again, then they cease fire and "migrate" with you.
This would let you take your turrets anywhere while keeping their originally stationary playstyle
Personally I'll add this playstyle would be incredibly satisfying since it incorporates tower defense elements with strategical planning

wooden widget
#

!feedback
Show the active item you had in the results screen
Reasoning: self evident, i think

thin void
#

!feedback

Make it so if you're at 1 max hp, you still cant die of fall damage
normally, even if youre at only 1 hp, death by fall damage alone is impossible
but with 1 max hp (glass), everything short of a small ledge will cause you to shatter on the ground

austere oracle
#

!feedback
Similiar to the turret teleport change,
If mobile turrets are a bit too far away from the engineer, they should be allowed sprint.

boreal slate
#

!feedback make APR do extra damage to elites as well, to give it use outside of just the teleporter, and to make dealing with elites a little less painful