!feedback To make squid polyp both more interesting, and more useful, I think it would be be better if the tucked in squid polyp, (as it appears in your inventory,) shows up on the players body. When it’s activated it will pop out and attack while on you, so it doesn’t just cover a small area. Considering squid polyp is one of the worst items, this might be too good, so to balance it maybe it should just have less health or something.
#ror2-feedback-and-ideas
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!feedback
Artifact of prolonging
All status effects last twice as long.
This includes character debuffs, DoTs, and item effects
!feedback
Give a handful of choices to pick from for the boss defeating reward
!feedback
When bosses die and their bodies linger apply a transparency effect or something so they don't hide stuff
!feedback
boss equipment.
!feedback
i feel like this would work as a lunar item as well
!feedback
Next dlc map: RETURNING MAP
Temple of the elders, make the boss' Ifrit/StoneTitan/ImpOverlord/AncientWisp/TempleGuardian
(Temple guardian, the spider-like robots in the first game that shot missiles, kinda like the Lunar chimera but metal and larger)
!feedback
Item idea
Rarity: Red
Name: *** Manufactured Soul***
Object: Glowing yellow orb of wires and gears
Description: All drones associated with you will have a secondary drone that will mimic **half **of its attacks, dealing -50% less damage than the primary drone.
(More stacks will increase the fire rate of the Soul by** 15%**)
!feedback
Skin for acrid based off of Xenomorphs from the Alien franchise.
Name it Alien I suppose.
!feedback
Lunar Item idea: Binding Armor
All damage done regenerates your health for 50% of the amount, if the life steal heals past your max health, the extra health is converted into temporary armor, also amplifies life steal by a percentage.
Drawback: Your health now degenerates passively by a small percentage of your max health per second, and passive healing items can decrease the health degeneration, but they cannot heal you, for example, monster tooth orbs no longer heal, and cautious slug no longer heals, only decreasing the health degeneration while active
!feedback
Item idea
Rarity: Red
Name: Harbingers Harrow
Object: A charred piece of farm equipment
Description: After killing an elite enemy, gain a speed boost for 5 seconds. Killing enemies will reset this duration.
!feedback
Change the name from the lesser wisps spawned by the artifact of soul in the logbook
!feedback
Add more character transformations like the heretic
!feedback
Give more feedback to the player about certain enemies, so you can see them comming:
-Add a stomping sound to the Elder lemurians just like Golems have because is so frustrating how sneaky they are considering how dangerous and big they are, many runs ended becasue of a elite elder lemurian doing the close range attack after comming from behind
-Add a small sound to the Mushrum projectile itself and add another sound when the mushroom shoots. considering is a parabolic shot, making this sound would help to have more information about the projectile position without requiering looking at the projectile in the middle of the chaos
lets see a well designed enemy for example, Stone golems:
-Loud stomping sound for you to notice their presence (elder lemurian does not have)
-Loud spawning sound and a fairly long spawn animation before starting to attack (elder lemurian can attack the exact second they touch the ground)
-Laser have both visual and auditive feedback to warn before shooting
!feedback
artifact of haste
double the speed of the difficulty bar
!feedback
custom difficulty
you can set the speed of the difficulty bar, enemy HP, your HP, your DMG, enemy DMG, portal size, portal charge rate, etc
!feedback For rerolling the Bazaar: have it guarantee that at least lets say 2 or 3 items are different from the ones last in the pods - I’ve had so many rerolls where it rolls to almost the exact same thing and its really frustrating when trying to get a specific lunar
In the words of Ooze Golem, you reroll to reroll.
!feedback
A samurai skin for the mercenary
!feedback Allow Mithrix to use his glass shard (ranged) ability more often and when during walking or sprinting towards the player between hammer attacks
!feedback
remake ROR1 in another program that wasnt gamemaker
Gamemaker can often dies for a game like ROR1
!feedback How many of you think it would be funny if with Artifact of Dissonance on, the music for each stage becomes random, choosing from normal stage music for each stage, and random teleporter music for each teleporter event.
!feedback
Make equipment that boost damage over time effects like the ones acrid uses.
!feedback
!feedback
Make it so that bosses actually have different phases and movements where you need timing to dodge and some tactics instead of just running around trying to pump in damage as fast as possible.
Also make them a lot harder. They always just feel like nothing but larger enemies and it's pretty underwhelming.
!feedback
change rising thunder (merc alt secondary) to put you equal to the enemy(s) you use it on. It would also be cool if the enemy(s) were kept in the air as long as you hit them (would probably go away after awhile and they would fall regardless). Would be cool as a way to single out targets.
!feedback
What if high level bosses/enemies had armor and weakspots where the only spots they could be damaged is in their weakspots? Would make combat a lot more interesting i think.
!feedback
Make artificers m1 have a reload like bandit, instead of a cooldown
!feedback
Make commando grenades explode instantly after hitting an enemy.
This way the granades are.... useful
Actually they are totally unusable, and even before the change in the bounce was still totally unusable
!feedback
remove the rule that grenades need to hit something before their detonation timer goes off. This would make them much more consistent. (obv increase the time before detonation to compensate). As it is, aside from the physics, grenades can be hard to time. If they had a set countdown that you could memorize they would be much easier (and maybe arguably more fun) to use.
This shouldn't change much gameplay wise, the only change I see is that you now have the ability to hit airborne enemies without banking off of a wall (for open areas, etc), and the more consistent timing
!feedback
just a small idea: make the power you throw frag grenades scale with your attack speed or something.
This wouldn't be a QoL of any kind, I just think it'd be useful to be able to throw a grenade short distances faster or long distances more easily later in the game
!feedback
character idea: clay man. (forgotten survivor maybe?)
the base idea is that this is a very fast very quick grounded melee class the focus on dancing around the enemy
passive, symbiotic training: gives both a defense and move speed up
m1, short sword: very quick low damage sword (think balanced blade from dead cells for frame of mind)
m2, infect: use the void to stab the enemy applying a powerful dot
m3, foot work: very fast dodge and could store 2 charges. (maybe increases damage of the next attack?)
m4, cleanse: stab yourself in a very dramatic fashion and the tar repulses spraying almost in a shotgun blast hitting everything in front of you and applying tar.
i know that character ideas don't do well but there is the log from the abandoned aqueducts and i feel this could be a fitting character to play as. also clay men are fucking cool.
!feedback some sort of win streak counter/ tracker, possible implementations:
- logbook most wins in a row with the set of modifiers listed (difficulty + artifacts.)
- E8 per survivor win streak
- run ending tracker (death or obliterate or mithrix or twisted scav.)
!feedback Stadia update when?
!feedback
this is stupid but idc
item name: reinforced glass
rarity: lunar
description: double your HP and regen rate but halves your damage
!feedback
Change to the skin unlock text
Old: As [survivor], beat the game or obliterate on Monsoon.
New: As [survivor] on Monsoon difficulty, beat the game or obliterate.
This is just for clarity and does not change the challenge at all, just some clarification.
!feedback
Being able to use the D-Pad (or Plus Pad or whatever) on Consoles. To me, its a bit too slow to use the left stick to get through the menus, and almost every other game allows you to go through the menus whilst using your D-Pad.
!feedback Allow players to turn off the hud, better with a keybind for clear screenshots
!feedback
alternate secondary for a captain
literally just a smaller weaker version of the preon accumulator except the enemy it hits directly gets stunned
!feedback
what about making lepton daisy (it's also actually lily) a bit more convenient? right now it's just aoe heal when tp charge hits 50% with one stack and so on. What if it would do aoe heal when you fall below "critical" hp (like genesis loop and stealthkit). I can see two possible ways where it can go, one being total rework so item doesn't even tied to tp anymore, just works like genesis loop (which I can see being absolutely dumb on someone like rex) or still tied to tp event, so you can get a heal once per stack if you are below critical hp
!feedback
make a artifact where u can share items aswell would be nice with feature where u can see how many items u have and not have 2 count them would also love a viking survivor 👍🍻💪
!feedback
!feedback
Captain's beacons don't work in the hidden realms, but they're really cool, so I have a "solution" to this "problem" (honestly I see this not as a problem; rather a change that needs to happen for the sake of balance)
Utility Kits
The explanation for this is that Captain doesn't have any beacons and instead has something in his pocket or on his belt. These are small cubes that get the job done of the beacons, but with half the power, thus taking twice as long to accomplish.
Healing Kit
+) Heal for 8% per second in 4 ticks per second in the radius
=) 25 second cool down for use
-) Takes 5 seconds to activate after placement
Shocking Kit
+) Stun enemies in the radius once every 5 seconds
=) 20 second cool down for use
-) Takes 2 seconds to activate after placement
Resupply Kit
+) On activation, drop a small box. The next person to walk over it gets their equipment recharged
=) 25 second cool down
-) Only 1 use
Hacking Kit
+) Can only be used on a single item
=) 30 second cool down for use
-) Double the time taken to hack a chest
!feedback
Add a Jojo Reference
!feedback
Reduce the duration and the time from commando's roll. But add I-Frames as compensation (similar to RoR1)
this way there is a reason to choose it over slide
!feedback
Add a White Halo similar to the perfected elites when a player equips Shared Design
!feedback
Make having two hacking beacons on the same target make the target hack twice as fast pls
!feedback
Suggested additional buffs on elite aspects
Her Biting Embrace: Instead of leaving an ice bomb that freezes enemies on death, make it that after killing an enemy, the enemy instead leaves an icebomb that freezes enemies and the icebomb ability itself has a cooldown of a few seconds.
N'kuhana's Retort: Instead of just preventing the monsters from healing, dealing damage to monsters heals nearby allies (Including yourself) in a large radius.
Spectral Circlet: Slow all monster's attack speed and movement if they enter the celestine aura.
Perfected: Increase max health (shields), and allow the shields to regenerate faster than normal shields, and greatly increase the damage of the 5 projectiles fired as it currently only does 30% damage, little compared to the damage a player does late game.
Edit: Spacing
!feedback
Buff huntress, her overall damage is weirdly low for the "glass cannon" character
!feedback
weird QoL addition: can we change where the UI is?
I play a different game that has important stuff on the left middle of the screen and I feel like it would save me a lot of time re-programming my eyes to look at the bottom right for the skills.
Just the ability to move the 4 skills + equipment slots vertical and being able to move it anywhere on the screen would be extremely useful
!feedback
Adjustable UI elements in general
!feedback
Bustling fungus rework
After standing still for 2 seconds, root a mushroom sapling that heals for 5% (+2.5%) of your health every second to all allies within 2m (+1m). The Sapling's healing zone increases in strength and size by 2% (+1%) per second.
Activating again removes the last one you made
!feedback
small ghors tome buff/change/idk
make ghors tome increase the chance for items to drop by 15%, thus making it not useless with sacrifice
(edit: probably shouldve mentioned, this would be additive.)
!feedback
Heretic is a amazingly fun character, but it's not incredibly obvious how to get him. Maybe some sort of scratches on a ship in Siren's Call, spelling out Heretic, along with poorly drawn pictures of the items?
!feedback
different death animations?
something small to maybe spice up your kills a little like lermerians falling a different way or more dramatically.
!feedback
A toggleable option to give enemies ragdoll physics.
Obviously this would only work for certain enemies like Lemurians, beetles and maybe golems.
If you don't want ragdolls just disable them in the options menu and you will be able to have the old death animations.
!feedback
New item idea (white/green)
Increase damage by 10% (+5%) for each unique debuff you're suffering from.
!feedback
heal when you get xp. idk just a random idea
green-red item
!feedback
Bit of an old yet still valid complaint imo, but I'm to this day still salty y'all destroyed the physics on Mando's frag grenades. What makes it worse is that you labeled it as a bug FIX in the patch notes, which I just don't buy. There's no way someone looked at the way they behaved pre patch and said "Ah man, these are just unusable. We better increase the speed and distance they get thrown at and have them torpedo in some odd direction as soon as they touch a surface. That'll fix em' up."
Interestingly enough, Loader's Pylon physics seemed to have gotten changed in a similar fashion (admittedly haven't checked since the update though, don't play loader much lately). The speed that it gets thrown feels much increased and I recall feeling that this was also made more difficult to use for no reason. Was this a bug fix as well? Why didn't this appear in the patch notes?
I'd almost wager these were an unintended bug, but regardless I do hope they get reverted to how they were. It's sad that Mando still basically got buffed but he's so much less fun to use now because his grenades became 100x more unfun to use for no reason.
!feedback
Re: Item Idea (I've submitted this idea before but wanted to see if it'd get more upvotes this time)
Rarity: Orange
Object: Studio Based Microphone
Name: Unstable Mic
Description: Kill enemies to charge the blast, whenever activated send out a directional shock wave. Damage and range will be based on the number of kills before using.
!feedback Item idea: I think a 'magnet' kind of item would be really cool and useful and could be combined well with items such as Monster Tooth and Ghor's Tome, items that drop collectibles like that. I find myself always recycling stuff like monster tooth simply because I can't be arsed to go and pick up the health orbs. I think a magnet item would be pretty cool for this, and each stack would increase the magnet's range.
!feedback
Make allies unable to yeet your bandolier ammo packs pls
!feedback When using the scrapper, allow us to select multiple items to scrap at once instead of having to go through them one by one.
!feedback
An empty shelf where we can put items Scrapper-style. Once you input 3-5 different items (depending on how much capacity you want it to have), all items on the shelf can be picked up by any player. The shelf will only spawn during a multiplayer match.
The shelf has a small chance to spawn in all environments like any other shrine, but it also has a 100% chance to appear within Baazar Between Time.
This is basically giving us an ability to trade items between players.
!feedback
Item Idea (Achievement name: The Family: Collect all three totems.)
Rarity: Red
Object: Small white totem of a woman
Name: The Mother
Description: When losing more than **20% of your total health **you go into a healing frenzy, healing yourself for 25hp every 0.5 seconds for 5 seconds in a small radius.
Rarity: Green
Object: Small grey totem of a child
Name: The Son
Description: After losing more than 10% of your health gain a boost to attack speed for 5 seconds
Rarity: Blue
Object: Small dark totem of a man
Name: The Father
Description: After killing a boss gain a permanent boost to attack damage, at the cost of being more vulnerable to all types of damage.
!feedback
Slightly longer spawn animation for Lesser Wisps, since wisps can spawn in and shoot you a second later at times.
!feedback
Mithrix should scale for looping, but not numerically. He could get more powerful with more powerful attacks that do new things this way. It would keep the fight interesting even with the extra items. He could shoot more needles or do some upgraded versions of his attacks, etc.
Written when Captain was added, still relevant
Captain !feedback
Part 1
The secondary. Good lord, the taser.
It is so bad. It is simply irrelevant. One enemy hit and stunned for a split second. Useless except for maybe the first stage.
Suggestion: remove the damage, and make it a grenade that stuns all in the area. Throws like Mul-T’s grenade.
!feedback
Gladiator's Shield
+) Take 5%(+5% per stack) less damage from champions; stacks exponentially
Champions are all bosses, regardless of how they spawn. Think of this item as
, but defensive and more versatile
!Feedback
4th Map/boss idea
The Whisp-ering Stilts
A dark forest covered in hanging totems of dead Wisps, Grovetenders, tall dark trees, and bowls of green flames at every corner. The main boss' will be either an Ancient Wisp or a Grove Master, a Grove creature with three tails that crawls on all fours, while using its mask as a shield, and its three tails to swipe survivors far away.
For a red item encounter there could be a wisp work bench off in a corner where destroying a few Greater wisp masks will spawn the Grove Master.
(Edit: Meant to type 4th map instead of 5th)
!feedback
Maybe even have Mithrix spawn multiple clones (lower health) of himself with different attacks compared to the true Mithrix, making the fight more tense as the survivor now has to watch out for multiple targets
!feedback
I was playing engineer with two Beetle Guards chasing me, I put down a spider mine right between them, and it crawled over to attack the very threatening tar pot nowhere near any of us. I wasn't going to mention it, but then the same thing happened with the very next mine.
Can terrain objects just not be targetable? A bullet hitting them is one thing, but mines/rockets shouldn't be going after them at all.
!feedback
crossplatform play 🤔
!feedback
New Lunar Item: Hecatomb Scepter
Basically a lunar version of Ancient Scepter from the first game. Now, it enhances all of your skills, but in turn, increases all of your skills' cooldowns Edit: Spacing
!feedback
Whistling Arrow [Uncommon]
Yondu reference
+) On hit: 30% chance to spawn in a homing arrow that deals 20% total damage to the enemies around you
+) Arrow goes through enemies in a 10(+15 per stack) meter radius
=) Arrow exists for 15 seconds
I also think the arrow should make a whistling sound when it spawns in to show that it spawned in
Damned Token [Lunar]
+) Increase lunar coin drop chance by 400%(+400% per stack)
-) Increase monster credits by 60%(+60% per stack)
Used Dios [Balance]
+) +15%(+15% per stack) base damage
+) +15%(+15% per stack) max health
Basically, getting revived from a dios actually does something and increases the chance of you actually being able to get a use out of it.
It also creates a situation where you can willingly die for the raw increase, but risk needing the item later
!feedback
Is it possible to add a split screen mode to the game?
if I'm not mistaken, there is this function in the game itself, but for some unknown reason it is not implemented.
!feedback When holding one or more fuel cells, show the cooldown for the other equipment charges. If I'm holding two (for example) I honestly can rarely tell when the next charge is ready, I think just adding a cooldown would be nice
!feedback When using the radar scanner (equipment) could we have a wider variety of icons for the different interactables? Printers share the same icons as chests which is a bit misleading, scrappers share the bag icon with another interactable (not sure which one). Shrines have their own icons though, I think this would just be a nice little change
!feedback add more heavy bosses with different mechanix like mithrax
!feedback New character the shadow person who looks like bandit and hemo combined he has hemo like abilities he has shadow dash heals you and provides shade the next one is sycthe a melee the inflicts the hemorrhage debuff and the phantom revolver that inflicts the shadow gaze that deal 2% each second dmg that last for 2 minutes and the primary is shadow guns they are dual shot guns with sawed off barrels dealing 600% dmg with good fire and short range and the down side to this character is sun burn you take 4% hp every second when you are in the sun
!feedback
Item idea
Rarity: Red
Object: Hand-like thunder cloud
Name: Thunderers gauntlet
Description: Upon dealing damage to an enemy in close proximity stun and electrocute them for ---% damage.
(Edit: Achievement Name - Thunderous Royalty: Kill a wandering vagrant with the Royal Capacator)
!feedback This isn't something I think is essential to the game but could be a nice addition at some point, and that's a practice range just to try out some abilities. That way you don't have to start a whole new run just to try out something you unlocked recently, for instance. I think having the practice range be on the ship could be pretty cool too!
!feedback
!feedback reduce captain's knockback
!feedback
Inflated Piggy Bank - Lunar Grade Item
Increase the amount of gold you get from all sources, but also increase the prices of chests.
Lunar Clock - Lunar Grade Item
Roll back the difficulty scaling by… lets say 5 minutes. But increase the speed it goes back up.
Has a limit of 3 per run. Just like Focused Convergence.
Air-to-Ground Combat Guide - Legendary Grade Item
Increase the damage when airborne. The damage bonus gradually increases the longer you’re off the ground, until it hits a cap.
Monster Guide - Legendary Grade Item
Increase Critical Damage.
Ghillie Suit Shoulder - Uncommon Grade Item
Increase the damage when invisible.
Klepsydra - Equipment
Slows down time for enemies (not allies), alternatively stops it altogether. Affects the timer and difficulty scaling as well. 8 second duration.
Yellow Quartz - Uncommon Grade Item
Grants 10% to give a Quartz debuff. Attacks that DON’T add another stack of Quartz debuff deals damage to nearby enemies. Attack that DO add another stack of Quartz, do NOT deal damage to nearby enemies. Damage and radius of Quartz debuff depends on how many stacks the enemy has. The more the better.
Quartz damage will not activate by those that don’t have the Yellow Quartz in their inventory. This is to make cheesing with it in Multiplayer a bit harder.
This forces the player to think before stacking up Yellow Quartz. Getting low amount of them will make them deal damage pretty much consistently, but you will have trouble reaching high stacks to truly make use of it. At the same time, reaching 100% Quartz chance will make Yellow Quartz useless - as it only deals damage when you don’t apply a new stack.
Shrine of Umbrae
A rare shrine that works like the Artifact of Vengeance - summoning an evil doppelganger to fight you.
!feedback
Item Idea
Rarity: Green
Object: Cactus with several leaves
Name: Cactus o' Nine tails
Description: Upon damaging an enemy, receive a chance to send a flurry of cactus thorns towards the enemy, damaging for --%.
(Edit: I'm currently crying on the floor from posting this)
!feedback
Bandit tiny buff to the Special and the other one
Make it that u can hold the revolver
Much Infinite longer.
(The much Infinite longer made no sense but u get what I
Mean)
!feedback
make it so that different monsters spawn different amounts of wisps with
Soul on, like
spites bombs. maybe make it so boss monsters spawn greater wisps.
i just feel like the wisps only pose a threat with glass on, and are a bit underwhelming.
!feedback
add an interactable something like an item extractor (only spawns in mulit-player) and like the name simply gets rid of one item that you choose. Like the scrapper gets rid of all of that type of item, why is this useful? because anytime i open a chest and get a H3AD-5T v2 (head stompers) but i accidentally pick it up and I'm loader and there's a captain, or i pick up bustling fungus as Rex with an engineer around.
!feedback
I'm a little surprised this isn't already part of the game but when you press tab so you can mouse over your items to see their description text it would also be nice if you could mouse over your status effects to see what they are.
!ideas
!feedback
Can we get the ability to play ||Heretic|| from the selection screen if we've beaten the game with them on Monsoon?
!feedback
Item idea
Rarity: Red
Object: Small Golden Tortoise beetle
Name: Sojourners Fury
Description: After standing still for 5 seconds send a volley of fireballs towards any enemy within a **20m **radius for ---% damage.
(Edit: I changed the object to a tortoise beetle because they frequently stop to rest in the wild)
!feedback
Reposting because people wanted me to break my suggestions into smaller pieces.
Lunar Clock - Lunar Grade Item
Roll back the difficulty scaling by… lets say 5 minutes. But increase the speed it goes back up.
Has a limit of 3 per run. Just like Focused Convergence.
This item is for moments where you know you have taken too much time and starting to fall behind. While it will make the next stage easier, it will also make the rest of the run harder as enemies get stronger faster.
A short-term gain long-term loss item.
!feedback
Reposting because people wanted me to break my suggestions into smaller pieces.
Air-to-Ground Combat Guide - Legendary Grade Item
Increase the damage when airborne. The damage bonus gradually increases the longer you’re off the ground, until it hits a cap.
!feedback
Yellow Quartz - Uncommon Grade Item
Grants 10% to give a Quartz debuff. Attacks that DON’T add another stack of Quartz debuff deals damage to nearby enemies. Attack that DO add another stack of Quartz, do NOT deal damage to nearby enemies. Damage and radius of Quartz debuff depends on how many stacks the enemy has. The more the better.
Quartz damage will not activate by those that don’t have the Yellow Quartz in their inventory. This is to make cheesing with it in Multiplayer a bit harder.
This forces the player to think before stacking up Yellow Quartz. Getting low amount of them will make them deal damage pretty much consistently, but you will have trouble reaching high stacks to truly make use of it. At the same time, reaching 100% Quartz chance will make Yellow Quartz useless - as it only deals damage when you don’t apply a new stack.
Alternatively have it stack hyperbollically so it cannot reach 100%
!feedback
Laser Pointer - Legendary Grade Item
Increase Critical Damage
!feedback
Clicking and dragging (and the console equivalent on) an item from your menu over an ally in your team menu (not minions, only other players) should drop the item into their inventory. Right clicking while holding left click will stack more for how many items you give.
The obvious exceptions are lunars or equipment where they would have to press their interact bind to accept the gift.
This would make multiplayer strides easier where you don't have to worry about accidentally picking up an item, or if you have too many of an item and want to share.
Edit: forgot the most important part! This functionality removes the possible cheese with dropping items in singleplayer. You can't get around printing only items you want with this; you instead can only give items directly.
!feedback I know this is quite simple, I've posted about it before, but could we please be able to use the ESC button to exit menus? When in the logbook, you have to click 'back' to exit the menu. Not a huge deal, but it's just a lot more practical to be able to use ESC for that too. Likewise for the Scrapper menu, for example, I cannot tell you how many times I've opened the Scrapper and wanted to exit it with ESC but instead have been taken to the game's settings menu, it's so annoying. Just a nice practical change imo
!feedback can you add a lunar item I haven’t made the name but maybe like Glass vase it increases your fire rate by 100% (100% each stack) but you take 25% more damage
!feedback
AtG Missile Mk. 2: “10% chance to fire 2 (+1/stack) Mk. 1 missiles.” This shares a proc with Mk1 like Bands used to, and the missiles fired have the same damage as Mk1 (minimum 300% total damage). This way, Mk1 increases the damage of each missile, while Mk2 increases the number of missiles.
!feedback
!feedback
New Captain passive; Macrobot. For every drone or squidpolyp you buy or summon, instead convert the object into a scaling drone that is just a visual with no collision/hurtbox that flies around Captain lazily until captain begins attacking.
For every 'bot sacrifice' that captain obtains the passive drone around captain does considerably more and more damage. I imagine it to be akin to a stone titan laser beam with dynamic texture for the weapon attack that starts as a dim color and gradients towards higher hues.
Specific drones and polyps have different value points that upgrade the passive drone, something like Gunner/healer drones providing 5 or 10, and squid polyps providing 1(+2 per polyp stack).
I imagine this would change some of the more concrete playstyles that captains tend to play, and opt for a more unusual selection of items.
!feedback
artifact of order
at the end of each stage the effect of the shrine of order activates
!feedback
!feedback
!feedback
!feedback
Dyno (the bot that runs the reactions in this channel) is down. Check the bot list on the right to see if it’s back before trying to post feedback
its sorta a joke lol
!feedback
Circuitry Board - Uncommon Grade Item (Could be moved up to a Legendary-tier)
Teleports all bought turrets to the teleporter area when starting the teleporter. When teleported: increase their attack speed and damage by 20% for 5 seconds (+3 sec every stack)
More often than not turrets are kinda chilling on the other side of the map when you’re fighting for your life. This item would make them at least be there for you when you truly need it.
Side note: Doesn’t work on Engineer’s turrets. Turrets are scattered in random positions within the teleporter area.
!feedback
!feedback
maybe some sort of legendary item that lets you auto sprint and continue attacking while sprinting? they could be called running shoes lol.
unsure how useful these would be as a legendary tier considering how many movement items there are, but maybe they add a significant amount of speed in addition to auto sprinting?
!feedback
new artifact, dont know what to name it. When purchasing a drone it has all the items you have and its items update to when you get items, some items wouldnt do anything like backup mag and hardlight afterburner. if you have a happiest mask then the ghost will also have all the items you have, location could be somewhere on the moon
!feedback
instead of having eclipse on a separate menu, show it on the main start run screen as a harder difficulty than monsoon - it seems weird that we have this pretty difficulty scrolling when you select moonsoon or drizzle, but there's nowhere for it to actually scroll to
low-skill photoshop attached
https://i.imgur.com/4gS8fot.png
!feedback increased base health regen in an unactivated void fields cell -- it takes forever to heal if you don't have fungus or slug (but it's still optimal to go early on in a run which is frustrating)
Protective Gear [Uncommon]
+) On kill: 12%(+12% per stack) chance to drop a ballistic plate
Ballistic Plate [Special]
+) On taking damage, reduce incoming damage by 25%
-) Use 1 ballistic plate in the process
!Feedback
Item idea
Rarity: Lunar
Object: Cracked Gold Hammer
Name: Tinkerers Greed
Description: Upon receiving gold, gain a small temporary boost to damage, while also being temporarily vulnerable to all damage sources.
(Edit: Changed from on kill to on gold pickup)
!feedback
Add a new type of chest - Encrypted Chest
The Encrypted Chest has a rare chance to spawn on any stage except Commencement and the Hidden Realms
When the Chest is spawned in the stage, there are 4 metal slabs that spawns in the stage that the survivors will need to find
Each metal slab has a code in it, and after finding all 4 slabs, the survivors can return to Encrypted Chest to key in the 4 codes (the slabs will tell which order the code should be placed)
The Chest drops multiple items (similar to a Scavenger's sack) with a high chance to drop 1-3 Legendary items.
Unlocking the Chest also unlocks specific achievements.
Edit: Grammar
!feedback -New lunar item/Artifact
Removes normal charge for charging events, replaces with killing enemies charges
+) Gain an additional 4% on champions (5% total)
+) Gain an additional 9% on bosses (10% total)
+) Gain a x2 multiplier on elites (2, 10, or 20 total)
-) 100% charge rate per stack```
If it was an artifact you could remove stacking and have negative charge from the start, but can be an artifact or lunar item.
Credit to @little barn for helping me come up with this idea
!feedback Add some emotes to the game down the road. Nothing necessary at the moment but I think it could be a nice addition to the game at some point, especially if playing with friends, like wave, sit, high five (?), cheer emotes!
A lunar that increases healing, but removes armor
Just a concept that I think would be interesting. Having armor is like increasing your healing, because you're getting more health out of less actual healing (that was a terrible explanation. just trust me I know what I'm talking about haha), so this would allow you to reverse that an just get more straight healing and not have to worry about health.
The amount of armor you lose could also be dynamic, like if you're playing commando (0 base armor) and you have a buckler, then when you start running, you gain more healing but lose all your armor.. something like that would be really cool.
drafted stats:
-) Lose 50%(+50% per stack) armor; stacks exponentially
+) Gain a % increase of healing relative to the armor lost
The positive stacks too, I just can't show that, because it would be too complicated. As an example, taking a rose buckler again, you get 30 armor, which is a .76 damage multiplier, so you would get an increase of 31% (100/76 = 1.31) healing to compensate
TL;DR
You lose the effectiveness armor, but you gain the reliability of healing. That is all
!feedback reduce captains knockback
its annoying having lesser wisps fly off to space when you need the money from them
!feedback
Flying enemies will sometimes get stuck far away from the map on Sky Meadows, unable to find their way home.
In particular, Swarms
causes SCU to spawn two Probes, which then rocket away from each other. This often leave probes stranded in the distance, which draw the attention of Empathy Cores
who either continually wander off and teleport back to the map, or idle at the boundary.
There should be an out-of-bounds effect for all monsters, either teleportation or counting as a kill.
!feedback
Buff Mithrix against REX's Tangling Growth. Mithrix should be able to move slowly through it, but not get to far away from it, as one Alien Head is enough to keep Mithrix stuck with that attack, trivialising most of the fight.
Maybe the buff wouldn't be applied in drizzle, since that's for newer players and such.
!feedback
name: a deck of cards
type: equipment
rarity: lunar
description: has a 50% chance to either double your money or take it all
edit: 57 leaf clover and the other one(the lunar thing idk what its called) dont affect this
!feedback engineers bubble shield should amplify shots that go through it making it more interactive and more useful also fun for multiplayer and turret placement
!Feedback
Item idea
Rarity: Red
Object: Small chest with teeth
Name: Looters Mimic
Description: Upon killing an enemy, have a chance to turn that enemy into a chest. Elite enemies have a small chance to turn into a large chest.
[Bosses do not turn into chests and neither will any destructibles (Pots, eggs, rocks, etc.)]
!Feedback
Artifact idea
Name: Idk
Description: So when u turned on the artifact, u will spawn on stage 1
But the map u spawn on is different then the 2 stage 1 maps.
So I will show you an example what I am saying
So U started the game but with artifact on instead of the both map u always starts
U change to stage 4 then the next stage u go to stage two maps. So u get what I mean bye
(Notes: u cannot get the stage 3,4 Special chest until u Reach stage 3,4.
Also stage 5 will not be affected from the Artifact)
I’m pretty sure the random stage artefact already exists bro
!Feedback
Artifact idea
Name: Purifier
Description: Elite monster types no longer spawn, all normal types gain +50 to all stats
the all knowing eyes sees you...
!feedback Please add a pumpkin somewhere for Halloween? Pretty please? Yes, I know it's July. 🎃
<@&559786374228738069> here too
!feedback
when using the artifact of command the game slows down by 50% so you can still die but slower now
!feedback
Make "Dunked" Achievemnt for REX obtainable on scorched acres.
Conditions are extremely specific and this is one of the most non-completed achievement because of it. I witnessed people literally spending hours failing to roll aqueduct on stage 2 or 7 for 10+ times in a row not even talking about getting dunestrider to spawn on it, with stage having beetle queens and stone titans in boss pool
!feedback
Add a molotov to bandit
um no, its only applied in prismatic trials
!feedback
When u die
The Enemy dance on ur dead body
U can turned it off on the setting
!feedback
at least before the DLC comes out could we at least have some news on what comin' and maybe give us another character silhouette or something and let the community drive themselves crazy over who it is
!feedback
Add a description for the rooting debuff in the skills menu on REX's R
!feedback
Create a system in which tapping any of the movement keys (W, A, S, D by default) will result in you leaving any of the in game menus (Command essence and the scrapper.)
There is a toggle hover option on console for artificer, but not PC. This makes it more easy to float around, and you develop carpal tunnel by floating normally as artificer, it seems like an unnecessary and weird omission.
!feedback
Alternative 5th stage(accessed by special interactibles found on Sirens Call / Sundered Grove)
A place where failed constructs of the 2 brothers were gathered
The map consists of large rings, triangles, pillars from Distant roost and many more constructs seen in other stages. Its full of failed constructs of rock golems, temple guards, failed teleporters and many more
The stage also has its own unique boss, which are multiple failed constructs that has the ability to fuse together and seperate, giving the boss new abilities, making the boss fight unique
The area also has "dimensional rifts" present, implying that "soul" leaked into the area caused the dead, failed constructs to animate and have a mind of their own
The stage will have a "failed primordial teleporter" that can be activated, the survivor needs to kill the boss for the boss to drop their boss item along with a special item used to fix the primordial teleporter in order to proceed to commencement or loop
!feedback
Shrine of Risk
A rare variation of a Shrine of Chance that takes 1 item of your highest grade and all of its stacks (Legendary > Boss > Lunar > Uncommon > Common) and then spawns 3 chests.
1 chest contains what it took from you, plus either random items of the same grade or more copies of the same item you offered to the shrine. (Depends what's better)
2 other chests contain nothing.
Once you pick a chest, the other two will disappear.
Side note: Using a Terrain Scanner, or anything that works similarly, will reveal the chest with loot.
!Feedback
Settings for low end pc's
New settings tabs
Main visuals
Enable old gen water
disables high quality water
Disable high quality glass
disables all glass textures
Simple textures
enables one color textures example for grass it will not have random patterns it will be just one simple color
!Feedback
Item idea
Rarity: Red
Object: Glove with a blue sparkling vial on the knuckles
Name: Plague of Pleiades
Description: Mark an enemy for death after damaging for ---% or more, after 5 seconds a small meteor will hit the marked enemy for ----% damage.
(Pleiades: The seven stars that make up the Taurus constellation)
!Feedback
I don't know if this was talked about before, but I'm just gonna say it so it's out there
When we have Artifact of Evolution on, can we see what items the enemies had in the endgame log of the run AKA the post-game stats screen and maybe also do it with Void Fields. A Monsters' Items section within it would be really helpful so we can explain the myriad of situations we were in to others. But only have it show if we have Evolution on, though if we do Void Fields I think we can also have a Void Fields Monsters' Items section as well and also have it show as well if you went to do Void Fields so we don't have unnecessary clutter. Might as well show what monsters were in the Void Fields as well.... something like a Void Fields Monsters section should also make do.
Hovering over the artifacts in the artifacts section should show any relevant information to those artifacts.
For glass, it can show your total health (before and after the modifier is applied)
for metamorphosis, it can show what characters you played on what stage (could be important for other things)
and for evolution, it can show a menu with the monster's items
!feedback
Give Volcanic Egg invincible-frames
!feedback
Give the scavanger preset loadouts, to avoid situations where the scavanger is unkillable.
Exibit: Svavanger has foreign fruit, whenever the health goes below ~50% -> 1% hp it is healed back up to 100%. Even in scenarios with god runs and ridiculous bleed stacks. Is teleporter boss. Also doesn't pose any threat to kill the players.
Note: this might not be the best approach to fixing the problem, the first presented ideas rarely are. Though it presents a brick wall that doesn't come in the form of challenge, rather a literal wall to progress further. So it going to be a bigger point of irritation than challenge for most players.
!feedback
Buff Mercenary dmg and/or health and/or attack speed and/or SOMETHING
why:
1-The skill required does not match his performance, besides being fun to play
2-His damage and health does not match against the loader, for example
3-He doesn't benefit from most itens as much as the other characters
(4-It's my favourite character and he has my worst performance lol)
I don't know if this is appropriate to put here, if not, my apologies, I'm new to the group
!feedback
Have lunar items show the description while looking at them on the ground, they're the only items in the game to have a negative effect, and new players being unable to tell what they do before picking them up isn't what I'd call good since it's very possible for them to pick up Brittle Crown not knowing what it does and lose all their money because they're not good at dodging yet. (Brittle Crown is just an example)
!feedback fix that goathoof placement pls
!feedback
Planula is way too strong, debatably the best item in the game right now
I suggest changing it so you heal 1 (+100 per stack) hp when getting hit
this would also encourage hitting shrines of the mountain (indirect buff)
!feedback
Give Effigy of Grief a placement indicator similar to Ice Wall.
Point and click placement abilities can feel weird in this game sometimes because the camera angle occasionally causes them to be placed at an unintended area.
!feedback
a few ideas to fix to a few aspects
(these are all rough ideas without any % and stats)
aspect of fire: hitting an enemy lights them up, when they die they do a small explosion
aspect of lightning: same effect as ukulele
aspect of ice: permanently have a small area of ice around you like with the frost relic
!feedback
Give the Prototype TC-280 Defensive microbots by default
!feedback cross play between switch and PC users would be SUPREME
I have many friends who play but a lot of us use different platforms
!Feedback
Item Idea
Rarity: Orange
Object: Floating Crystal Eyeball
Name: Crystalline Gazer
Description: View the contents of a nearby chest when used. (Cooldown 80 seconds)
!feedback
New Red Item: Immobilizing Knife
- Critical hits have a chance to disable the enemy, rendering them unable to attack or use their abilities for a while, while reducing their movement speed by 25%
!feedback
Increase acrid's melee hitbox slightly, so he can hit targets hes standing on top of
!feedback
Artifact of Duality
Doubles all values with no regards for the game balance.
Double movement and attack speed, double damage, double prices, double money, double spawns etc. Every value that is not the player count, max player count or how many lunar coins we’re currently holding is doubled.
This affects both enemies and players.
!feedback
Artifact of Vulnerability
Removes One Shot Protection.
Good luck beating the game with it!
!feedback
Artifact: Downpour
Reduced visibility and the effect of rain around. With each level, the visibility level is reduced by 5%. When the visibility reaches (I do not know what the distance in the game is measured in) less than a meter, the visibility will stop falling.
!feedback
Artifact of Apocalypse
In (Put a number here) minutes, a meteor will crash onto the stage and instantly kill everyone. To survive you need to leave for the next stage before the timer runs out. Starting the teleporter will freeze the timer until it finishes charging. Once the teleporter finishes charging the timer resumes.
(Alternatively the timer goes down even with the teleporter charging.)
The meteor doesn’t exist in hidden realms like the void or bazaar.
Basically this artifact adds a hard cap on how long you can stay in one stage. Stay too long and everyone dies.
!feedback
Can we get a way to revive our teammates mid-stage?
If you die early you can basically go AFK, browse reddit, make some tea and watch a movie because you know it will be a long time before you can play the game again. It’s not fun watching other players get all of the items because of a single mistake you made.
The price for reviving mid-stage could be less max health. Each time you respawn you get a stacking 5-10 less max health (like Glass, so no OSP), which will go away once you reach the next stage. (Otherwise it would not be worth it.)
And if you die multiple times there could be a timed cooldown, which becomes longer the more you die. The cooldown will not reset between the stages.
A lot of other games with COOP has this kind of mechanic, it’s weird RoR 2 doesn’t have it.
!feedback
Artifact of Budget
Monsters no longer drop money. Instead you get a flat amount of cash each stage. This amount isn’t enough to buy all of the chests on the stage.
!feedback for that little extra spice, the meteor can be seen on the skybox and very slowly gets closer to the stage until the timer runs out
!feedback Defiant Gouge, in its current state, doesnt really do much to warrant taking. Its not that the downside is too much, but its that it does so little that its not really worth it to fork over 2 lunar coins for it.
So, what if chests also triggered it?
It would have to have the enemy spawns nerfed again so it wouldnt become overwhelming, or completely refund every chest, but this way Defiant Gouge could have an actually noticable effect on your run.
Sure, this might not be the BEST item still, but it would be more noticable than before, and I can see people picking it up solely on the grounds of it being funny.
!feedback
Defiant Gouge Rework idea:
Activates once per stage only, and spawns special monsters based on the shrine you use it on. The rewards vary based on the shrine type too
So say you use your gouge on a Shrine of Chance! Maybe Chance enemies spawn, each with a chance to drop an item at the same rate as a the chance shrine itself.
Use your gouge on a challenge shrine, and special boosted elites could spawn or something, with a much higher chance of dropping their respective aspect.
Use your gouge on a Shrine of Gold, and bountiful enemies spawn and drop a ton of gold, etc. could get really fun with this, and additional stacks grant additional uses of the item’s effect per stage!
EDIT: just realized this isn’t exactly SUPER lunar like as there isn’t really a true downside. Could totally change it up in various ways, but main draw is special monster types based on the shrine you use it on. Just a few suggestions/ideas to make it a little more risk and reward vs just reward:
stacking increases enemy difficulty and reward instead of adding uses
not sure this is a given but the enemy types having special effects would up the stakes, like Gold shrine enemies taking your gold upon landing hits, Chance enemies having a chance to swipe an item on hit, challenge elites having an empowered elite affix, etc
maybe they could deform a shrine per stage, eliminating the gold requirement on applicable shrines but adding a challenge instead. Stacking could increase the uses?
!feedback A limit to shop rerolls instead of just increasing prices. Every single multiplayer game I join these days always involves at least one player rerolling the shop 15+ times to stack up the blue items they want. Perma uptime tonic by stage 2, 5 transcendences per shop, and so on.
!feedback
New type of Lunar Chimera: Sentry
It resembles a pillar with features and orbited by floating glass shards
Having a distinctive sound when spawning, building itself from the lunar ground, but unable to move
It has 2 attacks, the first being charging up the glass shards orbiting the pillar, firing at the player at high speeds (not a hitscan), and upon hitting the ground, leave a pool of fire (similar to the exploder). The shards also explode when they hit a player, damaging the player.
The second attack resembles the tracking laser fired by Stone Titans, except this tracking laser increases in damage overtime as it hits the player
They have more health compared to other Lunar Chimeras, and acts more like a defensive building than a monster
Edit: grammar
!feedback
Radar Scanner Tweak
With the addition of icons telling you what you’re scanning, radar scanner has become a rather useful equipment.
But, 3D printers should have their own icon, as well as scrappers fit into that category. Because you always go back for chests, but not 3D printers.
!feedback going to modify this slightly a bit
Glistening Elite: Tier 2 Aspect
Does not attack. Has 32 times the normal health of a normal variation of that monster.
+) Drops money equal to triple the amount of a legendary chest
-) Flees upon first receiving player damage. Vanishes from the stage after 30 seconds unless it dies
Items with a hard cap should have a system where the number of the hard cap clump together into one item.
For lens maker's glasses and tri-tip daggers (there are others, but these are the most common), there is a hard cap, which just means any past that point are completely useless. Most people would go to scrap the extra item, but the problem with that is the way a scrapper works. Scrappers take up to 10 of an item at a time, which is the exact opposite of what you would want in this case, because you want to keep those 10 and scrap the extra 1... enter clumped items.
When you collect 10 tri-tips, they will now be replaced with a single clumped tri-tips (x10) item, and any new tri-tips stack separately from this clump, until you get another 10.
Also this singular clump is still worth 10 white items, so if you don't like tri-tips anymore, you can still scrap the clumped tri-tip for 10 white scrap
!feedback
Versus - Alternative Game Mode
A 2v2 match where Group A (Player 1 and 3) are survivors while Group B (Player 2 and 4) take control of the monsters (including bosses!) Just like the L4D versus mode.
One round consists of at most 5 stages. The round can end quicker if the survivors are wiped.
Next round Group B takes over the survivors, while Group A are the monsters. After round 2 the game ends and the scores are counted. The winner is the group with the highest score.
This could be 4v4, but I did 2v2 because we already have 4 man lobbies.
Hidden realms and the final stage are disabled in this gamemode.
Can we get logbook entries for the shrines and/or pillars? I want to see the most mountain shrine activations I've had in a run
!feedback
rex jiggle physics 😫
( !feedback ) Comet Crystal
On hit, your attacks have a 15% (+5% per stack) chance to re-fire at a nearby enemy
!feedback
Beacon: Drones - New Supply Beacon for Captain (Or maybe a replacement for some very underused ones, depends on devs.)
This beacon spawns 3 drones (Gunner, Missile and Healing) that will inherit all of Captain’s items, much like Engineer’s turrets. However these drones will not follow you onto the next stage - requiring you to place the Supply Beacon again to get them.
!feedback
A new Huntress’s primary focusing and rewarding long-distance combat.
Snipe - Huntress’s Primary
Hold down your attack button to pull the string of the bow, taking a second to charge before releasing a single arrow with damage ranging from 100% to 1000% damage. The arrow’s damage increases the longer the arrow flies, up until it hits the 1000% damage cap. At maximum distance the shot has a guaranteed crit and increased item proc chance.
Unlike other primaries, this one isn’t using a lock on. It can miss if your aim is bad. Not only that but it’s also not Agile, meaning you cannot use it while sprinting.
Also the damage depends on flight time, not distance. So if you’re lucky you could shoot in the air and snipe a close enemy for max damage.
!feedback breadguy can we ban this guy
!feedback Add death replays so we can see why we died.
!Feedback
Item Idea
Rarity: Blue (Orange)
Object: Honeycrisp apple with a dark fume coming off of it
Name: Apothecaries Apple
Description: Upon eating this apple gain a random item effect for 10 seconds. Will consume one random item in your inventory. ( Eats Apple Gains 57 clover luck for 10 seconds, Eats Apple Gains 15 boost to attack speed from syringe for 10 seconds, Eats apple Etc.)
!feedback
Carrot - Uncommon Item (It's literally a carrot.)
Short version: Drops a healing bomb when hit.
Long version: When damaged, drop a carrot at your location. After a short delay the carrot will explode in a 8m radius (+2m per stack), dealing 200% damage to enemies (+50% per stack.)
The Carrot will heal you for 1% (+0.5% per stack) for each enemy it hits.
There can only be one carrot at a time. New carrot can only spawn when the old one blows up.
Side note: This is a Rabi-Ribi reference. Rabi Ribi has an item which makes you drop a healing carrot bomb with this kind of mechanic.
...Might want to readjust the numbers a bit.
!feedback
Artifact of Unison - multiplayer only
Makes all players share items, causing items to be added to everyone’s inventory on pickup
Does not affect drones or other minions, except engineer turrets
Does not affect equipment
Affects lunar items, because it needs some sort of downside I guess
!feedback
funny little idea i had:
when you die from a hit the screen pauses for a moment before your character rag dolls. i think this could be cool so that people could see how they died and i just think it's funny as an "oh shit" moment. i don't think it should be that long just .5 seconds long or so; just enough to notice.
!feedback
Im pretty sure someone already suggested this, but Warbanner should also activate in all holdout zones like the cells in Void Fields and the pillars on Commencement.
Reason: It will incentivise players to keep Warbanner to help them in holdout zones that are potentially hard to handle and could save their run. Not to mention, that it barely activates the later the run goes on. By stage 5, your about level 19 and the Warbanner at that point will be barely spawning, unless if you hit a teleporter of course. As for the void fields, depending on what items the monsters get, the Warbanner could potentially be a run saver for the player with its attack speed and movement speed buff. Im not asking for a buff for the stats the Warbanner gives, but mostly asking for this change, as it will make the Warbanner spawn in the most convenient of times.
!feedback
The number of legendary chests that spawn on Sundered Grove should be equal to the number of players.
Getting a monster log should slightly increase the chance of other monster logs dropping
This would help for those situations where you have 99% of the logs and you need one specific log from a boss or something
I would like it when other monsters spawn further in the game. Yesterday i played a longer session but after a while only the scavengers came. Thats sad because for only one monster left i wont play longer
!feedback
Please add the ability to highlight text in the chat box so we can ctrl+c to copy and paste discord usernames and discord server join links so that we can Voice Chat with others easier... without this feature it is near impossible to get anyone to want to first add your username and then finally join your server to group vc.
!feedback
Delete sundered groves. Worst map in game. 🙂
!feedback wake up dyno
!feedback
to encourage late game lunar experimentation, make it so that your lunar coins will "refresh" up to a certain amount based on some factor (such as character mastery, or achievements, or total number of obliterations or something)
This allows you to use the same amount of lunar coins per run, while also allowing you to "save up" for special attempts, as well as discouraging save file manipulation (since you'll have all the lunars you need anyhow)
The max for this system would be something like 25-30 lunar coins.
!feedback
!feedback
REX's default special can pin Mithrix in place almost indefinitely, especially with an alien head. I believe it takes the challenge out of the first phase almost entirely, and I would like to request a slight buff for Mithrix. It basically lets him move slowly when attached to the seed, but he can't exit double the radius of the original move unless attacking which after that, it would pull him back into the outer radius.
!feedback
minions from boss items should spawn relative to what elite aspect the player is holding (if the player has an elite aspect), excluding aurelionite.
!feedback
Turn Wake of Vultures into a boss item that comes from horde of many bosses. This would make it feel like a better item to get and it actually matches the boss theme. Also I think this might have been suggested before but I couldn't find the post I thought I remember.
!feedback
Green item idea
Panic Button
When your secondary, utility, and ultimate skills are all on cooldown, your primary skill has +X% damage and attack speed.
For runs that don't go for the cooldown reductions, and to incentivize new players to get used to using all of their skills.
!feedback
Artifact of pain: inspired by an amazing yet terrifying glitch I experienced a while back, the artifact of pain violently increases teleporter difficulty from stage 4 onwards by giving the director vastly more credits, allowing it to spawn stronger bosses and more powerful enemies more often (seriously I watched the director spawn 5 vagrants in front of my face just as normal enemies, keep in mind on stage 4 and I almost cried but it was also really fun) it wouldn’t take place on the earlier stages cos you’d be too weak to properly enjoy the chaos and challenge I think.
!feedback
just when you're playin' through stages add a feature which isn't large but just adds a chance for an abandoned pod to spawn (like the one you spawn in) and would have a fuel array in it possibly making the "power plant" achievement" easier
!feedback
!idea If you guys make risk of rain 2 cross platform, I would actually end my life after I played it with my friends because my life would be complete 🙏🙏
!feedback
!feedback an item that heals a % amount of hp whenever using an ability
!feedback
Artifact of (name)
- Every stage, gravitational strength is randomized
Over the past week, I've been messing around with mods, and I stumbled on one with an item that does exactly this. It's 15(+10) armor when blue shield is active, and it feels amazing.
If you like the concept (first, check out Aetherium https://thunderstore.io/package/KomradeSpectre/Aetherium/0.5.8/), then bump this feedback so maybe it can get added into the base game :)
Slothing Salve [Lunar Equipment]
+) On use: +200% to all healing sources
-) On use: reduce movement and attack speed to 5% max
•) Other slowness effects do nothing
Useful for engineer and his turrets, along with late-game runs where "the game practically plays itself", but generally good with any other situation where you need a lot of heals fast.
this also helps with Aegis and Corpsebloom, which both are items that are always better with more healing. Also the +200% raises corpsebloom's max of 10% to 30%, because all healing gets tripled
Based on the deadly sin sloth, if that wasn't apparent
!feedback
Artifact of Toxicity (Artifact of Oxygen?)
The world is filled with toxic gas, forcing your suit to feed you oxygen from its own supply. However, that supply is limited and it will quickly deplete. Once it goes out you take damage over time until you die.
Fortunately there are some tanks full of oxygen scattered around the stage. Standing next to one will gradually replenish your oxygen level. There’s always a tank or two next to the teleporter.
!feedback add another robot character kinda like mul-t (not Han-d though because of mul-t’s master skin) one from the April 2020 art contest looked cool named hef-t by @balmy pivot https://media.discordapp.net/attachments/689149584928276484/704256908550340608/HEF-T_character_concept_Luuk_Bod_final.png
||!feedback||
Item idea: Go-go gadget extendo arms
Tier: Red
In-game text: Go-go gadget!
Effect: Increase effective range of all damage by 10 (+5) meters (this effects melee, sawmerang, teslashroom, flamethrower, even mobility skills with damage like loader or transport mode)
!feedback Add a Mithrix phase where you fight your own dopplegangers (just like in Artifact of Vengeance)
!feedback a bit of a pet peeve but can the outline effect of the rachis zone either be reduced or have the damage boost effect extend to the edge? kinda silly to be clearly in the zone and get no buff
!feedback make a new secondary for MUL-T his rn is pretty bad and I feel like that its completely useless when you get to stage 7+. A couple of stun grenades (which I get every stage) always outclass that ability
!feedback Artifact of Greed: Increases monetary incentives by 100%, while removing all shrines, and reduces lunar pod spawns
!feedback
Since new players have been confused on the moon after beating mithrix, I have an idea
Instead of all the menacing looking portals flying around, have one big portal that spawns where Mithrix died that has a clear picture of where it teleports to. The player’s attention will be focused on Mithrix when he dies, so they will clearly see that it is a portal
!feedback
building off of this, maybe also make it the portal that's in the arena when the fight starts
!feedback
New Lunar Item: (???)
- After killing an enemy, leave a pile of blue flames (similar to a Lunar Chimera Exploder's), and on the downside, the flames damages friendly units including the survivor too
Edit: Maybe add additional downsides as the first downside doesnt feel that impactful
Make Tharlson a survivor or I quit playing
!feedback
While holding tab, show an X icon next to drones you've repaired. Clicking the icon deactivates the drone.
Sometimes I buy healing drones early on to survive until I have more healing items, but then they sit around being useless once I do. Sometimes I have too many drones when I get  or , and the minions won't summon because I have too many (especially with ). Whatever the reason, it'd be nice to pick which drones to keep and which to leave for the next poor soul stuck on the planet.
Dull blade [Uncommon]
+) Enemies affected by bleed take an additional 15%(+15% per stack) base damage from all attacks, except bleed DoT
+) 25% chance to bleed on hit
!feedback
Lunar (or legendary) item:
Critical hits no longer deal bonus damage. Critical hits now increase proc coefficient of the attack by +X% (+X% per stack)
!feedback
An alternative game mode (or artifact) where enemies get stronger not only with time, but after each item we pick up.
!feedback
give tri tip daggers their 15% chance back. we can all agree that crit is a much stronger effect than bleed, especially late game, so why should tri tip daggers and lens makers glasses have equal chance, especially considering bleed falls off late so having it only be fully stacked late game is a bit smelly
<@&559786374228738069> ^
!feedback
I want a bit of a buff to REX's DIRECTIVE abilities(not his m1 of course, thats fine how it is).
Ill explain the buffs i want to his DIRECTIVE abilities then explain why I want them.
DIRECTIVE: Drill: Making this Weaken enemies until they walk of it, but nerf the damage by 250-300% or if thats too strong for you than make it slow by 60%
Reason: While the damage itself is fine the way it is, enemies can easily walk out of it. Why I say make it Weaken enemies is 1. If the ability slows, Death Mark would be a bit too op on him. And 2. It would make this ability on par with Seed Barrage. This is because Seed Barrage has the benefit of being on a 0.5 second cooldown and dealing a 450% damage. On the other hand, Drill will have the Weaken debuff and will lower the enemies armor by 30, lower damage, and movement speed. Now in the case of a slow which seems more balanced, sure it loses out on the Weaken, but it will almost guarantee enemies will stay in that area for the entire effect.
DIRECTIVE: Disperse: Make this have 2 or 3 charges or make this ability deal 250% damage
Reason: I think if this has 2 or 3 charges you can knock around enemies easier and will give him a bit more of a mobility option than Bramble Volley. As for 250% more damage its self-explanatory. What would you rather have Damage and Heal or Damage and Weaken.
DIRECTIVE: Harvest: Im sure you heard this one before, but make this ability have an execution threshold of 10-15% Max HP.
Reason: It would be on par with Tangling Growth. Would the player want a strong single target option or would they want a more crowd control option which both will heal for pretty much the same amount.
Overall Reason: I want a bit more incentive to take the DIRECTIVE abilities other than that it doesnt cost health. Most of all, I want people to feel rewarded for unlocking the DIRECTIVE abilities.
!feedback
New game modes idea: [PVP / PVE Arenas]
Like: Capture the flag / Team dead match / Tower defense / and more…
!feedback
!feedback I thought it would be fun if Loader’s default charged punch did more damage for each enemy you punch through. This would especially encourage players to swing around groups of enemies looking for the optimal ‘line’ of attack.
!feedback
SAVE FEATURE
Unnamed [Lunar]
+) on proc: proc 1(+1 per stack) more time
-) -1(-1 per stack) luck
!feedback
Risk of Rain 2 has a successful and extremely fun VR mod. You should release a native VR mode. (Like how No Man Sky has done it)
!feedback
This is an idea I’ve had for a while. I’ve noticed an ironic lack of rain in the game. Besides a faint drizzle here and there, there doesn’t seem to be a whole lot of precipitation. But what if the amount of rain was dependent on the difficulty? I think it would be a neat detail. Of course the rain shouldn’t be distracting, but it could be nice to have more and more rain as the difficulty changed. Drizzle would have a light drizzle, rainstorm would pick it up a bit, and monsoon would have some levels pouring down rain. Of course
tl;dr The amount of rain in-game is dependent on difficulty.
!feedback
So, we all know what we need, and it is Chef
Hopoo games add my g Chef in game
!feedback
Maybe make a support character that could do buffs and heal players? That would be a really cool addition, plus more teamwork
!feedback though newt it a crippled shop owner according to lore, there should be other non-crippled newts and I think it would be a cool playable character
!feedback
A votekick system for lobbies would help players get rid of any bad people in their servers. Maybe if you hold TAB in-game, you can click a kick button next to the player's icon.
!feedback
Make healing drones and Emergency drones heal you even at full health if you have an aegis. Aegis in the earlygame really needs all it can get right now and even though drone healing won't make a ton of barrier it'll help encourage getting more drones and make the aegis for non-looping runs a teeny bit better idk
!feedback
Make it so that Stone Titan's laser can only be locked on to you if you are in his line of sight. To clarify, Stone Titan can fire lasers through the back of it's head if you are standing behind him. To fix this, only make it possible for Stone Titan to lock onto you, if he is actually looking at you. (No I totally didn't die this way as of writing this.)
!feedback Ability to change FOV
!feedback Concept for pink items.
They function as secondary equipments, being triggered when z is pressed. Each time you go to a new stage it recharges. No you can’t use gesture of the drowned.
—————————————
HOW TO GET PINK ITEMS
—————————————
Offer two red items to the glowing box in the lunar bazaar. The void fields are now going to feature The Adversary, a new boss.
Once The Adversary has been killed a portal will open to the next stage and everyone will get a pink item.
—————
ITEM LIST
—————
Spirit Grenade - Kill all non-boss enemies.
Siamese Cat Ears - Summons an exact duplicate of your character. If you would die, you take the place of a duplicate.
986 Leaf Clover - Every chance tips in your favor for 30 seconds.
Greed in a Jar - Gain 100,000 money. This money transfers between stages.
Superior Radar Scanner - Reveal all interactables on a stage permanently.
!feedback
(note I only play Singleplayer I don't know if these things are more common in multiplayer)
I'd like the spawn rate of some interactables/items to be increased because they feel too rare and their usefulness feels a bit limited.
I like that if you get a really good Red or Yellow printer but don't have a scrapper you need to gamble on losing the items you want to keep, or just getting a stack of 1 Red.
But since Red Printers are rare and having a good/fun item in them is even rarer, this rarely comes up.
If you have too much control over your Red/Yellow items that might be an issue, the spawn chance shouldn't be high enough to find a red printer every loop, but right now to me it feels like you encounter one every 10 runs.
Yellow printers are more common but still a bit of a rare find.
Cleansing Pools are a weird interactable because if you bought a Lunar item you want to keep that Lunar item most likely, so already it's something you don't wanna use most of the time.
If you have a lot of Lunar Coins you might think you'll just dump all your Lunar items in and then rebuy them all, but it isn't that reasonable to spend 50+ Lunar Coins in a run when you're earning them. But Lunar Coins are their own issue.
If they were more common just taking random Lunar Pod items but having a fair chance of being able to get rid of them when they start being bad would make me use the Pools more often.
Elite Equipment i'm sure many people have discussed, a 1/4000 chance for a Equipment that doesn't do a whole lot is just far too rare and I'd only use it in the early game. There are many ways to improve on Elite Aspects but without changing other things, they should at least be more common.
Yellow items with a 15% chance feel a little low, personally i'd prefer 30% so the pool gets more spotlight. I don't think it'd change much in the balancing of Green/Yellow items. Alternatively maybe an Artifact that just guarantees all boss items to be Yellow so it's optional.
!feedback
Hey so this is an incredibly specific issue, I've been trying to access the steam leader boards for ror2, but the request requires a publisher Key for the game, while i think it'd be mad to just hand this out, is there a way that the steam leader boards could be updated to not require this key? I assume, that you'd be able to remove the auth key for the GET request but leave it in the POST, then it'd still be safe from random submissions right? If this was working then the prismatic leader board could be used on websites and in discord bots etc.
Not sure if this is a steam thing or a Hopoo thing.
Tldr: Make steam leader board a public resource for web hosting.
!feedback
adding artifact filter on/off for the game browser, kinda annoying for players who enjoy vanilla version of this game
!feedback
Artifact of Scars
When hit, your max HP is PERMANENTLY reduced by the fraction of the damage you’ve taken. It doesn’t work like glass, rather it reduces your max HP by a flat, non-percentile amount.
!feedback
coin of pain
boss use item
gold color for outline if command or just item
it has a 1% drop from a void reaver
+eliminates half of the enemies on the planet for 50% of your health
-will not affect bosses
!feedback
Allow Stone Titans to turn their head seperately from their body. Titans already have massive vision, and especially for their laser attack this would just bring much more visual clarity. It admittingly would also look very funny
!feedback
Torn Receipt - Lunar Equipment
Using this equipment rerolls the prices of nearby chests. The affected chests will be either free (or cheaper by 50%), or cost double.
50/50 odds.
Each chest can only be affected once.
!feedback
This is sort of futile but maybe we could get a new, more interesting lunar seer quote for Siren's Call?
Not only it's insanely boring, on a level that you can barely associate with wind in comparison to it's other themes, it also has this problem :
||!feedback||
Make Acrid's gender consistent in the game's descriptions.
In their ending quote they're referred to as an it, but in their logbook they’re referred to as a he.
Drones need an AI system check that has two spheres in it for boundaries.
The inner sphere is a literal no-go zone.
No matter what, a drone cannot enter this zone (exceptions include having a physical wall behind it, being teleported in, etc. In these cases, the drone gets teleported right outside the zone in a safe, open area).
The outer zone is an "actively avoid" zone.
If the drone can help it, they will go away from the player and go do their own thing (exceptions include medical drones who are actively, or about to be, healing a player (unless the area is smaller than its range, in which case this is moot); or drones who got pushed in by enemies).
!feedback Taking fire damage reduces the amount of time a player is frozen.
!feedback
was playing with a friend and realized that there was no launcher up to Mithrix here, there should really be one in each of the four quadrants.
!feedback
Barrier drone. This drone can only be found in rally point delta or sirens call. The drone will put barrier over your hp. Till it fills half your hp bar. The drone will cost around the same price as missile drones
!feedback
Instant heal when reaching a new cell vent in the void fields (at least in singleplayer). It would be nice not having to wait for my health to recover each time considering the void fields take a long time already. This wouldn't make the game easier as the difficulty scaling is paused in the void fields anyway. I'm not sure how this would work in multiplayer as I'm a singleplayer guy, but I would assume it would work the same way when all the players reach the vent before it's activated.
!feedback
Since leeching seed and harvester's scythe are very similar, except harvester's scythe is just better, and they're in the same tier, I think leeching seed should be a red item. It's healing scales off the damage dealt. This could be very overpowered though, so to balance it it should have a cooldown.
!feedback
Sharp Translocator - Bandit’s alternative utility.
Agile. Throw a dagger like the Serrated Shiv for a low amount of damage.
Using the utility again immediately you to where the knife landed. If the knife hits an enemy you teleport behind the enemy, or within a 5m area if there’s a wall or a cliff behind the target.
Cooldown varies with the distance traveled when teleporting.
!feedback
split screen on console editions?
!feedback respawn is timed based or when the teleported event starts rather than at the start of the next stage
!feedback
It would be nice to have four [Lunar?] items based on the four catalysts/pillars (Mass, Blood, Soul, Design) with effects representative of them. Possibly include some sort of "synergy" for collecting all four in a run, similar to the Heresy set.
If having two separate item sets in the Lunar section is too much, maybe include it in whatever the "new rarity" is in the upcoming DLC if it would fit.
!feedback
do this but make them (world-unique) yellow items that drop from completing each pillar on commencement
!feedback
Bulwark’s Ambry could use a rework to make acquiring artifacts feel more like trials rather than playing through the same map 16 times with a different effect slapped on each time.
This could be improved by changing how you get the Artifact Keys or with different map layouts themed around the artifact trial you’re going through. It would also be nice if some artifact trials changed their rules a bit to push their boundaries like how the Trial of Vengeance currently works.
Example: a parkour course for Artifact of Frailty or a trapped gauntlet for Artifact of Glass.
!feedback
could there be more boss items cause I love some of there affects and everything and adding 1 or 2 more prob for the dlc would be real nice in my opinion
!feedback PS5 dualsense controller support for pc
!feedback
when every party member press ESC the game stops, this needs to be in every single game
!feedback
Give Bulwark’s Ambry the stage title “Trial of [active artifact]”
Stage title being the text under the stage name, such as “Ground Zero” for Titanic Plains.
!feedback
make that certain elites are weak or strong to different types of damage, like ice elites taking more damage from burnings or fire elites being immune to burns
edit: because the way that it is right now doesn't make much sense
!feedback
To make Aegis a bit better maybe you could drop the "overhealing" aspect of it (which would be a shame since it's literally my favorite aspect of the item) and instead have it activate for any healing at any amount of health.
Currently Aegis only gives you barrier if you heal at full health so what I'm suggesting is for Aegis to give you barrier any time you heal regardless of your hp bar being full or not.
Maybe the amount healed that gets converted into barrier would need to be nerfed but I feel like this small change would make Aegis feel a lot better.
!feedback
I would love it if the game had every single enemy that is a viable teleporter boss to have boss items to drop. (the ones that would be left would be Scavengers and hordes of many) I feel like whenever you enter a boss fight boss items should be something that you can always look forward too and you want the stronger bosses (overloading worms, scavengers, hordes of many) because they could all give these amazing run changing boss items that are insanely fun and unique
!feedback
I'm sure this has already been discussed, and it isn't anything huge, but when playing multiplayer, and spectating bandit the shots he has doesn't go down, so at times it will say he has like 80 shots for his primary. Again it's nothing huge but it is kinda funny to look at.
!feedback
New multiplayer interactable/feature idea
"Tombstones"
Changeable tombstones that appear on your dead body when you die in multiplayer. Can be interacted with for (the price of a large chest?) To revive the dead player. Different tombstones could be unlocked from different achievements or events, possibly including eclipse levels.
!feedback
allow scrolling the prismatic trial leaderboards I wanna see the top times AAAAAAA
!feedback
Put an order shrine in the lunar bazaar
!feedback
Foreign Vodka - Lunar Equipment
Upon use, grants an 8 second buff that makes you unable to die from enemy damage. (You will always have at least 1hp.)
After the buff ends or refreshes, you take damage equal to X% of your max health and are slowed by Y% for 2 seconds.
The buff doesn't protect you from this damage and can be lethal if you don't heal yourself quickly.
Has a very long cooldown.
!feedback kinda unrealistic but change bison steak back to fresh meat affect and increase the heal and then make it a rare item (could still stay bison steak but different affect idk)
!feedback
!feedback i just realized that the jellyfish don't have a louder drifting noise the closer they get to you, it would be nice if they would as an indicator to where they're coming from like behind you. they can just be a shitty run ender for no reason, if they're behind you
!feedback when rex gets an aspect of fire can he grow little cosmetic chili peppers please
!feedback
Return to Sender
Green item
Mail box model 📬
Small chance to return an attack to the sender, i.e Brass contraption hits but you send one back
5% base chance to proc
+5% per stack
!feedback In my personal opinion I think Bison Steak needs a buff. And this is what I think bison steak should be. Increase max health by 10(+10 per stack). On kill, regenerate for 1.5hp/s (+1.5 per stack) for 6 seconds.
Reason: Bison Steak is generally still insta scrap material and this seems like a reasonable buff.
What if corpsebloom was not effected by Malachite anti-heal effects? There could be a lore reason behind it, but generally it would just be a buff for corpsebloom
!feedback
what if acrid was able to "detonate" his ground slam attack in mid-air so that it's easier to hit air enemies by just jumping into the air?
!feedback
It would be nice if the items returning from Mithrix were not counted in your total items at the end of a run. Currently, finishing any run at Mithrix will double your reported items collected, since you collect them once normally and once again when returned from Mithrix. Not a big deal, but would definitely add more clarity on that stat line. If possible, it might also be nice to have scrap and printed items not count, since they are technically still just one item, though as a report of total picked up it would be accurate to keep them (and it would be a bit more complicated with soup trades).
!feedback accessibility for seeded runs, both for the sake of casual play and competitive/vanilla speedruns
!feedback
I feel like Void Fields should get somewhat of a rework. The main problems with it are that it's too long and once you complete the Acrid challenge, there is really no reason to sit through another 9 cell vents again. There needs to be a reduction of cell vents or a boss spawn to keep things interesting and keep people coming back
!feedback
New Lunar Equipment: ???
- When activated, it gives the survivor a timer to kill a certain amount of enemies
- If the survivor is successful, the survivor recieves a small buff to all its stats, while if the survivor is unsuccessful, the survivor recieves a debuff to all its stats
- The buff and debuff idea acts like a miniaturized tonic buff/affliction, being able to stack the more times it is used
!feedback
ok so basically i hate this idea, but it did remind me that while Corpsebloom is a pretty good item that doesn't need buffs in general for as long as the game is balanced, but it is sort of pointless in loops as you can get way better than 10 seconds for a full heal. So i had an idea just to make it a little relevant, even if still not good :
Corpsebloom's stored healing can be granted to you while you're under the anti-heal effect. You are still not able to store any additional healing while it's in effect.
!feedback still waiting on a feature that lets us ban/kick players from multiplayer lobbies as host. Also would be great if the host has to be ready in order for the countdown to start, or he should be at least able to stop it
!feedback
When rerolling lunar items in the Bazaar also increase time spent in increments of 30 seconds per item re-rolled.
This may be further in line to imply the "risk" of using lunar items
!feedback allow the d pad to be used on the menus. such as the artifact of command menu (as the joystick is really annoying when trying to go fast) and the main menu of course
!feedback
It would be nice if the game over scoreboard showed if one of our stats for the run is a new record (score, items collected, etc.)
|!feedback|
more earnable skins for doing challenges
!feedback some type of Voice Chat. I don't care if it's Garry's Mod levels of garbage, this game murders you for standing still and it's frustrating that there's no other way to communicate with ur teammates in game aside from pings, which are very lackluster.
!feedback
The keyword system introduced in 1.0 feels forgotten. Bandit has 3 skills that are Agile but the game does not specify they are, despite the existence of the keyword system. It would be nice if Acrid, Artificer, Bandit, and Commando's skills had the Agile tag visible in-game
!feedback
the items named after devs ghores tome hoopoo feather and pauls goat hoof the items are categorized perfectly but the devs should get legendary or boss items since they are legendary bosses for making this game don't short yourself guys you are all awesome
!feedback
Prismatic Trials could have a Lunar Coin amount as a reward, only the top 50% getting any of them, and the top 10% could get an extra reward along side a lot of lunars. It would be a good incentive to do a trial for something other than fun.
!feedback Fix this game on console. It's so broken and no news or updates to fix it
!feedback
Genesis power
boss use item - might appear in the expansion pack #1
%5 to drop from the wandering vanguard
when used summons 5 of wandering vanguards energy balls
if you get both genesis loop and genesis power you will gain an achievement called
"God of thunder"
unlocks an ability for Loader its similiar to her ground punch bit now it summons a lighting strike similiar to the Royal Capacitor
Slam your fists down, summoning a huge lightning bold dealing 2500% with stunning all enemies nearby.
!feedback
I personally think that in a game meant to feed the character into a machine that "breaks" the game, there should be a reward for doign the impossible, killing newt, maybe a logbook or something, maybe just an achievement, but there should be some form of reward for doing the impossible like this game often rewards you for doing.
!feedback Enable threads in this server 
!feedback nerf dunestriders, please
!feedback fuel array
Give the explosion on the fuel array a proc coefficient. Taking Fuel array on engineer is a very fun way to play engineer, but especially in looping runs it's just not viable compared to any other equipment you can put in your equipment slot, due to it only scaling with very specific items
Also make turrets inherit infusion health kill stacks, I suppose.
!feedback
Alternatively, buff Stone Titan , Beetle queen and Magma worm, because they aren’t strong enough (I find)
!feedback
Rebalance Beetle Queen’s acid spit by making the shotgun damage less dangerous (less damage, maybe less projectile speed), but make the acid pools more dangerous (larger, more damage, maybe higher proc coefficient). Additionally, allow shots to hit you while airborne; they just wouldn’t spawn acid pools.
!feedback
Harvester's Scythe healing should scale with either player health, like a percentage (similar to bustling fungus) or scale with damage dealt. Right now the item feels weak the later you go. Leeching seed should always receive some kind of buff to prevent it from being useless to Harvester's Scythe but I think that would be a more complicated and fundamental change to the item.
!feedback
An item that lets your allies (drones) inherit your items would be cool. I noticed that while fun early on, allies (especially strike drones from The Backup) do not scale well late game.
It would probably be red rarity, and would let your allies inherit some of your items. Each stack would increase the number of items inherited.
!feedback
Ability to switch in-between ROR1 and ROR2 soundtracks in-game, besides mods. Sometimes you just really miss playing on Monsoon or Eclipse with many difficulty artifacts when music strikes real hard(say lava worms jumping out of earth and syncing with Dew Point as an example), and just feeling nostalgic.
..Also, Surface Tension remix needs to be added into the game, it's nowhere to be found besides the trailer of ROR2. Really.
And maybe return the Shattered Mirror special as it is an interesting thing for melee players to experiment on, possibly. But, it's just a suggestion is all, don't count it in, just count in the music is all that'd be appreciated.
!feedback
make it so you can customize your UI
able making custom textures
able resizing and positioning your UI like your hp, skills, item slot, use item slot, time, difficulty, ect
!feedback
Split the feedback channel into feedback and ideas channels.
please.
I feel like either Gasoline or Will-o-the-Wisp should be total damage (based on the damage that kills the enemy that procs the item)
this would make whichever one picked weaker, unless you hit the enemy with more force and/or make a chain of kills that lead to larger damage.
personally, I think Will-o-the-Wisp should be total damage because it's a green, and stacking like that would be great, but I don't completely understand how that would work in game (as opposed to on paper), so I can't say for certain if it would be balanced. On one hand, it would be weaker on characters like Commando, Bandit, Huntress, and Captain; on the other hand, it would be stronger on characters like Loader, Artificer (unless you kill them with the primary or a DoT), Acrid, and Mul-T (unless you're using saw or nailgun). All other characters basically wouldn't change because their kits are in the middle of burst and over time.
lmk what you think; I'm ok with getting pinged
!feedback make leeching seed have when an enemy is within 10m for every second you gain 1hp(+1 for every stack) and they lose 1hp(+1 for every stack)
!feedback
A more fleshed out pinging system.
-Pinging a player highlights them in green and your healing/emergency drones will prioritize that player while the ping is active.
-Pinging an enemy will have allies and drones prioritize that enemy while the ping is active.
-Pinging one of the buttons in Abandoned Aqueducts will have one of your grounded allies stand on that button until either the door is opened or you ping another button or something idk.
-Pinging the ground would direct a few of your allies to that area for a short time, think of it like telling them to hold down a location for a short time.
!feedback
Make [Mired Urn] great again!
-So that they suck allies again 
-Jk but just an idea, would love to see engineer turrets be able to Urn eachother again.
!feedback
~~Hollowed Ribcage (blue);
Short description: Gain shield over time on hit, but you are vulnerable after losing shield.
Long:
On hit, gain one stack of a buff called Hollow: Hollow lasts 5 seconds. While hollow is active, gain 1% (+1% linear per stack) shield a second (stacks for each buff). You can only apply up to two stacks of Hollow every second. Maximum of 4 stacks of Hollow. When you lose your Shield, lose 25% movement speed, armor, attack speed, and damage for 2 (+2 per stack) seconds
Why?
More shield items are cool
Also it could be changed to just directly give shield on hit but that seems lame - i like the idea of cascading your shield gain over time
This would also encourage interesting playstyles, aggressively attacking to keep your shield up.
Alternatively, this could be a non-Lunar that has the same effect except it gives buffs on shield loss rather than debuffs~~
Hollowed Ribcage (Blue):
Short desc: Gain a strengthening barrier over time on hit, but you are vulnerable without barrier.
Long:
On hit, gain x1 stack of a buff called Hollow. Hollow lasts for 5 seconds and gives 1% (+1% per buff stack) barrier per second. While you have Barrier, take 20% (+20% per stack) less damage and deal 20% (+20% per stack) more damage, but while you dont have barrier, move 20% slower, deal 20% less damage, and take 20% more damage. (All three of these debuffs increase by 20% per item stack.). Upon losing all of your barrier, gain a “Fracture” debuff that prevents you from gaining barrier. This lasts for two seconds
Either of these would work, but i realized the original kind of worked against its own idea of tankiness by punishing you for taking damage without having a non-defensive buff to make up for it.
!feedback
a setting that lets you disable the cosmetic additions of items; it gets really crowded on your person late game
!feedback
Twisted Scavanger Logbook please, they're cool to look at and i wanna know more about them and their relations to Mithrix
!feedback nerf dunestrider's suck
!feedback
A super multi-shop terminal that lets you pick 2 items from a selection of 5. the second item could cost more than the first.
!feedback
A Loaf of Bread - Legendary Item
May turn into something else after teleporting to the next stage. (50% chance after every teleport, until it procs.)
Multiple stacks don't affect the odds. You will just have more bread to transform.
Weird Loaf - Legendary Item
(Obtained only via Loaf of Bread transformation)
A loaf of bread with some weird, green tumors growing around it. It's alive and angry.
When attacking, have 10% to strike twice. (+10% per stack.)
(Explanation: You shoot enemy once, and two damage numbers pop out. As if you shoot the enemy two times.)
Edible Loaf - Legendary Item
(Obtained only via Loaf of Bread transformation)
A culinary art, perfect mixture of wheat and baked at perfect temperature for a perfect amount of time to create a perfect loaf. It's perfect.
When healed, heal again for 20% of its strength. (+5% per stack)
You healed your self for 100 hp, you heal yourself again for 20hp. It doesn't loop after itself.
Fluffy Loaf - Legendary Item
(Obtained only via Loaf of Bread transformation)
This loaf is so fluffly it's practically liquid.
Grants x% damage reduction. Stacks nonlineary.
Basically a better repulsion plate.
!feedback
New Interactable Idea: Stack Chest
Guaranteed to give you an item you already have
Comes in normal and large variants (with the same rarity chances as their typical counterparts)
More expensive than their typical counterparts
!feedback Charater emotes
!feedback
feedback for mul-t, double saws should pull airborne enemies into the blades
!feedback this but for consoles only since pc players just cheat in lunar coins anyways it would be a good way to get lunar coins for console players since currently the only way is just very tediously obliterating over and over
!feedback
make gunner turrets either follow you into the mithrix fight, or not show up in the final level at all.
currently, they're absolutely worthless (literally) in the final level. and in some instances can hamstring you in the mithrix fight by counting against the max friendly summons limit
!feedback
Bring back the RoR1 sound track and some of it's old stages like sunken tomb-underwater catacombs. Cause I really liked that Sky Meadows was ported to the second game.
!feedback
when entering a portal dimension the clock instead of stopping should wierd out displaying random numbers
!feedback
Please add a spawning animation or sound for scavengers. Do you know how scary that shit is when you turn around and see 3 malachite scavengers suddenly behind you?
!feedback
As reward for Prismatic Challenge, a gold skin could be added for every character, if you are in the top 20% of the players, you will get a random gold skin.
!feedback
bot forgot to react so here's a voting place
!feedback
add an area effect where the magma worm emerges (like in the first game) since youre walking and all of a sudden a fucking worm made of hot scorching magma appears below you
!feedback
When you buy a chest it will de spawn after a few seconds so you tell where non open chests are.
!feedback
there should be an option in the menu similar to how you can lower the number of corpses that are visible but for chests and opened loot containers. since shrines are physical objects after they are fully used it would be cool if they would have a crumble animation or change color
!feedback
Players have been saying that they want special eclipse skins, but the devs have said they dont want to have anything locked behind eclipse because they dont want new players to feel like they have to play eclipse.
Solution.
Add it in and dont tell anybody, dont show the unlock in the logbook, and dont let players use them in online matches. Newer players won't know it exists, so they won't feel like they have to get the unlock. The only people that will know it exists are people who have already beaten eclipse 8.
!feedback
when looking up at flying enemies on stages that have grass the grass blocks the camera view, it would be nice if there was some kind of bubble around the camera that makes the grass that's just in front of the camera despawn or if grass was unable to enter camera view at all
!feedback
!feedback
I feel it'd be cool to have one set of skins for each ending. One for Obliteration, one for Mithrix and one for the eventual DLC final boss.
Not really counting the Twisted Scavs as an ending tho I do wish they had some Achievement associated with them too.
Being able to do all the Mastery skins by Obliteration just lead to me never really learning Mithrix which is a bit of a shame imo.
!feedback
more easter eggs
!feedback
I know this has been suggested multiple times, maybe I even did and I don't remember, but can there please be a mechanic that if a boss or enemy gets too far out of the map, they start dying rapidly or die instantly? Too many times do I see people ask about "what do I do if the boss is outside the map?" Either kill the boss or have it teleport back like players do. I personally have never experienced it myself, but I know it will be frustrating for people who don't know what to do, or who have a really good run going, and then they get soft locked because the boss lost aggro to them and is just wandering in space.
!feedback
Meat Nugget
Getting back from ror1!
Description
(8%) On hit: 8% chance to drop 2 meat nuggets that heals for 2x6 health.
Stacking
+6 health per meat nugget.
Not Locked
Common
Healing
my 3D model idea how it can look from blender ( im not good when it comes to sculpting )
!feedback
There are a lot of suggestions to increase pickup range for the two pickup items in the game, mostly by scaling the pickup range with stacks, level, or adding an item that has zero use outside of those two items. In any case, more pickup range will make these items more and more difficult to use in multiplayer: Even if everyone has the pickup range increase it will eventually give the orb to whomever's closest to the death. Plus, having only one orb regardless of how many players have Monster Tooth nerfs the item in multiplayer.
Roll back Monster Tooth to the RoR1 version: Whenever an enemy dies, everyone with Monster Tooth gets their own homing healing orb based on their own stacks. Gold, experience, Infusion, Brainstalks, Frost Relic, Soulbound Catalyst, and Wake of Vultures don't require pickups, so why should this?
Bandolier is a separate can of worms; this one's just about Monster Tooth.
||repost of an older feedback by @open tartan to see how the communities views changed on this||
!feedback add roles for each platform so that people can easily identify who plays on what platform (for convenience in the server)
!feedback
make brass contraptions stunnable and freezable because when you stun or freeze they attack any way, even when they die they can still attack for a second
!feedback a petrichor logbook that you could only get from stage one, which explains the time difficulty stuff “something something slowly the monsters came to be aware of the foreign visitor scouring, and slowly they rose to fight the people who slayed their gamersupps supplier (providence)” im not fully versed on the lore so it might not be because provi boy is a hole in the ground, but either way it will hopefully have something to do with explaining the time mechanic with the mechanic being explained with growing awareness with hostility and the reason behind the hostility being whatever the lore god says, base idea is petrichor logbook, also it doesn’t have to be based on the first stage i don’t really care how you can get it as long as it’s not a variable kinda thing like the hidden realms
!feedback
It would be nice if equipment drones had the name of the equipment you gave them in their character name.
This is so you could keep track of which gadgets you have on your team.
eg, "Volcanic Egg Drone" "Royal Capacitor Drone" "Ocular HUD Drone" etc instead of all being "equipment drone"
!feedback i really love the game it the best rougelike game i ever play, but i hope you could make COOP split-screen so that i can play with my brother. Thank you for your hardwork
!feedback
Magnet; increases pick-up range, and makes the work of some pickups easier. It can be a Green item(won't carry any use) or can be a White item(for early game collection of literally anything getting dropped from enemies, starting from orbs and ending with bandolier ammunition boxes).
Artifact of Misbehavior | Malfunction(or "portal breaker"), which enables the portal anytime it wants, (but it only starts as a possibility to enable the teleporter after 2:00 or 2:30 minutes from the start of every round), and gets the chance higher the more rounds you pass, highly restricting the players who want more challenge from breaking the game, or simply get the new experience. Can be available only on Eclipse, Prismatic Trial(or can be unlocked by simply surviving the trial, as the artifact after the first usage of the key will automatically throw high-leveled enemies at you while self-destructing. (Optional, and not necessary at all)
!feedback
Logbook suggestion: A section of the logbook that includes allies (drones)
-It would be called "Allies" and be laid out similar to the "Survivors" and "Monsters" sections
-It could include all obtainable ally characters, including purchasable drones, Equipment Drones, Strike Drones, and Gunner/Engie Turrets.
-Each entry could include some stats like damage/healing and health, scaling info, and maybe even some lore
-Not certain how the entries would be obtained
!Feedback
Alright, since allegedly Thoughtmaker doesn’t want to write his own feedback about this in fear of being wrong, here I go again, and this time it isn’t just a repost.
Monster Tooth Rework:
Instead of having to pick up the healing orbs, they now just fly to you at any distance similar to risk of rain 1. On top of this it would obviously receive a healing nerf as well.
To keep it short, Thoughtmaker argues that the pickup mechanic overcomplicates the gameplay without adding anything to it.
On the contrary I’d argue that pickups are a good mechanic. They add more depth to the gameplay by making you focus on positioning and reposition more often during combat, and they also give you more of an incentive to be in melee range, since you will just automatically pick them up after killing an enemy. Furthermore this rework would kind of remove tooth’s signature identity and make it a lot more similar to topaz brooch.
I’m kinda just making another post on this so that they can’t paint me as the villain in this anymore, though they’re probably gonna find a way anyway. So just like upvote if you agree with the rework, downvote if you disagree, let's do this like a democracy.
I'm also gonna update this post in case i missed any good arguments for either of the positions, feel free to ping me for this as well.
!feedback
Arms Race
Green Item
Gives Drones a missiles skill similar to missile drones. the skill will fire 2 missiles for 100%(+100%) damage and have a 2 second cooldown. These missiles will explode in an AOE of 0.75 meters.
in addition, drones will have +100% health regen (+100% per stack)
!feedback
Necrotic Lantern
Rarity: blue
Killing an enemy increases your fire rate and damage for the stage (or the game?)
if you have 1 or more stack of this buff, being out of combat rapidly drains your health. This damage becomes stronger the longer you're out of combat.
!feedback
!feedback
this but it does effectively void damage in the same math scales of the void
but each stack increases it by a % amount
for example
1 stack 1% void damage
2 stack 2% void damage
3 stack 3 % void damage
or it could be like glass
1 stack 1% void damage
2 stack 2% void damage
3 stack 4% void damage
4 stack 8% void damage
||edit spelling||
On the topic of void damage, I think it should be negative regeneration instead of a DoT
my reasoning is because it makes RAP, Planula, and/or Razorwire way too powerful (and to a lesser extent, Tougher Times).
!feedback
More clear death causes. Some might be missing but i'm referring here too just the lack of Elite prefixes.
I wanna know whether or not it was a Brass Contraption or a Overloading Brass Contraption when I die.
For Multiplier you are also just sorta left in the dark as to what exactly killed you. Adding a new set of death messages where it would say X player got rekt by YElite ZEnemy would communicate to both the player that died and other players what killed them and that it is still lurking around.
!feedback
Only REX has idle menu animations, by stretching if the lobby does not start. I mean, don't you think other characters want to stretch too, but they're just unable to?
I'd love to see Commando just exhaling at least as he does at introduction(when you select him), just from realizing where and how he's going to handle it; Bandit look over his machete or toss a coin; Acrid to lie down to get extra rest; and as an example(this is just a joke, but I look forward to any animations) Huntress sipping soda. 
It'd give a bit more atmosphere or just fun looking at characters entertain themselves in the main menu~~(imagine if you picked 4 Bandits and they began playing cards, but that's just a joke suggestion)~~ and wait for that one player who hadn't pressed "ready".
!feedback
Option to turn off item auto pickup, must have for cooperative game
!feedback
Just a very cosmetic suggestion but some way to see Elite Versions of Enemies (maybe even Characters) in the logbook because they all look cool would be nice.
!feedback
New blue item idea
Upon pickup, lose up to 10 (+5) coins, and gain a lunar wallet with twice as many coins. These coins in your wallet can be spent on things you'd normally spend coins on. (Wallet coins are spent first) If you buy another of this item, it takes coins out of your base coins, not your new wallet. Gain 5% cdr, 2% damage, and 3% movement speed for each coin in your wallet.
After getting this item, winning that run does not reward any coins, and coins can no longer drop in the current run.
!feedback
Give voidfields damage the BypassArmor damage type.
What would this change?
If an attack has this damage type the effects of armor, repulsion armor plates, and planula are skipped completely. The main reason for this change would be to make it more dangerous to stay outside of the safe zones, since rn getting a single rap often just allows you to stay in the open while maintaining high health indefinitely. Furthermore this would also be a really easy change, since the damage type already exists, so you kinda just need to add a single line of code to void fields.
!feedback
fix friendly fire damage taken from happiest mask.
got killed by a dune strider who was revived from happiest mask and sucked me from full hp over the course of a second. i know happiest mask gives a massive damage bonus to ghost but i don't think it should apply to attacks that can friendly fire.
!feedback
New blue item idea (Modified from Darkness 2544)
Lunar Wallet (Maybe unlocked after freeing the artificer)
Has a small (~3-10%) chance to drop instead of (or alongside) a Lunar coin. Upon pickup, gain 5 bonus lunar coins to spend for just this run, and spawn a lunar portal after the next teleporter event (Next stage if the teleporter has been activated). Bonus lunar coins are prioritized when spending, with unspent bonus coins being lost upon death/end of run. Could be displayed with a +5 (or 10 if you're lucky enough to find 2) beside your lunar coin count. Can be cleansed in a lunar pool if no bonus lunar coins are spent (for those who wish to reject lunar heresy), thus losing the bonus coins.
This could be a fun incentive for newer players to experiment with Lunar items, and experience their effects firsthand (And maybe even discover what lunar pools do without looking it up). Also a nice little bonus for lunar item enthusiasts to help with lunar coin grinds and lower the need for 3rd party programs.
Bonus: Could also have a theme of "returning" the full wallet in a Lunar Pool for a better pearl reward, and a chance of the "owner" looking for the wallet back if you choose to spend from it.
!feedback
Change armor-piercing rounds to +1%(+1% per stack) damage per armor unit. This will change basically nothing, but it will make them slightly better against Mithrix and other world-spawned bosses (also brass contraptions for some reason have armor, so you'll deal some additional damage to them, too)
Current stats
+) Deal an additional 20%(+20% per stack) damage to bosses
Suggested Stats
+) Deal an additional 1%(+1% per stack) damage to an enemy for every 1 armor they have
!feedback
How about we hear anything regarding the console update? I mean at this point its August and in 4 days it will have been a month since you guys said a few weeks
Please.
Were desperate.....
!feedback
Magnet
- (Lunar variation) -
Vacuum cleaner Magnet created out of unknown material, which sucks in 3 closest objects in the field of view. It can be any items, but at the same time, with those items there is a chance that this magnet will suck in enemies(working like black hole), and after ~5 seconds will give a strong push which throws enemies away and hits them against walls(reminding REX's ability). May also instead of an item slowly suck in your ally(reminding dunestrider's skill) | drones instead.
- (Normal variation) -
A simple magnet which seems to be underpowered at first, even very. It's "speciality" is on sucking expendables, and distorting enemy projectiles(depends on how much you stacked). Distortion works barely at first, but the more you stack, the more it distorts the projectiles up until they land next to you, like an invisible shield. With every stack increases also not only the strength of the magnet(how fast it pulls items, and how far it distorts objects), but also the range of pickup items(orange) and distortion(light blue, which is smol).
Math is not included, because you play the game and not numbers all the time. The idea is not necessarily Lunar / Base, it just explains how it could possibly work on both sides. I hope the mechanic of magnet was explained simple enough to understand.
!feedback
Spotter drone (sniper's ROR1 drone), gives info, crits, and more logbook fall chances so you wouldn't grind enemies forever. Can be targeted at an enemy, ally, drone, and possibly item, describing in short what it is. Newt Portal, Loader with a title of "starship packager"(alternative to Bionic Powerhouse), and so on. If there is a lot of drones, they will scan the targets around the enemy. Or, might increase your chances if there are no targets around besides this specific one.
Also I look forward to ability to tag the log books of mobs or locations, just because.
!feedback
boss idea
The Ice Lord
King of Command
it would look like the monster on the end of the cinematic trailer where it appeard as a shadow
would spawn on rallypoint delta
1st Phase
-3 Attacks
1: summons a beam of ice if you get hit you will gain slowness for 2 seconds
2: throws ice at you 3x
3: ice summons below you similiar to stone titans uppercut
2nd Phase - 50% hp
all attacks buffed
1: summons 3 beams of ice if you get hit you will gain slowness for 2.5 seconds
2: throws 10 sharp 1 by 1 icicles that deal bleeding for 1 seconds
3: ice uppercut goes faster but u can still react to it
!feedback
minions from boss items should spawn relative to what elite aspect the player is holding (if the player has an elite aspect), excluding aurelionite. This makes aspects more unique and makes a bit more sense since elite beetle queens and solus control units allow their minions to spawn based on the elite type their leader possesses, a nice little addition to aspects.
!feedback
perhaps a crossover character, the reaper. from the other hopoo classic, deadbolt. possible skills could include:
- primary, the classic 32. revolver which fires at a moderate speed dealing moderate damage, however hitting an enemy in the head does a guaranteed critical.
- alt primary, the reapers must have, the scythe. deals a lengthy wide slash of generously high damage.
- secondary, can only be used with the revolver. throw a flashbang that explodes in a large radius blinding enemies, causing them to panic and attack their surroundings for a short period of time, being able to deal damage to ANYTHING they hit. blinding does not apply to bosses other than a scavenger. has 4 second cooldown.
- alt secondary, used with scythe. throw a random melee weapon from deadbolt, each one dealing a different status effect i.e. hammer deals concussion, knife deals bleeding, scythe could steal a percentage of health. cooldown 4 seconds
- utility, hold shift and aim with the mouse along the ground, release shift to smoke teleport (ya know, like the vents). cooldown 6 seconds
- special, summon a candle to fight (can hold up to 3) who have random weapons from deadbolt. candles deal a small percentage of the players damage varying on what weapon they spawn with, they burn enemies on attack. candles are small and fast, but have very low health and cannot obtain your items, but can recover health. cooldown 25 seconds.
- alt special, mark an enemy to be shot by a sniper candle dealing a large amount of damage. (could possibly stack with longer cooldown or just have a smaller cooldown with no stack)
- alt alt special, spawn a stationary sentry, the god of life (the flames), who burn its surrounding area for a short period of time. cooldown 30 seconds.
the reaper is a fast sprinter, but is much slower walking. this would make him a more opportunistic character like deadbolt, he would have the lowest health out of all other survivors, but high damage and sprint speed. i feel like this would add a bit more variety to the survivor selection, making the player decide more when to attack and when to run. as he could take a heavy hit leading to death that could have been avoiding by running instead of trying to get some cheap shots in. i know there arent very stealthy elements in this pitch, but its risk of rain. how do you even? i know hopoo has a lot on their platter, but it would mean the world for me and maybe other diehard hopoo fans to see this in the game. but hey, its only a pitch, but might also get new fans to check out deadbolt themselves. i mean.. hire me hopoo!
!feedback
My idea for a dlc boss
https://drive.google.com/file/d/1_Muz4uYAIuMT505Lp9rEDzsOZSDa2VQu/view?usp=drivesdk
(Yes, it's actually a drive link, because I don't want to clog this chat up)
!feedback
Polymorphia - Lunar Equipment
(A statue made out of clay in a vague resemblance of an animal)
Turn an enemy into a different enemy. Any kind.
Basically a recycler for enemies, the targeting works like a Royal Capacitor.
The con of this equipment is that you have no control of what kind of enemy you will get. You could turn Brass Contraption into a Lemurian… or an Overloading Magma Worm. This effect is permanent and you’re stuck with whatever you got.
Works once per enemy, and doesn’t work on the final boss.
Side note: According to Wikipedia, Polymorphia is “a composition for 48 string instruments (24 violins and 8 each of violas, cellos and basses) composed by the Polish composer Krzysztof Penderecki in 1961.”
!feedback
For characters with main attack skill that have charges like Bandit, Artificer, etc make attack speed increase charge reloading speed
!feedback
Commencement stage is unreasonably long & drawn out. (1) Charge four pillars while fighting off tanky enemies, then (2) fight Mithrix, then (3) a round of more annoying tanky Lunar Chimeras shoehorned in for some reason, (4) Mithrix again but stronger, (5) Mithrix again but weaker, THEN (6) get to the rescue ship and defend it from even more tanky enemies under a tight time limit.
I haven't even gotten past this part yet and for all I know there's another surprise Mithrix fight inside the ship, it wouldn't surprise me at this point. My point is, there is a ridiculous number of layers of tanky enemies you have to tediously fight in the final stage, and it's overly long and draining. At the very least, the Lunar Chimera fight between the Mithrix stages could be removed.
!feedback
I think acrid should have its default passive spread the poison to other enemies if the enemy is affected by it. However it should only spread if the enemy is killed by other means of damage. If the enemy is killed by poison itself it would not spread. Kind of like saryn (warframe). I hope this isn't too complicated.
And please let my poison doggo have a ranged primary. Make it unlockable if that's possible.
Thanks 😄
!feedback
(ROR 1 map return suggestion).
Depth mines.
- Excavation site -
Depth mines are an excavation site of newly found, unknown to many, and interesting mineral ore which heavily reminded of Rhodonite. Its color of pink-and-black in a natural composition originally had many guesses and suggestions. The mere take was the work of miners to gain a lump of ore would exclude pickaxes and simple drills. They needed something stronger, and so, laser drills were introduced.
Lumps of ore, that were gained after long days of mining were never delivered past the surface in huge amounts, as an accident happened. And by the call of an emergency drone which felt the danger of those lumps left exposed without being left on the deep level would lead to the mineral melting in the shafts.
The mere take was the work of miners to gain a lump of ore would exclusively include laser drills, yet none of the new protection against the unknown mineral.
That's how the "pink catastrophe" was born. The mineral melted if it was left exposed to the outer atmosphere besides the mines. Elevate them a floor, or two higher, and the ore would melt. Return it a floor lower, and it would form a figure or a mere blob of ore. Such a method of transportation was interesting as cryogenic machines were brought, the blobs were frozen and transported before being sealed away in crates with low atmosphere.
The ones that got it sold retired from such work immediately. The deal was not in the money but in the aftermath. Maybe you know what the term "explosive slime blob" means. As when those gel blobs got in touch with the typical miner costumes, they slowly began to fill into them and bloat them from the inside, before crushing the wearer or exploding if the suit was damaged.
Someone said that there was also an elevator that led even lower, to the core. And a distress SOS call is still heard from below, from someone left alive and unable to escape.
!feedback
Beetle venom
uncommon
Since my more advanced ideas get bad receptions heres a simple one.
On enmy kill enimes release a lingering gas cloud that does low DoT if a enemy stands inside of it and slows enemies by a small percentage.
More stacks make it have a bigger cloud and lasts longer and increases dmg slightly
If multiple clouds are over each other the dmg stacks but not the slow
!feedback
(ROR 1 map return suggestion).
Magma catacombs.
- Home of the Scorched Core -
The elevator needed special access, be it the key that was held which could cheat on any locks, or be it the keycard found, no matter.
Magma catacombs are a definition of a term, called "overdoing".
The excavation miners who overwatched newly delivered "CHIT-ty battle-and-research" drones were aware of the odd name for "CHIT" sickness in the tar sands, the corrosive effect of already told tar being the cause.
Many enjoyed the sounds of lava and the views down there.. Down until most of it was interfered by the sounds of crushing metal, followed by a show of a giant turtle-like swimmer in the thick lava throwing out scorched cores - from the worst and cruelest prank ever done in the memory of those, who worked here.
Someone said, that one of the workers had a bright idea of throwing turtles into the lava, after enhancing them with cybernetics and drugs, before giving additional care to the shield generator that lasted for a short amount of time in the thick lava, reminding moving in it like moving through snowdrifts, and being the only proven-and-qualified defense against the dangerous environment, of course, not against the huge lava monsters from the prank pulled up a word or two beforehand.
Not many came out alive of this tricky hellhole. Yet, an S.O.S signal remains to our day, from someone so lucky to find a first model of a landing, emergency ship-depleting pod, which by the rumors: "fell so hard, that was never to be found again".
Who knows, maybe he's still alive, down there, waiting for someone to unbury him from the metal coffin?
Or if he's bloated like everyone else, perhaps, melted in the lava tides?
This specific investigation seems to be risky, yet so interesting.
!feedback
I have not mistaken a channel, and it is not a joke.
Please, make the banner of the game contain most, if not all of the characters. It would be very wholesome to see every survivor on the poster, besides just 4 that idly mind their business. This way, you could do one of the "Anniversary Update!" with all of the characters, to remember through what you passed, who returned, and how you put the characters in-game(with their possible logbooks) to interact with each other, or how it could've ended as a result of this example:
Captain patting Acrid on the poster while Bandit has his feet on a beetle with Huntress who simply lies down and watches the stars. Commando sits on a landing pod with a Ukelele, Artificer to the side of him, as Engineer is handling REX and is curious about his appearance. Loader taking a stretch with her suit to rest on the ground or hanging from the object above / holding a cargo crate, and Mercenary meditating.
After all, it seems like every character passed through something more than just a mission. They covered each other's backs, and got out alive, despite the conflicts that could've happened on the battlefield to doom them, being that Bandit which constantly backstabbed every enemy and disappeared out of your sight, or being REX which nearly drained your suit of oxygen, they did their best to survive and avoid that, and succeeded.
I hope my line of thought was laid out clear to understand, as it would be an interesting and lovely thing to see as I've said before. Maybe it'd even mean that every character is enjoyable to play and powerful in the right hands, too.
!feedback Make Lemdog an actual item https://cdn.discordapp.com/attachments/552717230283030539/746915075700555776/fprkuz_1.mp4
(I don't know who made this video but to the person that made it, you're an actual saint)
!feedback
(If the post above fails to be added), reconsider and make Lemdog be an Easter Egg, just like at the end of the ROR2 trailer, or an Easter Egg in ROR1, it would be a really great addition to the game.. Maybe it should be presented at the end of a challenge, so it wouldn't distract that many people from having loads of hard survivability, and have them actually motivated to play the challenges for. Constant Rainstorm and Drizzle are fun, too! But, some don't take a step higher to discover true "high risk - high reward" experiences. We don't have achievements for Eclipse, or higher difficulty, so players totally need some sort of a reward. And totally not a badge that IS the achievement, but something to actually calm yourself down after HOURS of grinding, or just making annoying builds, wasting honestly earned lunar coins and days of runs.
||As an example, when you finish the Eclipse difficulty, the ending screen does not appear right away. You can find a shrine in the cargo bay(like the one that is presented in the main menu while waiting for players to press READY) to spawn a Lemdog, or activate a stand that contains a singular Lemdog for you. But, that's just a suggestion.||
||Suggested use for Lemdog: On-held use eats a Lemdog which would make your character dance. Each character has a different animation. Enjoy your Victory!||
After all, we all gotta take a break and stop being all-serious in a world of many-many creatures that try and hunt you down, right?
!feedback
M2 - Belt throw.
Many say that Huntress does not deserve the credits, earned in the logbook given out after you unlock her, plus, her glaive does not have an alternative attack. And after several takes on the ROR2 trailer(screenshot here), I noticed that Huntress actually has a belt of blue grenades or containers with an unknown liquid.
The idea is to show Huntress's mobility, in her concept, right? So far, she's the only one running and shooting(besides Mercenary) without a stop, so a belt would totally be of additional weight, why not get rid of it?
This way, getting rid of the belt means getting less attention to how it constantly bounces during your movement, side to side, and it also could deal some good damage in case of runaway, simply because those are explosives after all. Could work like several cluster bombs(similar to MUL-T's), or a single explosive dealing decent damage to the crowd of enemies, or a singular enemy.
Or, those could be smoke grenades to escape in case you're getting down to low HP and need to back out quick.
!feedback
Heretic discord role when?
!feedback
Add that on loops(with probably harder bosses) or after using some amount of shrines of mountain there will be chance that portal drops red items
!feedback
Switch version:
-bigger fonts please, they are too tiny
-the sound is too low even at max.
!feedback
I feel like Commando's roll needs a buff, because right now there's no good reason to use it over slide, unless you literally don't have slide. Slide is superior to it on the ground, and near identical to it in the air.
I suggest giving it a cool-down reduction. I think this would justify the lower speed and distance, and also the fact that you can't shoot while using it.
Another idea would be to give it extra charges, similar to phase blink, though that might be complex for a starting skill.
!feedback
no not really more of an idea
alt captain idea: offensive microbots. i microbot that will shot at near by enemies inflicting decent damage at a decent rate. is given to drones
!feedback
I think it'd save time if you were healed to full health at the start of a vent in the void fields. The timer doesn't run in there so you can just wait to regen health anyway, which gets pretty tedious on Monsoon difficulty.
!feedback
With the introduction of lunar shop rerolls, tonic is no longer difficult to obtain. I propose that tonic has its effect reworked, and here is my idea for that
Instead of a chance to gain afflictions, tonic will guarantee a new type of affliction. With each use of tonic, you gain a stack of affliction. This affliction does not reduce the player's stats, but rather reduces the benefits of using tonic. For example:
The current effect of tonic is as such: "Activating this item gives the player +100% damage, +70% attack speed, +20 armor, +50% maximum health, increases movement speed by +30%, and increases their passive health regeneration by +300%. This effect lasts for 20 seconds, and has a base cooldown of 60 seconds."
The change could add this to the tonic description: "Guarantees a stack of tonic affliciton once the effect ends."
Tonic Affliction could be altered to have the following effect: Reduces the effectivity of spinel tonic by x% per affliction.
This way, tonic could no longer be abused long term, does not inhibit the player when equipment is traded out, AND balances tonic since the addition of the lunar shop reroll
!feedback
kills before Slicing Winds is done or kills from Focused Assault should count towards reducing mercenary's cool downs. It's unsatisfying to have enemies die mid way through a slicing winds, or have an enemy die from focused assault only for you to not get the 1 second off.
!feedback
Make lunar shop rerolls a toggle-able option on the party creation screen next to the difficulty and artifact voting checkbox, thus allowing host to decide whether or not to allow shop rerolls
!feedback
Make an optimized PS5 and Series X free upgrade, I'm sure lots of people would appreciate it <3
!feedback
if magma barracks gets added in the dlc
add the cremator
!feedback
Whenever you go to the Bazaar from Stage 5 currently you will always loop instead of being able to go to Commencement.
This should still be the default but what if one of the Lunar Seers was always Commencement so for the people that go to the Bazaar after Stage 5 and want to go to Commencement, they would still have that choice.
!feedback
Add a cleansing pool to Commencement in the lunar pod location. The rng of finding one in only 3 possible stages is frustating considering that the pearls you can get from them aren't that amazing
!feedback
Limit the amount of times you can reroll the bazaar per run. I suggest to 5 times total per run.
Reason? To help counter the Gesture Tonic abusers.
!feedback
make the gamemode page bigger (ig when you add the new gamemode) because i get confused when clicking the tiny options, like ill accidently click prismatic trials instead of eclipse. just a small QoL i want
!feedback
further on this, it would be cool if the buttons were a bit bigger and had a little bit of info on what it is. (maybe even a small picture? like the eclipse gamemode circle or the pridmatic shards?)
!feedback
A turret-type chimera (Functioning somewhat similarly to Hermit Crabs) would help round out Commencement’s enemy variety a tiny bit more as well as fit thematically both with the weapon-type designs and the map’s holdout zones.
!feedback
"Melee" drone, which would fly around and operate like jellyfish. Of course, it does not explode at enemies, but who cancelled it dashing them and stunning(if not shocking) them for a short period of time, saving you by kamikaze-ing into a Golem which was about to oneshot you, or a Wisp which was about to set you on fire?
It also could hit several targets, or bounce in-between them like a glaive on hit shortly.
!feedback
give mithrix an animation in the logbook, just him breathing or something. it looks weird seeing him just stand still. the same applies for a few other enemies, like the beetle queen.
!feedback
This seems like a stupid and trivial idea, but I would like to see a cutscene of inside the escape ship with the ending message instead of just a dark red screen. I would like to see unique cutscenes for all the different characters(i.e Acrid sleeping smiling thinking hes has freedom after all he has been through. Mercenary sleeping with his sword leaning on the wall. Loader standing up and pumping up since she wants to do more.). Also add multiple people in the cutscene depending how many people survived with the max of 4 people in the ship.
Reason: It is nothing that would affect the gameplay, and is a very unimportant change at the end of the day, but I think it would be a cool feature and perhaps incentivise some people to watch the cutscene at the end.
!feedback fix console
!feedback Had some ideas for Squid Polyp and Happiest Mask
!feedback
I don't know if this is possible, but I would suggest to make it so that the Arti ai for the artifact of vengeance is more focused on aerial combat? She was basically stuck on the ground the whole time, which made it pretty easier to sniper her with M2. If she used her alt R and env suit, I think the fight would be a lot more interesting 😊
!feedback
Traveller's logbook.
In short, it is a logbook from ROR1 Commando's quotes. It's a special item, which gets unlocked as you unlock every item and monsterlog specifically. It encludes items which(ROR2 survivors) did not manage to find, Shattered Mirror, Gnarls in a Jar, Sniper's scope, etc. And their speculation, description. It also involves a special effect, which re-describes every monster and item in a manner of ROR1, in more of a dark manner, aka:
Snake Eyes: I know you liked to gamble, hadn't you? You filthy ----er. I am coming for you, and for the snake eyes you throwed out on me. Brace yourself, you bloody ----.
Or.
Happiness Mask: This circus was great! It was totally what I had expected from it! Everything, the carnival, the tricks of the artists and participants, and animals that I've seen were just spectacular! Please.. Tell my mother..-
That I'm happy! Tell her, that I'm happy! I SAID I'M HAPPY, PLEASE DON'T--
Logs written here might not be totally accurate, because I wrote them by hand. But, you got the gist. ROR2 in my opinion feels lighter on that atmosphere, but sometimes, you miss those notes of dark humor and comforting when everything is attempting to kill you besides your own shadow.
!feedback make loaders vengeance clones count as kills if they fall off the artifact stage. It is annoying trying to unlock the slam ability because the loader clones are stupid and fall off as soon as they spawn.
!feedback
make it so commando's roll ability puts out fires, or at least reduces the duration of it, just as a qol change.
!feedback
If you give an equipment drone Spinal Tonic, have it randomly fly around, attempting to crash into anything that takes damage. It deals 500% damage and takes 10% damage each hit. Link two achievements to it.
Never doing that again: Get killed by your own Tonic drone.
Definately doing that again: Land the final blow on a boss with your Tonic drone.
!feedback
broader unlock rewards. Currently you get characters, a new skill/skin, or a new item from doing achievements. You could have stronger drones be unlockable, maybe new shrines too, that can then appear throughout a run. This would both add new unlocks for things (like the feedback above mine), and also add new things to spice up runs.
!feedback
!feedback
Leaking from the system of new "rewards" I suggest you add Upgrades under Artifacts. Get a special drone(as it is popular in many games), like MED-E with a cool cap, get yourself a striker drone which has a shield on the back of itself, reducing damage dealt in the back or flattening it, or get the Upgrade window.
Upgrade window allows you to get yourself various types of drones with enhancements. It's like having your survivor tree, and a drone tree, which you unlocked. Or make BACKUP have two uses, summoning 4 classical striker drones, or summoning your own chain of drones(Missile, emergency, shooter and MED-E) as an example. This would make drones more saving and useful besides buying them at the endgame.
#DronesAreSurvivorsToo
!feedback
(didn’t add the command, oops)
Change the hitbox of the Brass Contraptions. As it stands, the only way to damage them is by hitting the bell 🔔 in the center. While in concept, this would be a good way to emphasize the fact that the bell is the core of the Contraption, in actuality, it’s just annoying. Shooting the entire massive side of the Contraption and not having it deal ANY damage or watching seemingly pass right through is exasperating at best. It doesn’t reward you for actually hitting the bell. It just makes it feel like you’re getting cheated out of damage.
Not to mention, with how heavy-hitting they are, they need to be prioritized to keep from getting swarmed by mace balls. The only survivor that reliably hits them 100% of the time is the one with auto-aim (Huntress).
If we still want to keep the “bell is the core” theme going, have well-placed shots that end up there deal a bit extra damage, or guarantee a crit.
!feedback
!feedback
Water can actually put out fires, if you will be in it's hitbox, and will deal additional damage if you're hit by overloading enemy, because shock ballz.
!feedback
Maybe, you could add another cauldron in the Bazaar Between Time where you give 2 common items for a new common Item.
!feedback
Volcanic Egg Typo: Breath should be Breathe, not sure how important it is but figured I'd drop it here
!feedback
Add an option to disable spinel tonic's visual distortion.
!feedback
There are a lot of people here who agree tonic needs a nerf since it can easily be abused especially with the reroll station, in my opinion this could be fixed by making the stat upgrades decrease either slightly every use or make it so like currently it’s a chance the upgrades decrease.
!feedback make the intro animation not restrict your cursor to the center of the screen, it takes a while for the skip cutscene to show up and if you're doing something else on the side whilst it starts up it's pretty obnoxious
!feedback
Change White Soup Cauldrons so 1 Red item gives you 10 White items instead of giving you 3 White items for 1 Red because 3 Whites is just too little for a Red
!feedback
I know this has been suggested before, but I'll do it again. Please add a setting that allows us turn off the intro cutscene.
!feedback
Make Merc's Katana red on the oni skin, looks pretty good when he has the fire aspect
!feedback Revert the Scrap Launcher nerf or make the cooldown not completely reset, just set back a little for each missile fired
For context, the scrap launcher after the anniversary update didn't reset it's cooldown for every missile fired, only for the first, and it was pretty cool to use as with some purities you could have a barrage of missiles but it was changed as it was apparently a bug, but it was quite a FUN bug
!feedback
New Lunar equipment: Special Brownies
On a 75s cooldown, upon activation, for 15s, Gives you the Great Time buff.
Buff: Great Time
Greatly increased attack speed, and resistance to certain debuffs. Also adds several effects to the screen. All effects increase for every stack of the effect
1 stack: distortion effect around edges of screen
2 stacks: tritanatropia shader over the screen
3 stacks: increased distortion effect
4 stacks: dulled/distorted sound effects
5 stacks: no reticle
!feedback
Reduce the cooldown reduction of gesture to 33%.
Currently, it has no downside. Even in situations where you're using vase or recycler, you can still play around it, very effectively.
!feedback
Gesture of the Drowned is currently too strong for a lunar item with technically no real downside,nerf the numbers wont do it because you just need to pick up more, i proposed to add this downside for the nerf
gesture of the drowned now applies stacks of curse to your equipment whenever it automatically activates it.
curse causes the current equipments cooldown to increase by 10%.
The higher the curse stack count is,the longer the cd of the equipment
curse is only applied to individual equipments and thus picking up a different equipment item (even of the same type) will start the count on that item at zero. (default cooldown). dropping and then picking up an equipment that has curse stacks on it will not reset the amount of stacks.
Stacking gesture will also increase the amount of curse you get
This will encourage players to always change their equipment to enjoy that 50% cd
This is the math for this change even though im not good enough at maths?
!feedback
Lunar item: Lunatic’s Moondial: increases scaling by 50% (+50% per stack) the Lunatic’s Moondial is converted to a Survivor’s Sundial, after being carried for a whole loop.
Survivor’s Sundial:
decreases Scaling by 50% (+50% per stack, up to 90%.) effect decreases by 10% per loop (to prevent infinite runs)
Side Note: would be really cool if the sundial’s name changed based on survivor, Ex: Huntress’ Moondial, monster’s moondial, mercenary’s moondial, etc.
Alternatively, give brass contraptions a weak point in the bell. Currently, I think they have 20 armor, so make hitting the bell deal 120% damage (enough to bypass the armor).
This would reward good gameplay but still allow those that don't like to do sharp shooting to still play the game
(may or may not be based on the console glitch that made the hitbox completely disappear except inside the bell)
!feedback.
We have only one problem which is currently being not as hard compared to others, Clay templar, from the firing squad. Yes, yes, tell me how you gained enough items to actually survive 5 of them surrounding you in a circle and blasting you into swiss cheese.
My suggestion was, add another problem. Remember who was the greatest problem of AFK gamers in ROR1? Right. Rockets, when you stood AFK, and Clay Swordsmen with imps, swordsmen which were not added into the game, just like Children and Vase of item dropping imps.
Maybe it's time to return the vase and Swordsmen? The vase would help you with getting items at the start of the game as an addition, removing a chest, and dropping a random white(or a possible green) item(if you manage to kill the imps), and clay swordsmen would be a new challenge besides the firing squad, which may appear a bit rarer than the clay templars themselves, but would still give you a good fight due to the fact they move faster and pack a good hit.
!feedback
Exchanger.
Reds to yellows, yellows to whites, you want it? It's yours, my friend.
Just kidding, but, I think people are overreacting over some reds. Sometimes to survive, you don't need only reds or only yellows, you also need whites and greens. What if you mistakingly put your build into full of reds and can't change it back? Or, after being sequenced, can't recover? Exchanger here is a manner of a fix to this problem. It transfers any of your items to scrap of different colors if you pick it right, or can be re-done to an alternative mode of a scrapper. 1R = 1Y | 3G | 5W, and so on. Of course, this is just an example, but some people would appreciate that, instead of constantly drinking Tonic on Bandit, and afterwards going..
"I haAaAvEee A pLaAaaAaan, 'MaaAaAAAaaanDoooOoO!"
!feedback
An update for the new achievements on console. (The new achievements that’s aren’t already part of the in-built achievement currency like gamescore.)
!feedback
Turn Bandit's revolver around, because when he logically takes it and does not spin it, it's upside down.
Wait, is this what the spin on the revolver's for? If so, just add a tilted holster because of which he has to spin it. Don't want Bandit to accidentally shoot this beast upside-down and hit himself in the stomach.
!feedback
Highlight items that you don't have when using Artifact of Command. Would help AOC players loop their items without mistakingly taking the item they don't want and ruin their build. Could also possibly work with the standard system, so you could know what you have or don't have.
And maybe make the item menu interactable, so you could mark your items with some sort of a symbol(scrap, keep, loop, etc), so you could scrap the unneeded items, loop the ones you need, and the ones that are kept you would not click by a dumb mistake of your own. But, those are just markers, which show up in the scrapper or the menu of AOC. They do not give a 100% of safety against your very own click, or gives any priority, just makes you orientate better is all.
!feedback
I suddenly had an idea to have some sort of 'Lunar expansion' to RoR2. What I mean by this is basically a moderate/major update to the lunar items and possibly add a new Survivor roster on top of the original.
My first idea was to add 'Lunar survivors/travelers' that had fled from 'Commencement' through a gateway that led to 'A Moment, Whole'. When the Twisted Scavengers saw the Lunar creatures, they froze them in an effort to contain the last of a kind. They also didn't want anyone in that space. There were 4(ish) in total: The Lunar Knight, The Lunar Priest, The Lunar Blacksmith, and The Lunar Past(that shall be explained later)- each one having different purposes. Each of these characters do not have specific genders, but they may be called whatever.
(please note that this is quite far-fetched, and I have not yet concluded what each of the abilities will be.)
The Lunar Knight is the main Dps character, with inspiration coming from the 'Paladin' mod. It wields a large, claymore-looking sword, and dawns a suit of armour, crafted and forged by The Lunar Blacksmith, though it has a symbol on it's left shoulder-pad, meaning: VICTORY. This could mean that the knight fought and won many battles on the moon.
The Lunar Priest is the main Support/Assisting Character, being able to (either or both) heal and boost their allies. It's main item/weapon, is a staff that holds a broken piece of the Monument in 'A Moment, Fractured'. The priest has learnt the staff's power over time, and as it increases in power, who knows what could happen?
(I will edit this post as soon as possible and add the rest of the Lunar characters to this roster, but I have run out of time to write this because it has taken me over 30 minutes to just think of this idea, also more lore will also be released soon)
!feedback Idea. Artifact of insanity: After every teleport, every item in a players inventory is shuffled to a random item of the same rarity.
!feedback
There should be some effort to attempt getting cross-platform play to be a thing, eventually.
!feedback
P
!feedback
Permanently stunlocked enemies aren't fun, so here's a rework idea:
Stun Grenade (Uncommon): Deal 2 stun (+1 stun per stack) per damage. When an enemy has more stun than max health, it’s stunned for 2s.
When the enemy is stunned, all built-up stun is removed and it cannot gain more while stunned. Stun threshold could be a bar above the health bar, or a debuff showing % progress.
Essentially, each stack stuns once per enemy. One stack will stun after you deal 50% of its health. Two stacks stun after 33%, so it can happen twice.
It won't affect bigger enemies as much because 2s is a smaller fraction of the time it takes to kill them, and wouldn't be capable of truly stunlocking. It could potentially work on bosses without trivializing them.
!feedback
Allow the Parent Family Event to occur in some stages because it currently is unused since Sky Meadow always has Lunar Chimera if it's a Family Event.
!feedback
anti-piracy
if game detects illegal copy = close game
!feedback
The logbook models are really cool, but it would be fun if you could look at the mastery models for the survivors and the different elite models for the monsters since they look pretty cool
!feedback
When brass contraptions are stunned, they shouldn't be able to attack. Especially when I can see the visual indication that they are " stunned ".
!feedback
A way to differentiate YOUR diablo strike from others in multiplayer, since it’s the only one that will hurt you. Maybe change the color scheme, or maybe give it a red border like other harmful aoe attacks?
!feedback
Reflection of the moon.
Distorts your screen effect and makes you not who you are, but due to a battle with Mythrix more like swaps textures of Doplengager and the Survivor, as Mythrix is going to make you feel like a Bionic Powerhouse, Desperate Bandit, Fortification Expert, and etc, making you feel totally worthless or let you fight yourself in a reflection if you have Doplengagers enabled.
This intent would show off more of Mythrix's power, because he's going to take half of your HP away and let you feel what Survivors felt, encountering their own overpowered reflections. It also will show the Void-alike effect and Lunar power that is achieved only at this level, and only before you defeat Mythrix(as afterward everything will change). May be available in Eclipse, or as an addition. This idea might be a bit not-deep-thought, so it's only a concept that can be entirely edited.
[Totally optional ideas, which just would be nice to see and just would seem to be a bit more "canonical"(in a way, if I took the right word)]
Fix HAN-D in the background of the main menu(lobby) because seeing him in a broken state without anyone fixing him is just sad, or at least give him to an Engineer, he'll know what to do. And add a logbook of EVERY monster(twisted scavengers I think don't have one), the same goes for items(Aspects of Fire, Corruption, etc). Some people wanna know about aspects too. Or, about most of the interesting things that Petrichor 5 holds, with more clues and guesses to take more of the atmosphere or just break their mind by guessing new interesting puzzles.
!feedback
Experimental branch
- Curious test grounds -
This is a Lunar suggestion, it gives, and takes what it feels to be of the same weight. The concept is simple.
You take an update, which is currently done, but maybe not entirely polished. And it is presented the first time to the Experimental branch, rather than into the final version of the game. Can be literally anything, NEW or UNFINISHED parts of the game, be those characters or new items, and just let the players play on the Experimental version with them, they'll call out the issues. This way, you won't have to roll out a patch several days after the update immediately(which will cause possible uncomfortability) and issues with the community.
All of us had broken toys, that we hadn't wanted to leave behind and someone fixed them out of kindness or just sheer interest in construction, isn't it? This way, you could also overlook designs of some characters that had backfired with the first plans on you.
The backfire of this suggestion is, it ruins the surprise. People would be ready for what to expect, but the polished version you'll add. Even two concept designs of Bandit became different in general. More details, different animations, etc.
And such examples being:
https://cdn.discordapp.com/attachments/559901453834256404/874824008581910548/unknown.png
https://cdn.discordapp.com/attachments/559901453834256404/874824039049330699/unknown.png
!feedback
return back the mechanic if you kill a boss enemy when it doesnt have that red boss bar, when killed it should still drop an item
!feedback
Dont let the Engineer turrets inherent undefined items, particularly tonic afflictions.
Reason: While turrets do inherent equipment, they don't activate it. It also it doesn't make sense that turrets that didn't even have tonic up should get an affliction at all. It shouldn't punish the turrets for the owner having afflictions. Since there is no way to get rid of afflictions, it just makes turrets weak for the rest of the run, when it isnt even their fault.
!feedback
Artifact of Endangerment
Removes your one shot protection, and gives it to the enemies instead.
!feedback
Add a continue button that respawns you and it costs lunar coins. (lunar coins scale time spent on run)
!feedback
when using artifact of command, in the pop-up menu when choosing which item you want, make it so you can click ESC to exit the menu. I've died countless times because i got attacked while trying to pick which item i want and instinctively pressing ESC.
!feedback
"Forgive Me Please" Should have some sort of omni-kill as the final of the 8 times it occurs. It would be cool to get things like a brainstalk proc off of it, maybe even a desperado token. The equipment is already pretty cool, but this would make it even more fun.
!feedback
Allow engineer’s mines to hit small enemies. Because of the way they spring up the explosion usually misses enemies like lemurians and beetles, which really shouldn’t be the case.
!feedback
So recently, i see some suggestions for Gesture of the Drowned changes. While I personally think its ok at its current state, i think a rework or a nerf for it is definitely understandable(a bit of an oxymoron, i know.). So I did some thinking and thought of a rework for Gesture. I personally think this feedback will probably be hated, but like or not, this idea is for sure unique.
Current Gesture of the Drowned: Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
Reworked Gesture of the Drowned: Reduce Equipment cooldown by 50% (+15% per stack). 20%(+20% per stack, stacking type: hyperbolic, affected by luck: yes, its reduces the chance for positive luck, increases it for negative) chance on activation for the equipment's effects to be halved. Forces your Equipment to activate whenever its off cooldown.
Reason: This rework will make Gesture's identity truly a lunar item. This rework also is meant to nerf some of the abusable builds like tonic, but to keep them still viable once you get perma uptime on them. I was inspired from Beating Embryo from the first game and thought it was cool to be a negative effect when it comes to Gesture.
Click the file if you wanna see how equipments are effected by this idea.
!feedback
Not to be political, but, maybe Console needs way more attention than PC currently does. PC got a stable branch, and gets many news compared to console, so PC players could try and survive using R2ModMan or just use the working properly multiplayer in the Anniversary Update. I'm not the one to promote such an idea, but at least give it as a suggest.
I mean, on PC you can utilize mods, and on console it's not as much. This way, Console players and(possibly) Switch players would get a fix anytime sooner than expected, and this way PC players still would be intact as a matter of fact(this is my subjective line of thought). It just seems like players on different ports are struggling to read the slogan "have fun" when they try to plain on Captain and instead of protection from Flaming Brass Contraptions they get set on fire for every destroyed with Microbots sphere.
Would you kindly, should that be the word?
Would you kindly, give ported players at least slightly more attention, because they're not having any?
Because, after all..
When a Huntress wanted affection, the people gave nothing;
When this Huntress wanted a friend, the people were an employer.
This Huntress was tired of her job, but in the end she wanted it back.
Our Huntress received affection, but did not care;
The people around her tried being a friend, but all our Huntress saw was another employer.
Our Huntress loved her job, and in the end it was the thing she was denied by.
Unnamed [Lunar]
+) +100% Equipment charges
-) +100% Equipment cool down
This would make fuel cells better in both stats while also not making them terribly overpowered.
Also not a good combination with gesture as you'd waste all of the charges and the upside would be negated....
An actual problem you would need to "solve" in order to succeed: more charges... or less cool down
!feedback
Make grenades controllable where you can throw them, if possible, on Commando. Also make his slide special, by making him slide under smaller objects. Table, in between Parent's or Elder Lemurian's legs, under projectiles, and with a kick to the Brass Contraption!
It would be lovely to see him being utilized as what he was meant to be. Jack of all trades, and at the same time, Soldier, struggling for his life.
!feedback
Concept for Commando "Tactical Dive" Rework:
Right now commando's "Tactical Slide" performs much better than his "Tactical Dive". It moves way farther on the ground, and covers the same distance in the air, making it an obvious choice.
My idea is to rework the "Tactical Dive" into a literal dive move:
-It would launch commando in an arc, similar to Acrid's leap, and he could do a short roll when he lands.
-It's actual speed would be slower than "Slide"
-You could aim this in any direction, and the dive distance could scale with movement speed.
-You can use the dive while airborne or grounded, but cannot shoot while diving
I think this would properly distinguish "Dive" from "Slide" while making them both fun to use:
-"Dive" would be more suitable for use in the air, and give commando vertical mobility, at the cost of being slower
-"Slide" can only be used effectively on the ground, but provides substantial bursts of high speed, and also the ability to shoot while sliding
!feedback at anniversary of his deletion from the game I ask you to bring back this chad https://media.discordapp.net/attachments/559901472339525644/852255138437660712/golem.png
!feedback
An Acrid skin with goat horns and called Baacrid
!feedback A very small hidden realm that is accessed by the Artifact Gate, by entering all squares with a circle in the middle. It leads to a room/bossfight with the 3 break dancing golems from the first game. You can fight them normally but they are incredibly tough and battle using dance moves. OR you can interact with them and enter a DDR-style minigame where you have to out dance them for a prize. Each minigame lasts 3 phases and each of the golems participates, each taking over when their companion is "defeated". Each survivor dances differently. The realm can only be accessed once per run.
!feedback
Successfully obliterating gives you any excess Beads of Fealty on your next run.
Example: You successfully complete A Moment, Whole with 3 beads of fealty. On your next run, you spawn with 2. If you die (or probably also complete your run through the final boss), you still lose them.
!feedback while it wouldn't make much sense in a lore standpoint, I think adding providence from the first game back as a playable character would be cool
!feedback
Re-add the dancing golems.
!feedback
Please increase the size font for the Switch version.
!feedback
Please increase the size font for the Switch version.
Or a font size slider on all versions as an accessibility option.
!feedback This idea is for a future update, when and if more maps are added: Add a new story mode where you play as Commando and travel through ALL stages back to back (Plains and Roost, Aqueduct and Wetland, etc...) except for the hidden realms. At the halfway point you have a bossfight with Acrid. After defeating him and teleporting away as normal, a Void Reaver teleports in next to his body as the map transitions to the next stage. The final stage isn't Commencement but a recreation of Contact Light's bridge with a fight against Providence and his Gilded. Upon defeating him the player must touch the control panel at the front of the ship and the screen cuts to hard black with a fate unknown ending.
!feedback
Razer chroma support for those who would want it. Maybe a different backdrop for each stage along with meters for teleporter charge, equipment cooldown, health and barrier, etc.
!feedback
Attempting to use your primary fire while in the middle of your reload animation as Bandit should buffer it to fire at the end of the animation.
Currently it seems to refuse to fire while in the middle of the animation, which can tend to feel awkward in practice since Bandit is unable to hold his primary fire to continue firing.
It also confused me into thinking my mouse was breaking, which doesn't help its case.
!feedback
Scrapyard.
An extra ability of Engineer's, which allows you to take "something" from a dead survivor. This item specifically stays on Engineer for an entire round and allows you to have different gameplay. Be those hands of Loader's exoskeleton, Commando's backside thrusters which allow Engineer to sprint faster, Huntress's concentration(which allows Engineer to lock-on his turrets on someone he's looking and allows him to have Orbital Probes as a utility skill(instead of a bubble shield or harpoons) once again, for around. This way Engineer can have more ways of gameplay, and if not, just get additional skills that speed the walkthrough of a "failed" stage(the one, on which you stood 40 minutes on the last difficulty, and now just need to struggle to kill the boss, without much of protection at all).
!feedback
New red or lunar item (since there might be a downside to it)
"Geminizer"
An item which would, with a 10% chance per hit, basically clone the enemy that it hit, making them into two of the same enemy, with half the health for each one, but the same damage as before. This would mean that area damage (Ukulele, Gasoline) and on-kill-effects (such as Will-o-the-wisp) could be more useful since there are more enemies with less health around, but it would also be more dangerous e.g. when u fight against 2 elder lemurians and suddenly its 4 elder lemurians, meaning theres 2x the possible damage to the player.
This would also work on bosses and mithrix, and it would only be able to clone every enemy it hits once (and not clone the clones), so that it's not possible to make infinite clones.
!feedback
A temperature proof bucket of paint, created out of clay-like magma and dust of prismatic crystals, which are rare to be found nowadays. Not many can be added to it, besides the fact that it looks like someone dropped glitter in it.
Someone gazed into it, and once said, that it gets their mind far away. Milky clouds, with stars that can only be seen at night.
"Morning stars", was what they called it.
The next night, they, however, were found lying dead on their bed.
Another looked into the bucket. It reminded them of pretty sundown while walking on the mushroom soft clouds.
Next sunrise, they were found sitting on their knees, gazing into a wall.
This paint took away your worries. And right on time, returned all the problems you could think of.
Both of them died in dreams, from a panic attack that summoned a heart attack.
It teleports enemies away, and once you activate the teleporter, EVERY enemy you teleported away spawns as an additional horde, even bosses that you teleported away, simply respawn with the teleporter event. Could be possibly an orange item. Stats are not included because this idea was put hot in a cold hand.
Do you remember, what you've done?
!feedback Give Shrine of Gold a unique model and icon - Aurelionite deserves a real shrine and not just "chance but shiny"
!feedback
Do not lock family events to certain stages or locations. (ESPECIALLY in loop)
The entire fun of a family event is seeing things you would never see in a stage or atleast having a wacky mixup to the gameplay of a level and while this still somewhat happens, the parent family event literally cant happen and the odds you see a Chimera one are still ridiculously low. It's a 2 percent chance and while this would technically make crazy things like a parent event or chimera event possible on early stages the odds of this are so low that it would probably be more exciting than it is upsetting or unfair. Additionally, this is absolutley pointless in loop as past stage 5 theres no way you are unprepared for any enemy type an event could bring.
!feedback
Add a more obvious indicator to the Commencement pillars fully charging. Currently it feels too subtle and can be easy to miss.
A loud sound effect like teleporters or the Void Fields have would help immensely.
!feedback
Alternate idea: All family events can happen in any setting on stage 6 or later. additionally, after this point family events are one percent more likely to happen with each loop, with a cap of 10 percent on stage 41. This would remove any risk of an unbalanced event happening on a stage where the player is unable to deal with it, while also adjusting the rarity of the event to make it so that realistically the player will actually see some of the events they do not often or ever see now. The 10 percent cap may be too high so this could be adjusted to a lower number like 8/6
Another idea for this increase could be to make the rarity jump to 5 percent after the first loop but not go up on subsequent loops so that the effect may be noticed before getting to a point that arguably most players never even play to, as well as not having too ridiculous a rate (1 in 20)
Essentially, make the family events unrestricted in loop, while also going down in rarity in some way
!feedback I think it would be pog if Time Keepers secret was in RoR2
!feedback
It would be nice to have the "Try again?" button after a run like in ror1
!feedback
Make the alternative bandit ultimate deal less damage, and reduce the increased damage per kill, but the stacks continue with you for the entire run, not just for the floor/level.
Before: 600% damage + 10% per stack for the entire level
After: 300% damage + 5% per stack for the entire run
!feedback
Fix the Happiest Mask summonings that do dmg to its own allies.
It's the second time I die to MY OWN CLAY DUNESTRIDER SUCK due to happiest mask. I don't even pick this item anymore if I drop it.
Yea is better, a "very" fonts size slider, like we can choose to have it very big, as our choice, like Stardew Valley, because like this I can't read like nothing in portable mode.
And the weirdest thing is that there is a lot of space, so is really unknown the reason.
!feedback
I also think it'd be nice to still have a sound for when the difficulty increases, like in ror1
!feedback
Make getting artifacts more accessible. I like the current system with finding secret codes across the different stages, but I don't think you should have to make it all the way to Sky Meadow to even have a shot at earning one. Runs take a long time and IMO you shouldn't have to invest so much time into getting a chance to unlock something. Maybe add a chance for the big teleporter to spawn on any stage? Or include one in the Bazaar Between Time/Void Fields somewhere?
Add this great game to Xbox game pass.
!feedback
!feedback
Allied Beetle Guards could still use some form of a ranged attack or just an AI update. I just watched mine dance around for a good portion of a minute trying to reach a wisp that was 30 feet above its head.
!feedback
Let Beetle Guards pick up and throw nearby Beetles (regardless of allied factor). Not only would this give them a cool ranged attack, but it would also be pretty funny.
!feedback
When "H3AD-5T v2" is off cooldown it should allow you to bypass the height limit of the stage and get up higher and not get teleported back down.
On some stages it feels near impossible to properly use and anything to help that would be nice.
I'm sure there could be some technical weird things but this is just as an idea.
!feedback
Nerf Soulbound Catalyst because it's combined with Forgive Me Please creates:
- Overpowered Barrier (Using ~>4 Topaz Brooch)
- Unlimited(!) Money (this cancels the need in killing ANY mobs) (Ghor's Tome)
- Killing machine (Using Will-o'-the-wisp and Gasoline)
Look. I don't mean that we need to nerf Soulbound Catalyst real hard. I see the solution in
halving the amount of seconds that this item reduces. 2s for 1 stack insead of 4s, and +1s per stack.
I'm saying this because I'm using this tactic and killing ALL the enemies on the ~level 7 in just 3-4 seconds! This is not fun at all! I mean, it is fun, but not from the balance perspective!
So please, devs, nerf this combo.
Backup mag balance change:
Current Stats
+) Gain 1(+1 per stack) charge to secondary
Suggested Stats
+) Gain 100%(+100% per stack) charges to secondary
This literally does not change a single thing for most characters except engineer and possible upcoming dlc/modded characters that have more than 1 charge for their secondary skill.
!feedback
wake of vultures is not awful but buff anyway
killing an elite grants you a permanent stackable stat buff till the end of the stage as well as the temporary inheritance of the elite aspect itself that's already part of the item
blazing: +1% damage
overloading: +2% attack speed
glacial: +1% max health
malachite: heal for +2% of the damage you deal
celestine: reduce enemy armor by +4 on-hit
perfected: +5% speed
T1 and perfected buffs would be linear and multiplicative
this is assuming that you may kill 20 of each tier 1 elite every stage pre stage 6 and maybe 5 of each tier 2 elite post loop
consider this item busted late game; it's about the idea not the numbers
!feedback
Proper portraits for our two lovely allied Solus Probes.
!feedback
I feel like the “… and so they vanished” ending quotes could be repurposed to A Moment, Whole.
It’s fairly rare you would actually see them in-game unless you die early on in Commencement in a multiplayer game, and A Moment, Whole could use some love as an ending seeing as it’s the “proper” obliteration.
This set of ending quotes would fit the stage nicely and I feel it would give them a better purpose.
!feedback
Make more in depth item descriptions, for example Tougher Times. All it says Currently is "Chance to block incoming damage" You could change it to where it says "15% Chance to block incoming damage (+15% per stack" so that newer players know how Items stack
Obelisk lore
!feedback
green item idea: emergency shield
upon reaching low hp gives you a barrier shield that's half of your max hp.
has an internal cooldown.
!feedback
Red item idea
Portable bomb
Upon reaching low health, knockaway all enemies and resets your equipment cool down
To unlock:enter a teleporter at 20% or lower health
Achievement name- diminished
I still feel like stealth kit could be better than it is. Currently, stealth kit feels like a glorified smoke bomb.
I do sympathize with those that want it to "feel more consistent," because an item guaranteeing a proc for safety is much more fun than getting unlucky and dying because of it, so I've come up with a compromise for both sides
Current Stats:
+) Falling below 25% health causes you to gain 40% movement speed and invisibility for 5s.
-) Recharges every 30 seconds (-50% per stack).
Suggested Stats:
+) Taking damage rolls a chance based on the remaining health you have. For each 1% health gone, you have a 1.222%(+.111%) chance of going invisible for 3(+2 per stack) seconds
+) Being invisible gives you a 40% movement speed boost
-) Recharges every 15 seconds
Important note:
On the first stack, you will still guarantee proc below 20% max health- which, yes, is lower than critical health, but that was just a balance change I needed to make in order to keep it feeling balanced. You not only get the same guarantee proc threshold at 2 stacks, but also the same invis time as well.
Getting 2 stacks with this suggested version is basically the exact same as getting two stacks of the current version
The formula I came up with is 100/(1+(x+1)/9) and x= stacks of the stealth kit.
!feedback
If possible, maybe suppress the music in Commencement from beginning until you exit the starting area into the open. It could make it feel more impactful since enemies don’t seem to spawn in the hallway anymore, meaning the music wouldn’t start until the action does at the stage’s reveal.
Additionally, the song tends to loop on Commencement since the stage length got significantly longer from its debut. I don’t expect the song to get remade to better suit the stage length, so this could also help as a bandaid.
!feedback
Can you let console see the actual stats of items rather than having the really vague explanations for each of them? I play console and I pick up a Soldier's Syringe and it says "Increases Attack Speed" but it doesnt have the 15% (+15% per stack) thing. It's a simple change that in my opinion would just be really helpful because i would really like to just see the overall stats of my characters after runs (health, dps, % of procs etc.)
!feedback
Another Secondary for Engineer
Spike Mines
Description
Place a spike mine that deals 400% damage when an enemy walks into it, also deals 1 bleed. Can place up to 3
!feedback
Give Artificer more base movement speed. Sometimes i feel like i'm just sorta stuck waiting for the attacks to do their thing and not having the speed makes it hard to dodge.
!feedback
Make standard engineer mines explode on the spot. Due to the way they spring up, they cannot hit shorter enemies like beetles and lemurians, making them utterly useless against them.
!feedback
Lunar item
Newts curse
Interactables are either half price or double price
To unlock- purchase something worth over 3000$
Achievement name- gambler
Can we get a random character picker, pls, thanks ❤️ xx lots of love
!feedback i like this idea
!feedback
@lament flame's idea :
Make one able to remove Tonic Afflictions via a cleansing pool. (No pearls gained)
!feedback
The Stone Titan gets unique looks depending on the environment, it might be cool if some other enemies also got small tweaks depending on the environment. Most notably Snowy Golems in Rallypoint
Example of how the Titans look currently https://cdn.discordapp.com/attachments/565610274053292042/876738756076527637/unknown.png
!feedback idea
Make a progression bar for achievements that require a progression (like killing 20 hermit crabs off a ledge).
!feedback
New equipment
Name: Petrichor
A very rare equipment that allows you to stop time for 5-10 seconds
Cooldown could be 90 seconds and fuel cells don't change this (or the amount of charges)
Only the player who used it and any allied player who also posseses the same equipment can move in stopped time
Everything else (attacks, enemies, everything) will be stopped
this could be very fun in game and very OP
!feedback
Elite type: Blighted
Similar to Acrids blight ability, these enemies inflict harsh DoT when you get hit by them.
When enemies are withing a certain range, dealing damage will heal them for 25% of the damage dealt.
The Elite aspect dose the same thing to the player who holds it. (If acrid picks it up, the blight stack separate than his normal blight.)
!feedback idea
This one is for music development and such. Have you guys thought of inviting guys from the Tally Hall band?
Joe Hawly has published an album called Hawaii Part ii, it suits the ROR2 theme quite well.
!feedback
Make the turret Aurelionite spawns golden to fit with the rest of its model.
!feedback
I feel like Bandit's Desperado is a bit weaker than it should be. I feel like there are a couple ways to improve the ability without making it too powerful.
-
I would like it to transfer stacks between stages, say half of the current stacks get removed during a stage transfer (rounded down).
This would make initial stacking easier and less tedious/time consuming. -
(can be done instead of or in conjunction to 1) I feel like successful kills with Desperado should reset it's cooldown or at least lower it significantly say, to 1 second. This is because currently Lights Out is a much better option for early game since the damage difference is negligible and Lights Out resets all cooldowns. If Desperado would reset its own cooldown every kill it got it would be a much better option, allbeit possibly making Lights Out less used.
The way to balance both of these is pretty simple. Any missed Desperado shot resets all stacks. If this still seems too strong, then for every hit shot that does not result in a kill, remove 5 stacks. This is also keeping in mind the fact that the non-lethal Desperado shots have a 4 second cooldown.
!feedback
I think the easiest way to buff Lights Out/Desperado so it's more relevant late game is to just give it the small window of error the achievement got.
Which basically translates to if the Ice Band triggers and kills the enemy you still get the Cooldown/Token.
!feedback
Add a Get out of a jail free card situation when doing certain artifacts.
When doing certain artifacts (mainly the Artifact of Vengeance) you can get softlocked (your clones spawn every time you use a key, the clone's bustling fungus activates, healing the thing in the center to max health, and repeat)
!feedback
New engineer m2: trap mine
A new engineer mine would have a single charge, and would have an activation radius equal to 5m. Upon activation would pull all enemies within 9m in, and would deal damage and stun. Would take 5s to arm
!feedback
Add the option to decrease eclipse levels
!feedback
Revisit older mobility skills that do damage and classify them as not offensive so they don't disable Red Whip, or make Bandit's smoke bomb offensive. I don't know why there's an inconsistency like that.
!feedback more risky lunars
i want to see an item and smile, knowing that it will probable destroy my run
!feedback
after winning a game as Heretic for the first time,allow us to pick as Heretic at the survivors selection menu
if you dont like the idea of playing Heretic for free you could always delete 8 lunar coins from the players once the game start
!feedback
In-game patch notes.
!feedback
Killing newt in the bazzar should give some lunar coins for the trouble but only the first time you kill him in a run,doing it again in the same run shouldn't give anything
new drone idea drone related items like gives drones 5% more damage, white item, and give drones all items, red.
!feedback
!feedback
light glave (huntress secondary)
Agile. Throw a seeking glave that bounces up to 10 times dealing 100% damage. Each bounce increases damage by 5%. each kill with the glave will increase damage by 50%
Proc coefficient .5
!feedback
This is more a QoL change than anything, but I wish it were possible to increase the font size for logbook lore entries. As it is now the text is hard for me to read without squinting or moving closer to the screen.
!feedback
A bit of skin ideas-
Poor Man's Poison
+) On hit: proc 1 Toxin debuff
Toxin debuff explanation
+) Toxin holds the damage dealt within the attack and deals damage over time.
-) Stacking debuffs does not reset the timer
Toxin deals 200%(+50% per item stack; linearly) total damage at 30% base per second
Just some examples:
Dealing 100% base gives you 7 seconds of toxin, however dealing 500% base gives you 34 seconds of toxin
I tried to create a debuff that was good for both blast and burst characters, like how the bands are.
!feedback Idea: I think an awesome idea would be to have the option to see where and how the different survivors wear their equipment. I for one have always been obsessed with how cool it is how different characters wear equipment and how unique they can be, one of such is how bandit uses the tri-tipped dagger as a sort of bayonet. I just want to be able to see that outside of the game itself so I can properly see an often overlooked aspect of the game. It would be especially cool if you could layer equipment like how your survivor piles on equipment during the game. A cool thing would be to add an outfitting tab to the menu select on the main menu or something
!feedback
Same for monsters. It's cute seeing Scavenger with Dio's Best Friend on his gun.
cute
because a scavenger with dios is very fun
!feedback I think it would be a nice feature where if you ping an enemy your turrets or minions will attack that specific enemy untill you ping elsewhere
!feedback
The Slobber Bomber (Acrid Special)
Acrid spits in his hand and throws it, it does an arc and wherever it lands it causes a caustic explosion (about the size of a void reaver black hole shot not the one on kill) causing a different effect depending on the passive choice.
Blight- inflict 3 stacks of blight
Poison- inflict poison and give a special debuff giving vulnerability to poison
Mind you it would maybe have a bit longer cooldown, or the same, I dont completely understand if it would be OP
!feedback
!feedback
Don't kill me if this was already talked about but I want to see how much Hemorrhage I have somehow when I'm stacking it. Maybe a tiny icon for Hemorrhage with a number of how many stacks you have for it at one time.
!feedback
I'd love to see a Save option similar to the binding of isaac, or other rogue-likes, I'd probably play it a lot more tbh because I get tired of the long runs without being able to use my switch for anything else in between.
!feedback
Give Scavangers the ability to properly use and enter Eccentric Vase Quantum Tunnels because it'd be scary as hell
Overloaded Cellular Regeneration [Uncommon]
+) Hitting full barrier exchanges 50% for 1(+1 per stack) max health
+) On hit: gain 5(+5 per stack) barrier
My thought process is this:
a) The game doesn't have a green barrier-based item. It would be cool to have one.. but more importantly,
b) Once you hit full barrier consistently, there's kinda nothing to do past that point. This would reward people who build around barrier instead of having it as a side to their main build. This item would slowly make you extremely tanky in a fun way
and yes, there is intentionally no cap. I doubt anyone before second loop, who aren't playing command, would be able to really abuse this item past just some small health ups.
!feedback
Im back my friends and this time with a most likely nuclear take when it comes to feedback(trust me, i have a huge feeling this is gonna get a lot of downvotes, given how the community is on this topic.) This time, im suggesting a buff to Mithrix. Now, how would I do this and why would you want something in the game? Well read with an open mind and I'll explain.
!feedback
Option to increase the general HUD in the game, and the size fonts, like this on the Switch handled is literally impossible to play in a human way, bigger fonts please.
Allow to use the analog directions on the menu, using the digital is not comfortable.
!feedback
new drone idea drone related items like gives drones 5% more damage, white item, and give drones all items, red.
!feedback
Give Engineer a passive that makes him want to buy drones, like some damage buff for him for each drone, or the drones get stronger if bought by the engineer.
!feedback
Let solus probes spawn naturally on siren's call. To compensate, remove beetles and/or jellyfish from the spawn list.
This doesn't take much away from solus control unit or alloy worship, since beetle queen does the same thing (spawns a monster).
I think more stages should have more unique monsters and solus probes are one of the most underused monsters so without having to add anything new they could easily fill this spot.
(Hell, you could even add them to sky meadows.)
tl;dr :: Use solus probes as more than just a boss minion. Let them take the spot of other (arguably overused) monsters in some stages.
!feedback
SC-220
(Second Chance - Two Twenty)
~~A beacon for Captain, which can be used once per round, and plays a role of UES Safe Travels landing down a backup. This so-called "backup" introduces a revival of your character(player in the lobby, as in). Its main concept is to summon this very over buffed player in the longest run that you just let away with 25 items and yourself left by 5, unable to win the fight. ~~
If this seems to be "too overpowered" for you, how about limiting the player to the point that they get revived as a MUL-T(with a possible skin of HAN-D, but this is just a very optional suggestion)?
After all, they got tools for any job.
Introduces a "radio tower" interactable. It may be not as big to take half of the map, but it is obvious enough to be noticed. Upon activating, deploys and returns a player back into the fight(if a player is dead, of course).
May also utilize in-game models of radio towers, like some that stay as decorations currently.
!feedback the 280 prototype feels a bit too defensively weak at the moment, so I thought of the following few potential ideas:
-
Natural block change (like the tougher times) that instead of blocking all damage drastically decreases it.
-
Higher overall health (self-explanatory)
-
A barrier that completely shields one hit that recharges after 15 seconds of not getting hit.
Feel free to discuss any other potential ideas in feedback discussions
Edit: just to make it clear, I don’t mean all of these at once, but rather one or two of these ideas, we don’t want the prototype to be unkillable
!feedback
Idea: make Acrid's ravenous bite cast-able while using leap to make it just a little easier to hit airborne enemies (like wisps) and make up for the lack of the Neurotoxin spit.
!feedback
Idea: Make Acrid's leap into a press and release ability and have some sort of an indicator of where you are going to land show up when it is pressed so it can be aimed properly and then released, cause in its current state it feels really hard to jump exactly where you want (ESPECIALLY once movement speed comes into play).
!feedback
Maybe this is harder than I’m thinking, and this really is a niche concept that really wouldn’t make a big impact on the game, but, it would be really cool and interesting to be able to change where different items go on a survivor’s model. And I could see a ton of cool things people could do with this. To add to this, it would be even cooler to be able to change how many, how they stack on the model, make certain items not appear, and change the sizes.
!feedback new rex primary, Tangling roots, has the same firerate as "directive injection" shoots 1 seed (same speed and travel distance as inject but bigger hitbox) that ensnares an enemy for 3 seconds for 25%x6 damage, over the duration it immobilizes grounded enemies and grounds flying ones, you heal 100% of the damage dealt and hitting the same target resets the timer.
!feedback
This is only a small quality of life thing, but I'd like what you're doing in a run to be visible to people viewing your profile. This is something lots of xbox games do and it's a small touch that keys people in to what you're doing.
Example
Darkness2544 - Playing Eclipse, Commando on Stage 6 - Commencement
!feedback can someone improve on this concept? ty :P
!feedback
allow commando to cook his grenades, have it be a little bar under your crosshair, also add a trejectory line that shows how they arc, and when they bounce.
!feedback Make it easier to roll clay pots onto the buttons on Abandoned Aqueduct.
I'm not sure when this happened (I don't see it in the patch notes), but I'm pretty sure that the buttons became harder to press at some point this year. Before, you could just walk on to them; now, it seems like they have a taller hitbox, with a lip you have to climb over. This makes it especially hard to roll clay pots on to them, which makes it much harder to open the gate solo unless you have a particular Survivor, even with Primordial Cube.
!feedback
Allow me to disable cosmetic changes for certain items. I personally hate the way goat foot looks is for example. So I turn off its cosmetic change in the settings and boom!
!feedback The old Rusted Key was way more fun than the new one. It had a few issues, but none were really addressed in the Anniversary Update rework, and things were generally made worse.
-
First, the old Key was a top-tier item: a white that does nothing immediately but gives a free white+ every stage. As far as I can tell, the new Key is better in most realistic situations, but the item really didn't need a buff.
-
Second, people didn't get why the Key was strong, but the rework didn't really help that. From what I've heard, most people still think that the white that turns into a free green+ is a bad item. A buff to the item's stacking numbers could have highlighted how strong it can be.
-
Third, the real problem with the old Key was that it became worth less at the end of a run. However, the new Key becomes actually worthless if you happen to find more than you can spend in the rest of you run. The only change that the Key really needed was an end-of-run buff, such as additional Lockboxes spawning on the final stage.
-
Fourth, and most important, the old mechanics were more fun. Stacking big for crazy effects is one of the best parts of the game, and the old Key was great for that; get 20 of them and you get a free red item every stage or two. The new Key, where another stack just means the same effect on an another stage, is one of the worst items in the game in that respect.
-
Finally, making the Lockbox consume a Key was dumb, that's not how keys work
Making the Lockbox even more visible was probably good; searching for the hidden loot sounds cool, but gets boring after a few dozen stages. Otherwise, I really feel that the rework should be rolled back.
!feedback Gyro Controls Change
On Switch, it feels like the gyro controls could use a bit of fine-tuning. If the console devs could take an hour or two to study the gyro controls on Splatoon 2, I believe that would help give a push in the right direction. When playing a charger in Splatoon 2 (the equivalent of a sniper), it's very crisp and precise, allowing me to consistently get shots off. However, it doesn't feel near as precise in Risk of Rain 2. Here are some differences I've noticed:
Base Camera Position
Whenever you reset the camera, you set a base camera position in the Y-axis. This allows you to aim up and down as wildly as you want, and when you return to your regular position, you're facing forward normally again. Risk of Rain 2 doesn't really have this, with the camera needing to be adjusted after moving it up and down a bit.
Camera Position Resetting
There is a specified button for resetting the camera. This works with the base camera position to allow players to change their position and have the camera change with them to be comfortable. RoR2 does not have a reset camera button, which makes adjusting the Y-axis of the camera something you do quite often. A combination of resetting and base position would alleviate this. You could add a camera reset button by having the A button be the default for it, using the Y button for making selections in Scrapper and Command menus. This worked just fine in the first game, where one button was only used for going to the final stage in the Primordial teleporter, which was fixed by repositioning the teleporter in this game.
Reduced Y-axis Sensitivity
Splatoon 2 has a lower Y-axis sensitivity than RoR2. This works together with the aforementioned features to make aiming in the Y-axis a breeze, not like RoR2. I know there's a menu option for reducing it, but it being lower at base would be nice.
Those are some things I noticed. Also, good job on the latest update. Thank you.
!feedback
Add half cash as an artifact.
-50% cash from all sourses.
!feedback Movement Change
Give players an option to automatically slowly turn around when moving in a non-forward direction and not using any abilities (or targeting enemies, in Huntress' case) for a short period of time.
Why?
Makes movement a bit more smooth, by helping you automatically turn to the direction you are moving in. Would definitely be better for those using joysticks for movement rather than buttons or keys (cough PC), so more of a console mechanic. Also a mechanic in Splatoon 2 that helps with looking in the direction you're going in.
!feedback Bandit Changes
After being able to play Bandit myself, I think there are a couple of changes he could use to make him more fair and interesting.
Increase Smoke Bomb Cooldown
You can be invisible half the time with this, which ends up in Lights Out resets not being as valuable. Increased cooldown would make it not a spammable move, rather something you need to plan for. Desparado would still work with it, you'd just need to plan for no cooldown resets. At the very least, 10 seconds would do the trick.
Increase Lights Out Cooldown
This would definitely make the Lights Out reset more valuable, because if you miss it, you can't use it for a bit. It would also help Desparado be a bit better in comparison, lower cooldown and ramping damage at the cost of cooldown resets and synergy with Smoke Bomb. I know you guys said you didn't like balancing with cooldowns, but in the case where one ability affects cooldowns and the other doesn't, I think it would be fair.
Overall, these changes would make Bandit more based on either landing Lights Out or planning ahead with Desparado. Of course, this is one of the difficulties faced in development with alternate abilities. It's harder to create kit synergies with a lot of depth. Hopefully these changes could add some depth, though.
!feedback
Eclipse Changes
Change eclipse to instead be a set of modifiers you can choose from. (Currently it's a stacking list of modifiers that you can not go back down from after completing).
I think this is much better for two big reasons:
-It allows people who like certain modifiers to not be stuck with the others.
-It allows the vanilla and mod devs more freedom with potential new modifiers, since they wont have to assume every previous modifier is also enabled.
This would make eclipse modifiers a lot like artifacts, which I don't find bad. Infact, I find it good; Since artifacts can't be used while playing eclipse, this new 'modifier choosing ui' can replace (and blatantly copy) the artifacts ui in the normal lobby.
Also, depending on how many modifiers you have enabled will dictate which "number" is on the eclipse difficulty, so that isn't lost either.
TL;DR :: change eclipse to be more like artifacts in design, so that people can choose their favorites and adding new ones is easier.
!feedback
In keeping with eclipse reworks, and taking ideas from the above, here's my idea:
Beating an eclipse level unlocks the next modifier.
You can choose any modifiers to be active.
For every other eclipse level you beat, the minimum required modifiers active increases by 1. (Minimum starts at 1)
To unlock a next eclipse level, you must beat mithrix with the minimum required mods active, including the most recently unlocked one.
For example, to unlock e9, you'd need to play with permanent damage, and 4 other modifiers of your choice.
This keeps the idea of ramping difficulty, but adds variety and flexibility for more gamers.
!feedback bandit alt primary 300% damage and increased accuracy yes?
!feedback cancelling lightsout or desparado with sprint gives the stack back unless this has already been talked about :P
!feedback
Skin suggestion.
Artificer - Clockwork
A skin that involves a combination of not black and white, but blue and orange. It reflects the fire, electricity, and impresses the time. Her robe has gestures of clocks, patterns like fire, and electricity forms a sign of Ying and Yang, locking together in a harmony of an expeditor. And despite the fact that Artificer is unable to stop time;
She was trapped in one. And those marks are a reminder.
!feedback
add 4 lunar themed interactables on the top of each slope of the mithrix arena so firework only runs while not playing as captain are possible
!feedback allow players to aim further upwards if not entirely up, the limit on the vertical axis makes very little sense to me
!feedback Add the song Starman by David Bowie to the end credits.
!feedback
Aurie keeps wandering off to the other side of the map. How about he's leashed to the teleporter for the event, then after he can wander off to his lil' golden heart's content?
!feedback
A Cloak Buff that is like or simlar this mod https://thunderstore.io/package/DestroyedClone/CloakBuff/?utm_source=discord
I'll explain the details of this mod here:
Visual changes
Healthbar: Hidden on cloaked targets
Mislead Pinging: When pinging a cloaked target and there's another enemy on the other side, it will ping that other enemy instead.
Damage Numbers: Hidden on cloaked targets
Umbra Effect: The Umbra's distinct swirling particle effects vanish when cloaked
Stunned and Shocked overhead effects no longer show up on cloaked targets
BossIndicator: Hidden on cloaked targets
Targeting Changes:
Items: Ukulele, Unstable Tesla Coil, N'kuhana's Opinion, Little Disciple, Ceremonial Dagger, Mired Urn
Equipment: Royal Capacitator
Survivors: Engineer's Harpoons, Pressure Mines, and Spider Mines[1]; Huntress' Auto-Targeting and Glaive bouncing; Mercenary's Eviscerate.
Extra Changes
Shock Disrupts Cloak: Targets that are shocked are unable to be cloaked. Celestine elites will briefly give them the cloak buff, which will get immediately removed.
Shock Pauses Celestine: Shocked targets can't be given cloak at all from Celestine elites.
Reason: Celestine dont feel like a threat and just feel more like a tanky enemy. These changes can also effect the player as well.
What if you could proc on kill items before an enemy fully died by making them die inside?
"Condense" hemorrhage into 8 seconds worth of DoT.
My reasoning:
currently, 133% per second is kinda low, and I feel like having a DoT that lasts 15 seconds on a skill that has a cool down of 4 is a bit overkill, so reducing it would make people actually remember to reset hemorrhage's timer
also this would buff it to 250% dps if the 2000% base is unchanged
!feedback
!feedback
A small cosmetic change, but since Dissonance can cause Bison to spawn on any stage, it would be neat if the stage ended up covered in snow when bison are in the spawn pool, and it would give stages a bit of a fresh look.
!feedback
Engineer - TR58 Carbonizer Turret
Control over the turrets.
What do I mean: Some times, these running bandits either get stuck in fights with someone or just look at you when enemies are around and doing nothing.
Adding an ability to specify a point using the interaction button, where the turrets will strive to get to may resolve this problem
Alienhead buff: 30%(+30% per stack)
This would take the huge cool downs, like engineer turrets and diablo strike, down to 21 seconds and 28 seconds respectively, comparable to their current 23 seconds and 30.
Also, the number needed for 1 alien head to be better than 1 purity drops from 8 seconds to 6.66, which I think is great, because a lot of cool downs are around the 4-6 second area, meaning alien head would actually be really useful
!feedback
Crash recovery system.
It just sucks to lose a run cause your hardware gave out.
!feedback
Prismatic trial rewards
Maybe the Prismatic Trials should give you an exclusive skin for the survivor you used? Or maybe currency to buy exclusive skins?
!feedback
Prismatic trial reward
currently PT background uses purple inverted bazaar between times as a scene, what if getting into 10% will make your bazaar purple and inverted for 9 days or something?
!feedback maybe 1 lunar scavenger, and lunar scavenger sack per player when obliterating with the beads
!feedback
Give Captain’s Admiral skin a few metals to help it feel a little more unique.
!feedback Captain needs a pegleg on his alternate skin.
!feedback Bandit Primary Change
Increase the period of time between shooting and reloading when you still have bullets left to shoot.
Why?
When I'm playing with Blast, you have to wait a long enough time for the bloom to reset if you want to shoot with accuracy again. However, if you wait a bit too long, you get interrupted by the reloading animation, making you have to wait to shoot. I'm fine with the bloom taking a bit to reset, but being unable to shoot at the right time for trying to be accurate is not the best. This would make playing Bandit a lot smoother, at least with Blast. Burst would be fine, it's just a bit longer when you have ammo left.
!feedback nerf beetle queens. They spawn way too many beetle guards in the early game, if you are not playing a survivor with insane damage or aoe like loader bandit rex or huntress, you get swarmed with beetle guards. Make them spawn either beetles or beetle guards depending on how far In you are into the run, or make them spawn less frequently.
!feedback
Make Desperado grant additional tokens when executing stronger enemies with it (elites, bosses). This would help it scale better into the late-game and allow it to feel more rewarding when last-hitting them.
!feedback Eclipse Modifier Unlocks
Unlock the Eclipse modifier for use in regular gameplay when you beat that level of Eclipse.
How it would work
Modifiers should differ from Artifacts somehow. I suggest that they be activated on a user basis, rather than on a server basis. Any player can choose modifiers for themselves without affecting the other players directly.
- Ally Starting Health: -50%
Applies to you and your minions.
- Teleporter Radius: -50%
You see the teleporter radius where it affects you. Maybe a faint outline of the radius for other players.
- Ally Fall Damage: +100% and Lethal
Applies to you and your minions.
- Enemy Speed: +40%
When you or your minions are targetted by enemies, they get a rage buff that increases their speed. This prevents it from affecting other players as much.
- Ally Healing: -50%
Applies to you and your minions.
- Enemy Gold Drops: -20%
You get a percentage less gold, while other players get a normal amount.
- Enemy Cooldowns: -50%
The same rage buff from increased enemy speed would be used here. If both are on, it would still show just the one rage buff, but it would have both effects.
- Allies receive Permanent Damage
Applies to you and your minions.
This would allow higher level players to play with lower level players with more of an optional challenge, if they find it unbearably easy or they move too fast for the other people. Allows a lot more people to have fun together, even if they're at different skill levels.
EDIT
Thoughtmaker brought to my attention that reduced cooldowns on enemies might have too much of an impact on all players for one player to be able to control it. A suggested change would be making the modifier instead reduce enemy cooldowns by 1 second when they hit you, affected by proc-coefficient. This would be more fair for all players in normal mode. Although it would be unfair for tanks. In the end, the devs would need to test to find something balanced.
!feedback I think it would be great if it could be more specific on your cause of death when it’s not a direct enemy hit or whatever instead of just saying “the planet”.
!feedback Monsoon Change
Don't reduce natural regen on Monsoon.
Why?
The original game didn't change any specific stats for Monsoon, yet was still quite difficult and fair. It feels like regen was reduced on Monsoon just because of the excess amount of healing in this game. This gives certain characters a different advantage in Monsoon, making those with a higher regen or healing abilities naturally better than those with the default regen. There are better ways to make Monsoon fair and unique than changing a specific stat.
How to add Uniqueness?
To make Monsoon stand out in the original game, they added an elite that could spawn with the effects of two different elites. I'm sure something similar or completely different could be done to make Monsoon unique in RoR2, but that would be up to the dev's discretion. This feedback is simply that regen should stay normal on Monsoon and something else should be added to set it apart from the other difficulties.
!feedback the forgive me please should have a chance to drop elite dolls that give the effect of having killed an elite of whatever type the doll was
After reaching anything greater than 100% crit chance unlock the chance to do a critical critical hit that quads damage starting at 1%, but the chance scales down with attack speed.
!feedback Console Change
Give console players more options to change their graphics, mostly to be lower quality.
Why?
To allow console players to have longer runs if they're willing to compromise how good everything looks. Also for if they like the potato look for some reason.
!feedback
Change Irradiants pearls +10% Base Armor Multiplier to just flat 10 Armor
Currently it adds 0 to 2 armor depending on whether or not your character has Armor. It does not multiply the effectiveness of Rose Bucklers.
!feedback
Bring back some of the elites from the first game, like the one that has exploding attacks, the green elite that heals other monsters (theoretically buffing malachite essence), or the elite that fires single target missiles that go where you currently are and do not track.
Thanks to @viral narwhal for the idea :)
Duplication Gloves [Legendary]
+) Upon picking up an item, roll a 25%(+25% per stack) chance of spawning in 1 extra item; stacks exponentially
*) Items spawned in this way have a halved chance to spawn in another
Chance to spawn in an item is (1-0.75^x) with x = stacks
!feedback
The game needs more elite types, for variety.
Idea: Goldstone (name can be different, but I like the starry aesthetic for it). This elite creates a vacuum force around itself, drawing in its enemies and suffocating them; both effects get stronger the closer you are. It also pulls in projectiles.
That's it. Below I have some ideas on how it might work.
A large radius that redirects missile attacks to the elite. A medium radius that redirects all projectiles. A small radius that registers hitscan attacks as hitting the elite. The elite gets a small amount of damage reduction to make up for the extra hits, especially from primaries with spread. (Maybe 2 armor plates? It doesn’t spawn until stage 6.)
Each radius applies one stack of a Vacuum debuff. Stacks of Vacuum slow a small amount, pull you toward the nearest goldstone elite, and reduce regeneration by both a % of your regen then a % of your current health. (Applies **after** all other effects, including RejRack.) These work together to keep the soft pull and % current health loss relevant far into the game without giving them crazy strong initial values.
The end effect: You slide towards the elite and slowly lose health. This in itself can’t kill you, but it increases the danger of everything else.
!feedback
Mercenary's 'Ethereal' is too hard.
I, among others, spend hours upon hours trying to complete this challenge to no avail and it's becoming infuriating as a perfect run as a melee survivor, merc none the less, is almost nigh impossible.
Idea: I've come up with some possible replacements. e.g. using the blinding assault to slice through three different bosses consecutively. Or use eviscerate to negate a certain amount of damage.
I'm sorry if this comes across as me selfishly complaining but please take this into consideration. Thank you.
!feedback
lunar bazaar
i think it would be cool to add another cauldron for red items to get exchanged for yellow items, have it like 8 reds for 1 yellow. i think it would be a good way to use some red scrap in long runs that loop alot and also get some more boss items, since at a certain point the game just spawns elite scavengers until it just stop spawning stuff
!feedback when dealing with shrine of the mountain, make one of the teleporter greens drop when killing one of the bosses so theres items to be had mid-fight
!feedback sometimes I shoot barrels thinking they will open.
!feedback
Add an option in the settings that allow you to turn off items being displayed on your character.
!feedback
Splitscreen should be added, we know it's possible because we used to could use the game console to input a command for it, but I believe that feature was removed in an update.
People use the Fixed Splitscreen mod from thunderstore now, but It can be janky and doesn't allow additional players to unlock skills to my knowledge.
!feedback
Add official VR support! The mod from DrBibop is amazing, but without the SteamVR plugin we cant have things like haptics or custom steamVR bindings. I feel the game being in Unity would make VR implementation easy, and that the art style/gameplay works amazing in VR even in first person. It adds so much to the world and made me appreciate it in a whole new way. Seeing the true scale of enemies and the world brings it to life in a way a flatscreen cannot do justice. This game could attract the ever growing VR userbase in which we have many headsets but not enough games.
!feedback
Give the Twisted Scavenger a logbook entry
Bumping this suggestion. The Alloy Worship Unit has a monster log as a unique boss, along with the Overloading Worm if we count that, but the Twisted Scavenger(s) don’t
!feedback
make escape key exit the item selector when using artifact of command, rather than pausing the game
!feedback
Add Spike Strip from RoR1 into the game as a Stadia exclusive. Spike Strip is a really fun item and it's the item I wish could be added into RoR2 the most
!feedback
new equipment idea
lifeforce diverter
fires a beam of light that deals damage at a high rate but also blocks your healing and uses your hp as ammo, can be canceled any time ( works like crowdfunder but with hp )
this strange device.... it seems to cause injury to both the user and the victim, it propels the heart's energy forward.... according to my study....... it does this..... by.....articulating..... the... (cough)... oh thats not good...
!feedback
artifact idea
artifact of unity
all players share items, however if somebody dies the items that person has are not present in the team's pool until they are revived.
!feedback when you’re playing with command on, engineers line at the end of the game should be, and so he left, more bungus than man.
😳
Happy
!feedback
I think 2 drones need a bit more love for people to be a bit more incentivise to be picked up to anyone other than captain. The drones I want to be buffed is the TC-280 Prototype and the Incinerator Drone.
TC-280 Buff Ideas:
Idea #1: Give it a base of 50-100 armor
Reason: This isnt a unique change to me but nonetheless would be a nice change to it.
Idea #2: Give it 50 base armor and a some sort of energy shield(similar to engi, but it wouldn't be in a sphere) that it would place in front of itself and make it last 3 seconds and make it have a 12 second cooldown.
Reason: This is what I like to do to help the TC-280's defensive option as its not too broken, but fair for the TC-280 and could potentially help players that are behind the TC-280.
Overall Reason: Given that the TC-280 is almost worth a legendary chest, that it only appears on one stage, them being relatively rare, and the fact that you cant repurchase it if it gets downed, these seem like fair changes to me and would be worth the price and effort that you have to go through to get it. While the anniversary update solve their offensive problem, the later a run goes on, the more they become quite squishy and can get overwhelmed easier. Also if your playing captain and are running hacking beacons, it would be a fair trade off to give a hacking beacon for this.
Incinerator Drone Ideas:
Idea #1: Give them 100 armor when shooting their flamethrower but slow them by 50%
Reason: Someone did suggest this if I recall correctly, but I like this idea since they are generally going in the danger zone to use their flamethrower.
Overall Reason: Unlike the TC-280, I dont think the Incinerator Drone needs a big buff, but this would help them tank hits that would otherwise kill them. They also are relatively expensive being 2x of what a Large Chest would cost.
*Happy?
Correction it’s, Happy?*
!feedback
shrine of disorder
it re-rolls all your items at random, keeping the tier of course
Correction, it's "Happy?"*
!feedback
New item idea
Name: Adaptive Shell
Rarity: Uncommon (Green)
Effect: Gain 2 (+1 per stack) armor for each nearby enemy.
Numbers not final.
Add starting items to characters after certain conditions are met, whether character-specific or something like "Beat Eclipse 3". This well let more experienced players be rewarded with runs that start faster.
!feedback
Reduce the end lag on Commando's Suppressive Fire.
Alternatively, increase the damage to 110% to make it increase the same amount that double tap got when it went from 90% to 100%
but the mobs can get lunar items and can become The Heretic (credit to perfected-cola for the idea)
!feedback
Might be a little irrelevant, but.
Ability to change sounds in-game, or hear them through some sort of a gallery. Like, character gallery. Which shows items on the character, animations, sounds, poses.
This may involve something like a "studio", which will allow you to edit your montage if you started recording your gameplay in-game, or if the "run" option contains a record on how you lost, so you can acknowledge the mistakes you've made, or use them as examples for new players.
This way, you would also have cinematics out of run records, and which would help a lot in showing what you meant instead of drawing / writing it. Or, show out visual bugs / technical difficulties through record.
May also make lots of ROR videos which might increase the fanbase, but this is just a guess.
!feedback
give stone titan a short ranged, melee clap.
!feedback
Give some Scavengers a chance to spawn with 2 of the same Boss item. Not all of them because it'd add a lot of clutter.
Kipkip the Gentle is the scariest damn boss in the game and his 4 beetle guards and 3 genesis loops are a big part of that.
!feedback
Add a few easter eggs from ror1 characters that were not included, like a rusty shield from Enforcer, a random Lemurian wearing a CHEF's hat or a set of old pickaxes from Miner
!feedback
Please reduce tonic, its too OP, it can facilitate an entire run which is insane. Bring the balance back. 🙂
!feedback
I wanna buy an acrid plushie.
Add ways to support hopoo outside of just buying the game a game again
!feedback Artifact of Scramble(Multiplayer only)
after every stage, players switch items with eachother
!feedback Add splitscreen multiplay as an experimental feature
!feedback
!feedback Brass Contraptions Change
Remember when Brass Contraptions were bugged so you had to really aim to actually hit them? This could actually be turned into a pretty interesting change for them. Instead of having all their hitbox include the plating on the outside, split it up into 3 distinct parts: The center (weakpoint), and the platings (shields on both sides.
The Weakpoint
If you destroy the weakpoint, the contraption dies. Its health would be greatly reduced, so it only takes a few hits to destroy, as well as being a bit bigger so it's easier to hit when both shields are still up. You can only apply effects to the Brass Contraption by hitting the weakpoint with them.
The Shields
If you destroy a shield, it breaks off and exposes the weakpoint more. They take permanent damage and don't count as an enemy being killed when destroyed, although they would each have their own health bar.
What about Piercing/AOE?
Piercing attacks will go through the shields, and AOE attacks will damage anything in their radius.
What about Huntress?
Huntress can target each part of the Brass Contraption individually. With the Glaive, I would probably have it target whichever part is nearest from the bounce, only hitting each Brass Contraption once. That would be up to the devs' discretion, though.
Why?
I know the devs said they wanted to avoid having precision in the game, due to its hectic nature. This change would allow things to remain hectic, because you could still destroy the plates then kill the contraption within. However, it would also make Brass Contraptions easier to deal with for players who focus on them. It sometimes feels unfair that such a high-damage high-health enemy should be normal. This change would give players an opportunity to take advantage of a weak area to kill a threat faster, as well as giving more value to AOE and piercing. It would also open up avenues for more interesting shielded contraption enemies.
!feedback
new lunar item concept
Name: Mountain Effigy
Effect: Automatically uses any mountain shrines if there are any on the stage, if there are none it will automatically grant the effect of 1.
Unlock: Complete 3 mountain shrines on a single stage
Log Entry 1: We found this strange stone doll while out on the field. It seems to have this little blue spike coming out of the upper area and seems to be incredibly magnetic. While we were carrying it back we kept being followed by a overwhelming feeling of dread, like something's following us.
Log Entry 2: After handing it over to the field scientists at Rallypoint Omega tests run on it seem to show it affects the brains of nearby living creatures in strange ways by either inflating their primal instincts or turning them into shells of their former selves. The more intelligent the brain it affects, the harmful the effects. This was concluded after testing on prisoners reveal that they were overcome with a innate feeling of dread even though our radio picked up nothing.
Log Entry 3: //EMERGENCY BROADCAST// 2 Beetle Queens we had in captivity were affected by the device, their instincts were increased so much that they broke out of captivity with one of them breaking 2 legs to do so! They've gone rampant and are tearing us apart requesting immediate assistance!
//RADIO SIGNALS FROM RALLYPOINT OMEGA HAVE CEASED// //ALL PERSONNEL STATIONED THERE ARE TO BE CONSIDERED DEAD//
!feedback
bring back more content from the first game
!feedback
Earlier there was a discussion about an item to increase shrine spawning at the cost of other interactables, and here's my take on it:
**Primeval Pickaxe (Lunar): “The past is chiseled in stone.”** Changes some of the interactable spawn weights.
Categories: Shrines +3 (+3/stack), Chests/Drones/Misc/Barrels -4 (-4/stack). The picture shows how this affects spawn rates.
Shrines: All shrines get spawn weight +1 (+0/stack), and shrines that don’t normally spawn on the current map get spawn weight 1. This greatly increases the diversity, while skewing spawns toward the map’s original shrines.
I chose +3/-4 so each stack would significantly alter the world: 1 adds every shrine to every map, 2 removes gunner turrets, 3 removes barrels, 4 removes drones, and 5 makes shrines and chests equal. Grab however many suits your run (or none if you like turrets).
!feedback
More loop enemy differences like the Hermit Crabs in Titanic Plains.
Bison could work well in Plains or Vultures in Distant Roost or Grove Tenders in Sundered Grove.
The game doesn't have that much enemy variety as of now but i'd like to see the less utilized enemies be used more often.
!feedback
A boss/enemy that learns how you play and attempts to counter it.
This is the most basic form of this idea, and I bet it would be very hard to program, but damn, if it wouldn't be amazing to fight against.
Maybe Mithrix's AI could be changed to something like that.
!feedback
"You are an anchor. And I, am your counterweight."
An enemy, which is portraying and mocking you. They know, they're no resist to you.
Yet, that doesn't mean they will stop trying.
They are a reflection. Not physical - moral. Mental.
A reflection of your power. Your ignorance. Your ability, to break the game, and yourself in the process.
They remind of Scavengers, yet they aren't them. They're something.. Something you've been worried about, from the start.
But over time, this fear had grown into a worse fate.
Or, a realization of a wrong step, that you've grown out of possession of such great power?
..So, tell me. What is this Malachite you've been constantly talking about?
Who is this Malachite "hero", that you're making tales out of?
Alright, now I think I have something to work with now, It might take a while, but I'll come up with something.
!feedback
New Utility for Mul-T: Disengage mode
Functions similarly to transport mode except you gain 300% movement speed, no armor, 150% damage to enemies, and no matter the enemy you just pass right through them.
!feedback
New lunar: Dreadful Ring
Cheat death once, upon use, becomes a shattered ring. Also increases ability cooldowns.
New Item: Shattered Ring
Increases ability cooldowns
!feedback
The legendary item in the cauldron Bazaar Between Time should reflect the item you get from the final Void Cell in Void Fields. I think its fair since it would show players that they have a choice between directly trading scrap/items the item or risking potential death. I think a cool way to balance this out as well is once you buy the item from the cauldron it disables the Null Portal for that bazaar in particular.
!Feedback Armor and speed time: Loader 24 and 6m/s, Mul-T 23 and 5m/s, Rex 21 and 4-5m/s, Acrid 20 and 7-8m/s, Mercenary 20 and 9m/s, Engineer 18 and 6m/s Captain 15 and 6m/s, Bandit 12 and 9m/s, Commando 10-12 and 7-9 m/s, Artificer 10 and 8m/s, Bird 7 and 9m/s, huntress 0-3 and 10m/s. This is based on what they are wearing, what I presume their past experiences to be, what they use to move, their size and their health.
more items that change your primary attack? charge up laser perhaps? binding of issac style
!feedback
!feedback make cripple more literal on the effigy 50% decreased movement and 25% decreased attack speed, maybe make health gain not exist there
Acrid should also be able to proc blight or poison off his primary.
Maybe either the fourth or fifth hit, because third seems too low for this kind of power.
!feedback give artificer primary 2.0 proc coefficient or lower cooldown the more levels they gain
!feedback Lunar Coin System Change
Lunar coins would be a lot more interesting if they were more of a meta progression system than simply a meta currency. Here is my suggestion to change how the system works.
Start with a Set Number of Lunar Coins
In every game, you would start with a set number of lunar coins. You could raise the number of starting lunar coins by completing challenges, perhaps connected with the challenges we have now, perhaps not. This would make it so as you progress through the game, you can have more complex lunar runs.
Temporary Coins
You'd also be able to earn temporary coins by doing things such as killing Mithrix, obliterating, or picking up lunar coins. These would stick around until used. Whether they're used before or after the set amount of coins you start with, that would be up to the devs to figure out which feels best.
Starting with Heretic
This is more of just an add-on, not an actual part of the feedback. But a possible mechanic that could be added is starting as the Heretic, if you've both unlocked her and are willing to start with less coins than normal. 12 less starting coins would probably be a good number.
Why?
This would make the lunar system feel more like a meta progressive system. Why would this be good for the game? It rewards players with more ways to add depth to their runs through lunars as they play the game, and giving them something to look forward to at the start of the game. You'd also still be able to farm up coins if you want a ridiculous run, but you'd also be able to have some pretty crazy runs by default as you get further into the game. Rewards players for making progress.
!feedback
Buff Grandparent. I feel guilty for punching a sitting man who's not even able to damage me.
!feedback
Make Grandparents only have a hitbox once they actually spawned in.
I hate running around late game and then just suddenly there's a invisible wall and then i'm in a guys crotch and i gotta figure out how to get out of it
!feedback
To add on to this feedback, I have some ideas to buff the Grandparent to not make him to hard, but to make him a threat at least.
Changes to Solar Flare: Give him 100-200 armor during the duration of the attack. Make the attack last 10 seconds instead of 14. Buff the amount of ignite that he gives while players are in the flare and/or buff the Overheat debuff. Keep the sun attack to damage anything thats in its radius(except Grandparents and Parents of course).
Reason: The Grandparent is usually a sitting duck when this ability occurs and is very easy to deal with, even for a new player. These changes will make the Grandparent a threat, but not too hard. You can still also use the attack to your advantage, by clearing out any enemies that are in the radius.
Changes to Rock Throw: Make it throw 3 rocks that each deal 250% damage and slow the player for 50% for about 3 seconds.
Reason: Rock Throw is pretty easy to dodge this should help it be a threatening ability.
Bonus/Optional New Ability(You dont have to take this really seriously, but it would be cool if this was a thing that Grandparents can do): Make it teleport, similar to how the old grandparent did, but if you're near the teleport radius you will get the same amount of knockback as you would if it spawned near you. There will be a telegraph that slowly appears for where they are teleporting to. This will also have about a 25 second cooldown and they are while they are teleporting they will become intangible . The teleport itself will last 5 seconds.
Reason: This will make the Grandparent be not so much of a sitting duck if they add this ability to the game and make them somewhat unpredictable and quite threatening.
Overall Reason: Im sure someone has better suggestions than me, but this should be a fair balance change, as hes not really that threatening at the current state. Not to mention, it will make him a more engaging boss to fight than they are right now.
!feedback
When u complete any artifact chelenge, give player an oportinity to choose to use this artifact in the rest of the run or not. 
!feedback
New lunar equipment: Sapphire Dagger
Upon use permanently reduces max health, but grants you invincibility for a few seconds, as well as a damage boost for a time.
!feedback
Artifact of force
Multiply all knockback (to players and enemies) by 3
This would be more of a meme artifact than anything but I think it would be kinda funny
!feedback
After beating Eclipse 8 you should be allowed to use Artifacts on Eclipse 8 to make it even harder
!feedback
Bigger size fonts for Switch handled mode, are too SMALL, i almost can't read it, and its frustrating to play like this, please.
!feedback
attack speed decreases diablo targeting time
I don't like the whole concept, but I like the idea of invincibility frames, sooooo...
Instead a passive item that reduces movement speed by x% to give invincibility frames for a flat amount of seconds without any damage boost
!feedback give Rex the funny celing climb
!feedback
!feedback
A good potential for reworking the squid polyp: Make it act as a SINGLE shoulder turret on the opposite side of ATG and procs items!
!feedback Niche bug: I'm pretty sure that Artificer's freeze can reset the cooldown on Mithrix's spinning AoE attack.
I haven't tested this in depth, but I'm almost certain that something is wrong here. Whenever Mithrix starts his big spinning lines attack, I'm tempted to use Snapfreeze and interrupt it. However, I slowly got the impression that it wasn't a good idea, and I think I just figured out why: it resets his cooldown. I landed three freezes in a row, and briefly interrupted Mithrix, but once he unfroze he used the same attack within a couple of seconds. Worse, it's a reset, not just a pause, so he gets a full 5 hits whenever he unfreezes (7 or 8 in my game just now).
!feedback New shrine ideas:
A alternate more powerful version of shrines that can be found very rarely on loop 2 and higher. These upgraded shrines would be called "Temples" and would be a medium sized, mausoleum like building with the insignia of the shrine it represents above its roof. Inside it would contain a altar with a different name depending on the Temple (e.g: Altar of Gold, Altar of Blood). These will ask a small price depending on the Altar.
E.g:
Name: Altar of Fortune
Price: 10 Green Scrap
Payout: Add's +1 stack to a random legendary item in your inventory (Doesn't spawn if player is not holding any Legendaries)
!feedback Artificer's Nano Bomb got a QoL buff in the Anniversary Update, but the change was also a damage nerf that was unnecessary and probably unintentional.
The change I'm talking about was to Nano Bomb's sparks; their damage was halved and their rate was doubled, which was (if I remember correctly) intended to stop the low-damage sparks from wasting Bands. However, because the bomb flies past the target so fast, you still usually only get one spark per enemy before it is out of range. This reduces the total damage dealt, and especially means that the sparks' very useful ability to kill Lesser Wisps is mostly lost.
I think that the spirit of the change was good, but Arti didn't need a nerf. An increase to spark rate, to make it so that most enemies get hit twice (for the same total damage as one hit before) would help the change accomplish what it was meant to.
Or simply increase Required damage for bands, things only go off every 10 seconds at most after all, huntess main, out
!feedback Bandit Change
Make the Smoke Bomb cooldown start after you exit the invisibility state.
Why?
Currently, your cooldown for Smoke Bomb will start as soon as you use it. This makes the most efficient way to use it to stay invisible as long as possible, unless you can get a reset with Lights Out. If you make the cooldown happen after the ability is over, players aren't encouraged to stop playing the game as long as possible, especially with Desperado.
!feedback Huntress Special Change
Allow players to use their utility (either one) while still aiming their special (also either one).
Why?
For a mobility based character, it seems restricting the player's movement is a strange choice. I can see why that choice would be made, to make it more high risk. This change wouldn't really change how much risk is involved with using the specials, rather create more movement opportunities for skilled players. This would raise the skill ceiling for a somewhat lackluster character.
!feedback more skin to unlock for every survivor
!feedback In the game Risk of rain 2, by Hopoo Games there is a survivor named Rex. It was a plant-robot hybrid that can move around underground with roots and climb walls. Rex needs a change, it needs ceiling crawler. A reason why ceiling crawler would be a beneficial edition to his kit, is because people would find it very amusing. There are quite a few memes about Rex being able to climb walls and how it's model actually moves to match the surface. This evidence illustrates that it would be amusing for said people and the Spider Climb would be used in future memes and jokes alike. Rex having this ability would give the character more flavor, all the while making it more fun. This would add flavor to the character in ways of that it would makes sense because as a plant that can move through the ground it can root itself in place or hang upside down with it's robotic legs. The evidence points out that the character would be played more often simply because of this change. Another factor that drives belief into the ability's edition is it's ease of use. This ability would be easy to use because of it's presumed quality of making Rex able to reach high spots and in order to cancel and fall, just to jump. This shows that the ease of use would appeal to more players and the ability to move without getting hurt (sorry directive: disperse). Now some people would say "This is broken, Rex could just camp while still doing maximum dps", but ask them, have they ever considered "how about loader" or "It would be funny", they can make sense of course but the pros of this change would outweigh the cons. The spider climbing Rex is the right choice for this game and through all this I have learned, that Rex climb is the right and most needed change in Risk of Rain 2.
!feedback
When killing a boss enemy with Artifact of Soul/Sacrifice/ (maybe) Spite it should be a bit different than killing a normal enemy.
Soul could spawn a blue Greater Wisp
Spite could spawn bigger bombs
Sacrifice could drop from the big chest pool (with maybe a different nerf to compensate)
!feedback "You're gonna need a bigger ukulele"
When a ukulele drops there is a very small chance for it to instead be "comically large ukulele" which works just the same as a regular ukulele and is added to your ukulele count if you already have regular ukuleles, the difference is purely visual and the ukulele on your character is increased
!feedback
ability to turn unwanted items into some coins, it beats just leaving an item if you cant find a scrapper on the spot
!feedback add more stage variants, e.g. this
!feedback
add a secret area thats just the ruins of the contact light ( like from the first game )
!feedback I really want skin add a different look to they skill too, like Mercenary oni skin when he used his skill it look red
!feedback
lower the hitbox of mithrix's slam/shockwave attack so that the top of the rocks scattered his arena are safe.
stationary turrets would greatly benefit from this and I was surprised to find out it didn't work this way. (Could be just me but in all of my experience they have always killed engi's turrets.)
!feedback
A pair of new green and red items relating to shields
!feedback
In my opinion, planula needs a serious buff. If you're not looping, 15 health is nothing against a boss that oneshots you, and if you are looping, a single medkit already does far more healing.
I understand the niche it's supposed to fill, but for a boss item you can only see on stage 5, it feels underpowered.
Imo the heal should be doubled to 30, or the item should be reworked entirely.
!feedback
Right now, captain’s healing and shock terminals are basically useless and unless you’ve just unlocked the character, you never choose them. For the sake of actually having to make a choice to not choose hacking I suggest that the healing terminal have a significantly increased radius, so you can actually move around in later stages, and that shocking do some damage alongside the shock, because otherwise right now there is no reason to pick it
!feedback make drops fly towards the player like monster tooth and bandolier or at least make the pickup radius bigger
!feedback
add an underwater stage like from ror1, that stage was fun and i would love to see it translated into 3D
!feedback
New MUL-T alternate utility
Name: Turbo Drill
Effect: Dash forward, stunning and dealing x% damage multiple times. Hitting a heavy enemy stops the charge, stunning and dealing y% damage in a small area. Drags light enemies with you.
Does not grant armor.
!feedback
more crit synergy for huntress. it could fix her damage problem in an interesting way.
!feedback
I know this idea kinda dumb but for console player in ps4 we cant see our play time, so i really want to see how much time i played the game in the profile stats. So i could share my friend how addicted this game is
!feedback
Limit the amount of refresh for lunar items shop per visit, so it won't be able to get abused by infinite coins. For example, you can refresh it only 2 times maximum per visit.
!feedback
Rubber 'chalk'.
When you are hit, gain a % to "pacify" an enemy, making you invisible to them for a short period of time(which increases per stack). DOES NOT WORK ON GREATER ENEMIES AND WORKS SITUATIONALLY.
LOG:
||Once upon a time, we got this so-called 'chalk' of rubber brought in by one of the soldiers in a Hornet suit, he said that this chalk was made by his dearly grandmother, and how he valued it, keeping memories of her efforts and love laid out into this item, which many people had called "controversial". He said that it kept him keep calm in tense and stressful situations, including even witnessing the loss of his sister on the battlefield.||
||Shall they rest in peace and have a better life as of beyond the skies.||
!feedback please give me demolitionist character, d2 style grenade launcher, traps, short dash(smaller than commando's roll) and a time bomb, big explosion radius and 5-10 seconds till explosion
!feedback
what if the elites got new abilitys when you play for long enough like in the first game?
im just thinking this might be a cool way to spice up gameplay in a way.
!feedback
Please make the elite aspects actually worth picking up. Idk what exactly to change but they really need a major rework
!feedback
Change the character select screen visually to reflect which Eclipse level that survivor is on. It would be a cool way to provide a minor "reward" to the player for climbing in Eclipse.
It could be like how the screen grows darker around the edges or flames appear when selecting higher difficulties in some games or an environment shift.
!feedback Alternate Captain Secondary: Grenade Arm
Grenade arm, which has a 0.5 proc coefficient per 'nade, launches 3 grenades at once which explode after 2 seconds and the player can choose different grenade types in the character select menu. The grenades deal 375% damage each and the attack has a cooldown of 8 seconds. The different grenade types are: Shock Grenades which release a temporary tazer effect while unexploded, Frag Grenades which have a larger explosion radius and deal 75%% extra damage to enemies closer to the initial explosion, and Heat Seeking Grenades which have longer fuse time but attempt to home in on enemies.
!feedback Artefact of Titans
Doubles enemy max health, halves enemy spawn rates
(Could also increase enemy damage and reduce enemy move speed?)
!feedback
I suggested this a long time ago but I want a bottom feedback channel (just like #top-feedback-archive ) where a post would need a certain number of downvotes to be included
My reasoning:
A.) For the funni
B.) i guess it would give devs an idea of what the community does NOT want
!feedback
Please fix Artificers' Flamethrower flavortext. It does about 2100 in direct damage and an additional 2200 in burn ticks.
Currently it says "Burn all enemies in front of you for 1700% damage." This is inaccurate from the start, and doesn't really make it clear the damage will literally double early on from burn ticks. Could use 'ignite' and explain what it does as a sidenote like 'stunning' to avoid a lengthy description.
!feedback
Please make on teleporting to another stage, Save game. That would be really good. I have many Times when i have good run and i must turn off the laptop, and i must do this again :scavenger:
!feedback
add secret character to the character menu, but only playable from the start and viewable once unlocked in game, this would avoid coin dumping and isnt as overpowered as command artifact and most exploits currently in game
!feedback
!feedback
I think it would be cool if during a loop (or harder difficulties) there was remixed music and area layouts maybe. That's kinda it.
!feedback
Add an alternate walking/sprinting animation at high movement speeds. I think it would look cool and make certain characters look less jittery.
!feedback
add a timer chest with preon on scorched acres too
!feedback Scorched Acres Special Interactable
An interactable that you sacrifice 4 drones to, getting a special yellow item in exchange. What the item would do is up to the devs.
Why?
To set Scorched Acres more apart from Rallypoint Delta. Another timed chest would provide consistency between stages, but it wouldn't help differentiate the two stages so one isn't as easily better than the other.
!feedback
Artifact of Oaths:
Half of all gold is kept and brought to the next stage when teleporting, but no lunar items or lunar coins spawn. Experience gain is increased by 1/2 (giving 3/4 of current gold as Exp. at the teleporter.) Teleporting out of/between certain hidden realms will not give Exp for remaining gold, and remaining gold will not be taken, (with the exception of Aurelonites Realm, Void Fields, and Bulwark's Ambry)
||!feedback||
Artifact of ultimatums
All encountered items are lunar
Would be kind of cool for challenge runs using it or just as a fun thing
!feedback
Stage variations for Bulwark's Ambry with a different "boss". Maybe one that uses laser beams instead of seeking projectiles or another which has mortars similar to Hermit Crabs
!feedback
While we are suggesting artifacts, what about an Artifact of Meandering
-Stage order is randomized
-Celestial portals still appear on stage 8, 13, 18... etc. regardless of setting
-Hidden realms and commencement will not appear unless their respective access criteria are met
-Two ideas for the primordial teleporter:
-it always appears on stage 5, 10, 15... etc regardless of setting
-or, it still only appears on sky meadow
This is currently a Prismatic Trial exclusive modifier. Why not make it an artifact as well?
!feedback
option to make rich water into cheap water aka transparent texture
option to toggle between high poligon models and low poligon models
option to toggle on - off effects such as - explosions, fire burst from guns, weapon effects, bleed effects, ect...
these settings could enhance the performance for low end computers to run risk of rain 2 at decent fps
!feedback
I've been thinking about captain's beacons and by far the least powerful is the shocking beacon. This thing is literally an upgraded taser and taser kinda sucks on its own let alone as a beacon. I feel there are a few ways this rather lackluster beacon can be improved. These suggestions are in order of least impactful to most impactful.
-
Make the beacon actually do damage. Even if it's just 100% like the taser itself it's gonna have the same effect as just leaving the enemies in the field in the first place. Anything stupid enough to walk into the radius is completely removed as a threat so there's literally no point in not killing things anyways.
-
Make the beacon interrupt bosses for a moment. You're not gonna be completely disabling bosses with this thing, it'll just mean that something like a titan laser gets cancelled midway through the attack. I feel that this beacon is near useless against something that isn't a horde of many elite elder lemurian pack and this would improve it on common bosses.
-
Make the beacon chain electricity between targets and allow it to extend beyond the radius of the beacon. I understand that the way I am suggesting this could be completely overpowered so feel free to comment on it and I may edit it accordingly. The way this would work is any enemy that enters the radius gets stunned as normal. The difference is that if any enemy comes within say, 5-10 meters of a shocked enemy (arbitrary value that can be changed) the beacon will arc the electricity through the enemy that is currently being shocked to the one that got too close. This arc would look something like a ukulele and would extend to a chain of about 3 enemies.
Shocking beacon is way too underpowered for any legitimate use even as a method of keeping enemies in place for diablo strike. It simply isn't worth it to pick this beacon even over healing or resupply. These are independent suggestions so not necessarily all of them should be in at once.
!feedback
currently risky rain's enemies feel a lil bit "the same" in my opinion, with that being said i'm gonna present one simple concept i think would be a neat and interesting addition to the game
An enemy that exposes on hit
A more buffed version of mercenary's expose, with the damage bonus removed, and the cooldown being completely reset instead of 1 second. This would have interesting synergy with the abilities of some of the enemies in this game. I also think it'd be interesting if it was a melee unit with mobility, as it would provide synergy with itself
!feedback
There should be an artifact that gives enemies one-shot protection. Maybe call it artifact of resilience or durability.
!feedback Planula Rework
Instead of healing when hit with the Planula, gain barrier. This could be a flat barrier gain, or based on the damage of the attack.
Why?
This would make Planula stick out as more of a unique item, and also give it an interesting niche to fill with reactive items rather than a RAP that can overheal. Whether it scales with attack damage or not, that should be up to the devs.
Recursion Gel [Legendary]
+) On hit: 22% chance to cover target in gel for 5 seconds
+) Targets covered in gel store all damage dealt to them. Once the timer is over, 25% total damage is dealt to the target per second 4(+1 per stack) times
This was working on both by me and @void chasm, so credit to her as well.
The idea is to both reward consistent DPS characters and burst characters more evenly than bleed or bands does currently.
!feedback
Lower mul-t's target reticle for nail gun
!feedback
A lunar item that convert all of your healing (or at least a huge percent of it) as barrier.
Indeed, this would not apply to "regen".
Another option that comes to my mind is reverting healing and barrier.
And then you could make Aegis a more consistant item ;)
!feedback Artifact Change
Here is a suggested change to the process of getting an artifact and using the artifact portal. I'm suggesting this process because right now, the artifact portal feels like a separate part of the game rather than integrated. These changes would make using it feel more like a part of the game.
Inactive Artifacts
In the stages where you can find the codes, instead have an actual artifact item be discoverable. This artifact item would be an inactive version of the artifact it would unlock. As for how you could get these, there might be a puzzle or a challenge to reach it. For example, the glass wall behind Newt might be destructible with a strong enough attack, opening up a small room behind him with the inactive artifact waiting to be picked up. In another example, you may have to find two fragments of an inactive artifact in Abandoned Aqueduct hidden in two different pots to have the full inactive artifact. You might even need to go between stages, such as Siren's Call and Void Fields to get two fragments for an inactive artifact.
Artifact Portal
At the artifact portal, you can interact with the computer to select an inactive artifact in your inventory. This is then inserted into the computer, opening the artifact portal for that artifact.
Why?
The artifact portal doesn't feel too integrated into the game as of right now. Players shouldn't need to re-look up what codes go to which artifacts to use it again, especially for challenges (Loader alt special unlock). I recognize that the devs wanted there to be an interesting challenge in getting the artifacts for the portal, and they were able to get that in there. Unfortunately, that challenge naturally doesn't feel much like part of the game, and to require the use of the artifact portal to complete achievements causes it to backfire. The changes I've mentioned would make going into the artifact portal something you shoot for, while not being overbearing.
!feedback
when firing at point blank on some characters there shots with angle up
most notable is with commando and phase round.
it's a little annoying and for some skills and aiming it can screw you over
EDIT: the idea is to fix it so you fire straight
!feedback
Add the missing bosses (Grandparent, Clay Dunestrider) and missing enemies to Artifact of Dissonance.
But also, I'd really love to see a small chance for Lunar Chimeras to also spawn from the Artifact, not as common as other enemies tho.
!feedback
Remove the artifact menu in Eclipse mode. Unless you plan on allowing artifacts in eclipse in the future, it currently serves no purpose and clutters the menu, even if it’s minor.
!feedback
Buff corpsebloom?
Current effect:
Heal +100% (+100% per stack) more. All healing is applied over time. Can heal for a maximum of 10% (reduced by 50% per stack) of your health per second.
My suggested change:
Heal +200% (-50% per stack, linear, minumum 0% ) more. All healing is applied over time. Can heal for a maximum of 10% (increased by 5% per stack) of your health per second.
This makes the item more enticing to take if seen.
This also makes it not basically poison past a single stack.
!feedback
There’s not enough skeletons in the game. There is one skeleton and 2 skulls. We need more. Playable skeleton, environmental skeleton, xylophone music, Don’t give up, skeleton! More skeleton
!feedback
Crowbar buff
Make the percentage to deal more damage to 50%
So know when you get the crowbar you will gladly pick it up instead of rolling your eyes and grabbing it.
And if this may seem to good for a common bump it up to green
!feedback
fix the bug with enemies getting out of borders when slammed by mercenary by teleporting them if they get too far out of borders
!feedback
please fix mercs base utility interaction with vagrant, i find myself always using it from above and will slide of off it with no reset and no damage dealt to it
!feedback
There should be a sanbox mode where you can give yourself items. This could be used as kit testing and for messing around (such as giving yourself 50 fuel cells and then using Dissposable Missile Launcher)
!feedback have debuff effects like thunder balls, bleed and fire count for one shot protection. i.e a thunder hermit crab one shots u with his attack while a thunder ball is on you after the attack
!feedback if shield regen was only prevented by taking shield damage it would be a lot more versatile, that way barrier would protect the shields regen timer
!feedback
Change Red Whip to get disabled if you deal damage with an ability instead of just activating it.
This would make it more consistent with abilities that currently don’t disable it and keep the exact same function as it has now.
!feedback Bandit Change
Have Smoke Bomb cooldown start after the effect ends.
Why?
To not encourage players to stop playing as long as possible. This would create consistency with other similar abilities, as well as be a relative buff to Lights Out compared to Desperado.
!feedback
I think a coop split-screen would be nice, risk of rain 2 such a fun game with friend but i want to play it with my brother in the couch too.
!feedback
ReworkDeathmark.
This item is totally useless in most short runs and if you manage to get it is an instant big boost to your run, so no matter if you have 3 debuffs, it wont make a difference until the 4th, making this item totally unviable in short runs with survivors without a starting debuff.
Also stacking this item is one of the most pointless things to do in this game.
Rework:
Deathmark: +5% damage (+5% per stack) for each individual debuff the enemy have (Max of 5)
I had a thought to buff Artificer's alternate primary, plasma bolt.
What if only plasma bolt got changed so it worked like Bandit's primaries? This would make an interesting choice between the two primary options, and actually make attack speed work well with artificer.
Plasma bolt could also get the added bonus of reloading passively instead of whenever you're not attacking (how Bandit works currently) so it's more balanced for Artificer.
Current
Type: Primary
Cool down: 1.3s
Proc Coefficient: 1.0
Suggested
Type: Primary
"Cool down": 1s
Proc Coefficient: 1.0
!feedback
just make deathmark have some sort of "per debuff" scaling instead of "4 debuffs first". Like said here it takes a lot of setup, which means a lot of time and luck, that could easily be remedied with a fix like this.
Not throwing numbers or concrete things, just the basic idea of making deathmark start something at one (or even two) debuff(s).
!feedback
Probably a bug really but, Please tag Interstellar Desk Plant as a On kill effect so Artifact of Evolution can't give it to enemies anymore.
!feedback
Lunar Equipment
Graceful Execution(Haven't totally worked out the name)
Kills a random entity on the map, but it has a chance to kill you or an ally
!feedback
would be cool if the mastery skins also showed up on these mini icons too
!feedback
If someone joins a match in progress, and the lobby is not filled, let them join, and grant them a random assortment of items based on either the difficulty coefficient or the stage count.
Once given items, leaving and rejoining would not reroll your items.
People should be able to join in progress, because waiting 30 minutes for your group to finish a run can be boring. I say give them items because joining naked would result in you dying and spectating anyway, which is also unfun.
!feedback add heretic to starting characters, but only appears once unlocked in game (supporting thread from steam:Ittrix has Risk of Rain 2 Aug 20 @ 4:22am
Originally posted by Flori281:
I want you to take a look at heretic's base stats, then check all the other characters' base stats.
That's why heretic will never be a survivor and only a form change
Originally posted by magicalex234:
In her current state, heretic is way too OP to be a starter character.
To this, I point out the dozens upon dozens of artifacts the developers added who said "they aren't meant to be balanced- deal with it."
Command is a thousand times more OP than heretic. Don't see why Heretic can't be another OP imbalanced way to play. Not like there's any kind of shortage of those) This game was never meant to be a balanced game, especially with some of the artifacts, the heretic is an OP character, but no less than the loader or even engineer, if heretic is added, you could even take the required lunar coins for the item out of your bank so it is more "fair." dont give heritic a player slot until unlocked in game
!feedback Lemurian Change
Increase the size of the Lemurian melee attack so it's a lot more likely to hit at close range.
Why?
For a melee attack, it doesn't have much range at all. This change would make it so Lemurians aren't less likely to hit you when you're close to them due to using their very small melee attack rather than the fireball. This would also make getting close to Lemurians a bit more of a risk.
!feedback add an artifact that gives you and enemies a random number of heretic items to start, (credit towards aetherium for inspiration). lets you be heretic but doesnt let you be it for free in a different way (credit to spin for the idea) could be called artifact of heresy any items given to enemies would be random and can replace their abilities. every enemy would have a different amount of heresy items
!feedback artifact of Commencement: this artifact would add a new lunar type enemy with a low chance to spawn on maps, but equal to lunar chimera on the moon. enemies spawned in through this artifact have a very low chance to drop a lunar bud (JUST A ROUGH IDEA, THIS CAN BE LOOSELY INTERPRETED, artifact name doesnt have to be that, but is is the name of the final level, and this could be added with dlc)
!feedback Engineer gets a new type of turret, a sniper turret that does high damage and has long range but slow fire rate. Also make it so that he can choose different types of turrets each run (example: one stationary and one mobile turret, and make it like captains beacons where you choose with whatever buttons you would choose for that specific beacon) And also other types of turrets that isn’t the one that i suggested would be cool i guess
!feedback
More Love for Twisted Scavengers.
Update some old sets. Guragura the Lucky having Bands after they were changed to not be a luck item for example. Maybe they could be moved to Twiptwip the Devotee so he activates the Bands with his Glowing Meteorite. Kipkip the Gentle might also have far too much healing after the Medkit buff but just rereviewing all the Twisted Scavs would be nice.
Add some new ones. With new Lunar items there are new possibilities. Maybe one focused on spamming Hooks of Heresy. Purity, Alien Head, Backup mags, Syringes all could make him shoot them out rapidly. How much spam exactly obviously would need to be tested.
Remove/Change their Scavenge ability. I personally just feel when a Scavenger opens his bag it interrupts the fight entirely. In a normal level there's always other threats or things to do but in Moment Whole there often isn't so it feels a lot worse. Maybe they could improve the AI for when they scavenge so they don't do it when they're about to die.
!feedback
Give Lunar Equipments a different outline because the light they give off often looks purple - lavenderish - very light blue instead of a strong blue from Lunar items. This would also help differentiate them for players that don't know which ones are Equipment yet
!feedback
Add a shrine of chaos that completely randomizes your items and maybe make the order and chaos shrines appear on more stages.
!feedback
As for the game where most of sessions easily can be longer than 2 hours - It simply HAS to have a save/load mechanics.
For the fairness of the game it should work only as one of or both:
- In-between levels. As a simple question "Do you want to Fly to the Moon?" - Yes/Later(save and quit to main menu)"
- As a save of only-current statement of the game. Which will only save game now and not before. It will bring you back to main menu instantly and you are not able to load it if you lose.
- Multyplayer save are hard to do so it would be cool, but not that necessary for now.
RoR rules!
!||feedback||
Artifact of disdain
All enemies replicate a void reavers death effect o upon dying with the size of the effect scaling based on the size of said enemy
I just think it could be an incredibly chaotic yet very fun setting where nothing is ever safe, but only sometimes
!feedback
!feedback
Make grandparent herder, they’re a joke for a stage 5 boss. Respectively, buff planula to be more useful for the time you get it.
!feedback
i’d like this idea better if it was a guaranteed void reaver death, instead of 50%, to make it more like other artifacts
so essentially, “all enemies have a black hole death, size scales with the enemy”
!feedback
Artifact of variety:
Tier 1 elites can have Malachite and Celestine skills
Tier 2 elites can have Blazing, Overloading and Glaciar skills
Elites in the moon are not only Perfected and can have any elite skill
[Tier 2 elites have a mark above the health bar to make them recognizable from tier 1 elites]
Artifact of perfection:
Tier 1 elites have a chance to be perfected
-If both artifacts are at the same time Tier 2 Elites can also be Perfected
!feedback A couple of tiny attention-to-detail things:
-The blue/gold/celestial orbs could fly out and expand into their respective portals
-When Mul-t enters power mode, the canisters on his hands could match the colour of his skin (yellow for default, blue grey for mastery)
-A few extra Void Reaver corpses could litter the void fields
-Alternate versions of Sky Meadow, Siren's Call and Abandoned Aqueduct
!feedback Increase the environment layouts, as in, increase the amount of viewable fauna around the maps so the areas don't look as plain and undetailed. Rocks, grass patches, craters, waterfalls, etc.
!feedback i know this is probably really, really hard to do but i would like to see some sort of cross play. i end up seeing a lot of times people play this game solo cause their friends have it on other platforms, like how one of my friends plays ps4 but i play on the switch, and then there’s 2 on xbox and 4 on pc. apologies if this has already been asked, but i just wanted to put it out there
!feedback can we get a new skin for Rex for every season of the year?
Winter (Grey Bark w/ white leaves and Snowflakes floating around)
Autumn (Red/Yellow/Brown Leaves)
Summer (Cactus or large orchid-like flowers)
Spring (Sunflowers and bees floating around)
!feedback
or, alternatively, stage based skins like artificer.
it would be cool if on distant roost, rex had bluish leaves,
titanic planes would have green with little pink flowers,
abandoned aqueduct would have brown half dead leaves,
wetland aspect would have a small dark tree,
sundered grove could be dark leaves with mushrooms,
abyssal depths would have red leaves,
sirens call would be some dark green leaves idk
sky meadows would be pink leaves with maybe some mushrooms,
commencement would be the glass lilies like on lunar pod island,
void fields would be like the trees there,
bazaar would be lunar buds,
gilded coast could be golden flowers,
a moment fractured could be some white grass,
a moment whole could also be white grass, maybe dead looking,
etc. these are just ideas, open for changes if you have better ideas for some stages
!feedback
Display as many info as possble in the profile stats, there is more than enought room to fit more survivors/monsters in the board because actually you will rarely see over 13 entries.
For example, here Heretic is not in the info board when there is obiously enought space for her:
!feedback
Please remove the duplicated Sawmerang from the Equipment Drone.
My eyes hurt
!feedback
Slightly reduce travel time on Commencement, the song typically loops at really awkward parts at the moment, like picking back up when you're on/about to reach the jumppads.
!feedback
3rd Artificer secondary: Nano-Thunder
(same cooldown and charging speed as Nano-Bomb and Nano-Spear
Charge a lightning that travels at insane speed and deals 400%-2400% (+400% over Nano bomb and +1200% over Nano-Spear) damage to a single enemy and stuns it, then creates 4 chains of lighting that bounce 2 times to nearby enemies similar to ukelele, dealing 1/6th (Nano-Bomb sparks are 1/5th) of the main thunder damage each bounce.
Proc Coeficient:
Main strike 1
Lightning chain 0.2 (Nano-Bomb sparks are 0.3)
Pros:
+Higher single enemy damage over both Nano-Bomb and Nano-Spear
+Better acuracy because of the massive speed
Cons:
-Worse AoE than Nano-Bomb
-Does not pierce or freeze like Nano-Spear
This is unique enought, balanced and still very similar to the other 2 Secondaries in "how is played in combat"
!feedback
**Turn Ion Surge into Artificer’s alternative Utility instead of alternative Special **
Reasons:
1.Flamethrower issues:
Unlike the other melee characters she lacks a way to get away of close range quickly and Ion surge would be PERFECT for this task
-Mul-T can turn into a car and run away gaining extra speed and protection
-Loader can punch or graple away of combat
-Acrid can leap away of combat
-Mercenary can use I-Frames to be protected or simply dash away
Flamethrower gets useless in late game becasue every enemy melts you so fast and flamethrower needs time to be used
Thats when Ion Surge SHOULD BE USED!! Get in melee range with flamethrower and if the things get dangerous use Ion Surge to get away into the sky while also blasting away all the enemies, this two skills are such a GOOD and fun combo and feel like they are designed to be together but you can't carry both together.
2.Nano-Spear issues
Nano-spear is worse than Nano-Bomb in almost everything (way less damage, no AoE and Doesnt attack nearby enemies with zaps) the only advantage is the better acuracy, piercing and the freezing, but…. Oh wait…
Artificer actually have just 1 Utility which is the freezing one, so that makes the Nano-Spear freezing only useful agains flying enemies because you Will ALWAYS have another freezing opition equipped.
It would be cool to have the option to have a non freezing build, or taking Ion Surge instead of Snap freeze so you might want to use the Nano-Spear becasue that would be THE freezing skill on your hand.
(note that both Ion Surge and Snap Freeze have similar damage and both work along the Hardlight Afterburner)
Summary
-Snap freeze being always equipped makes Nano-Spear way less useful
-Flamethrower is so important for the Artificer's DPS so you are not taking it away
-Flamethrower does not work really work alone in late game because artificer lacks a way to quickly escape close range, thats where Ion Surge gets to work
!feedback artifact of Apocalypse halves enemy spawns, but all enemies spawned are bosses (stage appropriate), and all stats are boosted for entities spawned this way (is affected by other artifacts) why? to add more of a challenge for veteran players whom find the game too easy and allows more flexibility in game play
Enemy spawn rate would feel like it has been halved
Artifact of Champions
•) All enemies are bosses
•) Any boss can spawn for any event and in any map, except Mithrix
Given bosses are expensive to spawn in, I'd say that the base credit amount the director gains per second should be increased just a tiny bit (to accommodate for the fact that it's only bosses), but in general, I think it's fine if it stays where it is right now.
!feedback artifact of Petrichor V every 10 minutes, a mini stage 2 Mithrix invades (would be the size of the player, name would be pymgy Mithrix and drop a guaranteed item of higher rarity with a low chance to drop a random lunar item)
!feedback
Display projectile trajectory of the Artificer's Nano-Bomb (like Mul-T's Secondary)
The nano bomb is very hard to aim sometimes and help like this would make things more clear
!feedback
Artifact of Abnormality
Stage order is randomized, then reversed
Lunar teleporter would always be on 5th teleporter event
Stage order would be randomized on lunar teleporter event map
Why?
To give the game a better feeling of randomization and to have better replayability
Example: Stage order after randomization is 12345, it would then be played as 43215
On Stage 5, it would then re randomize Stage order for loop
ONLY STAGES WOULD CHANGE, TELEPORTERS WOULD REMAIN THE SAME
!feedback
(Multiplayer only) Artifact of shuffle: Every 2 minutes all the players randomly change positions with each other.
-The players get a warning before being teleported, similar to Teleporter activation but less noisy, so you dont have to be constantly looking the timer every minute
!feedback
tar mimic chests
!feedback
Artifact of backstabs
Both players and enemies take double damage when they get hit in the back.
Double damage (not crit!!) this way you can Crit and backstab at the same time for quadruple damage, also Bandit can still use his personal Backstab passive this way for permanent quadruple backstab damage.
!feedback
Change the Artificer's Nano-Bomb and Ion surge so the stun changes into shock, the shock debuff is so unused in the game and it fits perfectly the "plasma/electric" attacks of the Artificer and the diference is very small but it will look better to see the enemies electrified in blue lightning after blasting them and this will also add more use to the "not so well known cousin" of the stun debuff.
!feedback this game needs something like tmtrainer from issac, where once picked up it makes every item a bizarre combination of all other items with even more bizarre activation effects. It would be super fun and cool :)
!feedback There should be a character specific text when you obliterate yourself. It feels like an alternative ending to runs, and as such it should have a text ending (similar to the vanished text being different than victory text).
!feedback
While we're on an arti kick, heres my hat in the ring
Alternate Utility: Lightning storm
Shocks enemies in a wide area (similar to arrow rain) dealing a very small amount (or no) damage
Mirrors icewalls crowd control slot, more powerful in that role, but without the ability to execute.
Less powerful on bosses and other strong enemies compared to ice wall, but better at the crowd control.
!feedback i also want to add to the artificer stuff, though this probably isn’t be best idea in most people’s eyes
An alt to her ice wall could be a fire slash of some sort, dealing pretty high damage at the cost of execution, and it’s also not really meant for crowd control and more single target. The reason it could replace Ice Wall is because you are risking AOE and execution for higher damage on a single enemy, which is why i was saying it might not be best in most people’s eyes since y’know, artificer is all crowd control, but i don’t know, it’s just my take on this
!feedback Minor Visual Detail
Give all the Lunar/Twisted Scavengers Beads of Fealty
!feedback
Improve both Jumping and Landing animations from the Artificer because she floats and looks very weird how she jumps and lands without animation
!feedback
Have permanent positive modifiers on characters that beat eclipse. 1 modifier per 2 levels. Modifiers can be toggled on and off. 1st Modifier: Character can sprint faster. 2nd Modifier: Wealthy! You start with 75 gold instead of 15. 3rd Modifier: +9% innate crit chance. 4th Modifier: Teleporters charge faster.
!feedback
A special reward for unlocking all achievements
Maybe like a bunch of golden character skins for a flex lol
!feedback
make scrappers cost money.
!feedback
A unique Printer icon for when it's pinged or scanned please. It is not the same function as a chest.
!feedback
Same as above for Radio Scanners and Cleansing Pools
!feedback for this server. make different lfg-pc channel for modded, its sometimes annoying joining the lobby for it to be modded and restarting whole game because the mod list is too long to access "close" button
!feedback
Give drones resistance to massive AoE attacks like the grandparent's solar flare or vagrant explosions, it's really annoying to lose all of your drones at once because they're unable to follow you behind cover.
!feedback
It would be cool if there was host controlled sessions on ps4 so that only the host could modify what artifacts can be enabled or disabled
!feedback
I feel it's become abundantly clear that Artificer just isn't as strong as any other character. So one change I think would be cool is to make her M1 scale with attack speed by making the projectiles faster. I feel this will allow Artificer to hit more consistently with that ability
!feedback
I suggested this a while back but it still seems pretty important:
Skill cooldowns should be shown in the character select screen.
This would make it a lot easier to pick skills for a loadout.
!feedback Cautious Slug should give 1/3 of it's health regeneration while "deactivated" in combat, so the item is not too useless for characters that are more dynamic in battle.
!feedback
I mean, all and all, but if Loader is loading cargo, can you give her, or MUL-T emergency lights that blink yellow or orange? It would play a nice effect with lights, and also you could see a thunderslam on Loader when she's going down, in-case you have chaos artifact or so.
!feedback
!feedback
change to huntress auto-aim : make it a passive ability,
add a new passive ability : cant think of a name for it
what this passive does is that it completely removes the auto-aim from huntress, so that means her primary and secondary must be reworked,
for primary : you have to hold the button to draw the arrow, it passes through 3 stages while holding, first stage deals 1x the skill's damage, if you hold it more to the 2nd stage, it deals 1.2x or maybe an additional 50% of the skill's damage, and for holding it to the 3rd stage, it deals 1.4 or +100% of the skill's damage (for example instead of strafe dealing 150% damage, it will deal 250% if you hold it to the 3rd stage)
as for the glaive, it can also be charged to deal more damage, but you have to aim with it to hit the first target, so it can also bounce to other targets,
i think the reason huntress has low damage for glaive and primaries is that she has auto-aim, so removing her auto aim means her damage has to be buffed,
now for the actual passive ability : avoiding taking damage for 10 seconds, will guarantee that the next critical hit to deal 2.7x more damage instead of 2x, taking damage will restart the timer,
of course all of these values can be changed and balanced so huntress will not be too weak or too strong with this new passive, but i like the idea of buffing huntress like this and giving her a new playstyle instead of just auto aim
!feedback
Minions die easily later on. Even if they scale well, they still get swarmed and hit by strong, predictable attacks like Vagrant’s Detonate. Survivors manage because they collect items and avoid attacks that rely on telegraphing to stay balanced.
As a way to keep minions from dying as easily, they could inherit some basic defensive items to keep up with their owners. For example, robotic minions inherit Repulsion Armor Plate, and organic minions inherit Bison Steak. Living mineral (Titanic Knurl, Aurelionite) could count as both.
These may not be the strongest items, but they’re great examples of using in-world logic to solve mechanical balance. Having minions only inherit items that match them makes the world seem more complex and interconnected, giving each entity more identity. It allows for precise tuning as well; if an item is too strong on a particular minion, remove it!
Adding unique combinations would be cool, such as Incinerator Drones inheriting Gasoline. Gunner Turrets are especially vulnerable and could benefit from something like Stun Grenade to keep them alive.
!feedback
Im not sure if this was suggested or is a thing but, it would be cool if there was a weather mechanic to the game depending on the difficulty choosen like more higher the difficulty (Drizzle, Normal, Monsoon) the more rain falls down and puddles form as well have a mechanic where as if you enter certain caves waters drops from the ceilings in caves.And in some areas like Rallypoint Delta snows heavier or Blizzards, in Abyssal Depths there would be ash of fire particles floating around, Abandoned Aqueduct would have sandstorms, Scorched Acres would have Autumn leafs floating through the wind to give each stage a unique scenery. Plus can't be Risk of Rain without the "Rain" right?
!feedback
In multiplayer there should be a Revive Altar that cost 2-3 lunar coins, the altar will simply revive anyone who had died on the stage that you are on.
Note: I am opened for editing 
!feedback close this channel alongside with #ror2-feedback-discussion since devs doesn't seems to look here at all after 1.0
!feedback
Make bleed chance over 100% has chance to bleed again
!feedback
dumb idea i had:
like gesture of the drowned, but with skills.
reduce cooldown length by half, but make skills automatically activate (if its an ability that charges, it completes the charge)
this would be cracked on some survivors, but bad on others
!feedback
Make Shrines of Chance have guaranteed drop rates on use after being hacked by Captain's Hacking Beacons. I know they're called Shrines of Chance, but it makes no sense to force the player to spam them until they receive their 2 items when the chance part is fundamentally removed by the nullified cost.
!feedback
Cleansing Pools being shrines when their function is closer to a 3d Printer is kinda weird. Making them look more like shrines would help avoid confusion.
It might be cool if they got a statue or a more shrine like appearance. Most obvious idea would be something related to Providence because he wanted to get rid of Lunar items
!feedback
Artefact of distillation
Allows you to save item drops to combine into higher tiers.
Would need some values that the devs deem balanced.
Maybe 4 t1 items per t2 item, and then the value of 4 t2 items for one t3 item.
Use-items could be a random value from -2 to 2, to disincentivise farming those but reward luck rolls.
Values and details of course malleable, maybe even give it diminishing returns within a loop to prevent turtling.
!feedback
Artifact that makes all Lunar Coin costing things cost 0 coins, thank you
!feedback
There should be a new artifact called Luck or a game mode (dont have a offcial name for it) which basically rerolls up to 3 other artifacts (there be the luck artifact itself and 3 more which a total of 4 artifacts) between stages or every 15 mins (kinda like prismatic trials) but as a result of using it it disables the other artifacts since it controls them. In Bulwark's Ambry everytime the player interacts with the artifact the 3 other artifacts (excluding luck) will be rerolled. For multiplayer it can only be used by the host player and votes towards the artifact will not be counted.
!feedback
a "Are you sure" screen when you click exit to menu or exit to desktop would be nice to safeguard unwanted misclicks
!feedback
recive lunar coins depending on how you rank prismatic trials
maybe like the top 10% would recive 20 coins or something
this would reward players for playing PT, as well as getting more people to play it, because i feel like most people play it for harvester's scythe and ethereal.
!feedback
An artifact that doubles chest spawns. People already use their friends to afk and use their share of chests for themselves, so why not have an artifact for solo runs as well
!feedback
Add a maid skin to ror2. It would be a very pleasing addition.
!feedback
Nerfing the Ethereal challange (Finishing Prismatic Trail without taking dmg) from 100% to 75% because the challenge requires a lot of luck, a lot more skill, as well as a lot of patience to get the right artifacts to complete it plus the wisp's projectile attack can be frustrating to other players trying to complete it.
!feedback
add an artifact that turns all items you get from chests into scrap so you have to print all your items. (also this would give a reason to add orange and blue scrap).
!feedback
An item of undetermined rarity that increases movement speed by X% (depending on rarity) on kill for a few seconds.
This could probably use some tinkering but I think it’d be fun to have
!feedback
Logbook entry for Newt after killing him
!feedback
Umbra skins for all characters
Unlocked by beating the trial of Vengeance on Monsoon dificulty after stage 10 with the character.
The skins looks just like the Umbra of the character, fully covered with a dark and glitchy texture.
!feedback So, I think it would be neat if there were two versions of Heretic. His abilities and aesthetic are so cool, I love the whole concept, however it sucks you can only play as him through collecting the 4 lunar items in a single playthrough. It's a bit much to pursue to be honest. So I suggest making two versions of Heretic.
The First version is the heretic we know and love, we'll call it "The Ascended Heretic" this is the one where you collect the 4 lunar items and skull drag your enemies Muawahahaha!
The Second version is the Starter Heretic, which is a very toned down version of the original heretic, one that is more balanced to be a starter player character/hero! Essentially plays the same as the original Heretic but maybe without the health loss and less health similar to Acrid. It's sort of like how if you play fighting games when you beat a boss you unlock a toned down version of the boss character you can play as, but with Heretic. Ascend to heretic status at least once and you unlock Heretic as a starter character albeit toned down, and you can always collect the Lunar items to become the bigger and badder heretic version. (I would assume that the player version of Heretic would be a bit smaller then the "Ascended Heretic"
Either way, I just found this secret character and played him, he was a hecka lot of fun and I can see it being a very cool starter character if balanced right.
!feedback
Buff Artifact of Evolution in some way. Enemies getting a single goat hoof at stage 16 isn't as wacky as I wish it was.
I don't know if it'd be better to just give 3 whites/2 greens/1 red at a time like what Scavs get or if it should scale with looping but something to keep it more engaging and unique lategame would be nice.
!feedback
More playable 'beastial' survivor/characters, similar to Acrid and the secret character of Heretic.
!feedback
Soft-lock prevention in place
I just did a Mul-T run to try and get his last ability, and I had a primordial cube with several charges, and it cause the magma worms to disappear and the guardian was upset cause he had no one to try and hit anymore.
In the past it has killed most bosses when i do the old 5 different black holes in different directions to completely obliterate bosses in an instant, however, this time it removed the bosses entirely and I was stuck at 99% right before the mithrix fight
!feedback
I just got killed as artificer by a stone titan that used its ground punch move in the air so that the fist was floating.
This is ridiculous and illogical (but kinda funny I'll admit) and should be fixed.
!feedback
I think the Reaper should be a new survivor (Weapon is a scythe and the survivor focuses on doing strong dmg for killing enemies) into Risk of Rain its Primary would be similar to the mercenary but during the 3rd attack he can orbit the scythe around him once which can be used for aoe. His Passive skills is every time he kills an enemy he gains a Soul Token (max 12) which can be used to amp his skills and using skills without Soul Tokens will weaken it. His Secondary would be Shadow Warp which consumes one soul token upon use what the ability does it allows him to warp at a certain distance of choosing (similar to the huntress warp ability but it can be choosen) on the map when the Reaper appears he temporary stuns any enemies close to him (not consuming any soul tokens will not stun enemies). His 2nd Secondary ability would be Spectral Scythes which Reaper can create shadow scythes that orbits around him for 5 seconds (this ability consume 2 soul tokens not using soul tokens the duration will drop to 3 secs as drop some dmg). This ability can be unlocked by completing a challenge involving the Harvester's Scythe. His first Utility can be Soul Missiles which shoots out souls consuming all 12 soul tokens that home onto near by enemies if there are no enemies to lock on to souls that have not hit any enemies will be restored. His second Utility would be Soul Chains in which the Reaper slash the ground and releases chains that also consumes all 12 Soul Tokens for huge aoe dmg and any enemies caught will be stunned/chained for 3 secs and kills will not restore soul tokens. The challenge can be unlocked involving the Groovetender to unlock this ability.
!feedback
pause session
!feedback
A demolitionist survivor concept: (someone suggested this before, this is just my take on it)
Primary, explosive round: fire a single bullet, dealing a decent chunk of damage before exploding the enemy in an aoe a few seconds later.
Secondary, remote explosives: place a sticky bomb on the ground that you can detonate by using M2 again, creating a large explosion. When used with backup mags, you'd place all explosives and when you're out of charges or the rest are on cooldown detonate them all at once.
Utility, grenade burst: throw a volley of grenades which detonate immediately at close range, dealing significant damage to enemies and launching you far in the opposite direction.
Special, rocket launcher: shoot a rocket from an rpg that travels straight forward and when it collides with an enemy or surface, explodes in a very powerful giant aoe, damaging ANYTHING inside, friendlies taking half damage. There would be a transparent sphere around the rocket, indicating blast radius.
Notes:
-This could probably be really unbalanced, but with proper tinkering would be great for bossbusting/crowd control.
-Everything would have big cooldowns
!feedback
This is an amazing game y’all, great job
!feedback actual death animation for picking up 128 glass instead of looped sound and black screen
!feedback I just stole Perfected from an Exploder using Wake of Vultures. Before, I was at full HP (+shields), and with Perfected, I had full shields, but when the effect wore off I ended up at only half HP.
Wasn't this an issue that people complained about with the interaction between Wake and Overloading (that losing the shield Affix left you at half health), and that was later patched (with expiring shields converting to HP)? It seems like Perfected found a loophole in that patch, and it would be nice to get a patch-patch for it.
!feedback
A change to the fire debuff:
While on fire, instead of just letting it burn itself out, (using you as fuel) maybe change it so that it can go away when the player uses their mobility skill. For example: If Commando is on fire, he can combat roll to put it out. I'm not sure how this would work with characters like Captain, because he has no mobility skill, but maybe that can just be a downside to picking the character.
!feedback
New Blue Equipment: Subspace Reweaver (35 second cooldown)
On activation, generates a large field around the player which halves the speed of all projectiles within it
!feedback
make war banners appear on void cells and commencement pillars activation (stuff like daisies, focused convergence and eclipse 2 are said to have effect on teleporters but work on other charging zones too)
!feedback
picking up 128 glass slowly submerges your body into glass over the course of ~1 min which will kill you and freeze your body in place when its done instead of, as strax suggested, a looped sound and black screen. A secret death animation for managing to, for some reason, getting all those glass
!feedback
Make artifacer primary attack reload faster based on her attack speed like bandit. I think this will make her more enjoyable to play and fix alot of her when fighting agains wisp in early game.
I have an idea for a new survivor, The Gunner. I haven't figured out stats yet but, the abilities are as follows. Primary: 75 round LMG, 2.5 sec reload. alternate primary, 15 round shotgun, same reload. Secondary: single shot shotgun, 6 sec cool down. alternate, single shot rifle, same cool down. Utility: shotgun blast beneath you, pushing you up. Alternate, mine beneath you, pushing you up, both cool downs unknown. Special: minefield. Simple. Alternate, spawn two drones for 25 secs. They have your items. Passive: upon killing three enemies, spawn a drone for 10 secs. Alternate, all drones and minions are doubled. I think that this survivor would be capable of supporting themselves with drones and heavy fire.
!feedback
!feedback
New lunar equipment(name unknown) Upon collecting 50% of all healing is stored in the equipment. Upon using the healing is released.
!feedback
Make the pillars and ramps in Mithrix's arena destructible by only Mithrix. Adding to that, replace the sphere in his arena with a lunar throne that he crushes when he spawns. I feel like this would make his fight both more intense feeling and a bit more difficult, especially to ramp campers.
I have an idea for a new survivor, The Gunner. I haven't figured out stats yet but, the abilities are as follows. Primary: 75 round LMG, 2.5 sec reload. alternate primary, 15 round shotgun, same reload. Secondary: single shot shotgun, 6 sec cool down. alternate, single shot rifle, same cool down. Utility: shotgun blast beneath you, pushing you up. Alternate, mine beneath you, pushing you up, both cool downs unknown. Special: minefield. Simple. Alternate, spawn two drones for 25 secs. They have your items. Passive: upon killing three enemies, spawn a drone for 10 secs. Alternate, all drones and minions are doubled. I think that this survivor would be capable of supporting themselves with drones and heavy fire.
!feedback replace the lunar coin system with ephemeral coins + some minor tweaks like making only one reroll per shop but it costs 2 coins instead of it being free like it is in the mod. I just want the mod to be cannon
!feedback
add insta-drones that you earn from killing mithrix. You can use the insta-drones whenever you want and they start with an item (which is randomized and determined when you kill mithrix and it will tell you what item it is. They will be found in the new powers menu which by default will be bound to numpad 9.
!feedback
Rework/Remove Radio Scanners. Compared to the logbooks where you have to find them in Hidden Realms, Radio Scanners are boring, annoying, and sometimes very RNG dependent for anyone who is looking for the logbooks for the stages.
You can go hundreds of hours not being able to get a radio scanner, and unlike the monster logs where you can increase the chances with luck, you can barely do anything to help your search for the environment logs other than seer to specific stages in multiplayer.
(There was a streamer, Bisnap who actively looked for the Scorched Acres and Siren's Call logs for about 300 hours with mods to increase interactable spawns, and it took him all of the way until Artifacts 2.0 to find them.)
I suggest that Radio Scanners are placed in certain locations guaranteed similar to newt altars/logbooks similar to those in the hidden realms.
Or just remove them and replace them with the logbooks similar to hidden realms
!feedback
Boiling take: gesture op and has no downside
Here's my fix:
Keep the cooldown the same as is, but have the second effect be as follows:
You no longer control when your equipment activates. Your equipment randomly activates every 5-15 (-1 per stack) seconds. (Only actually activates if you have a charge)
Once you have 5 or more stacks, your equipment is random between instant and the max time.
This would yes make the item a bit clunky, but it would actually have a downside in some situations.
Values subject to change.
!feedback
each survivor gains permenant xp they can spend on character exclusive upgrades they can purchase using gold during a run for upgrades abilities/stats.
!feedback
New loader primary, called Flying Fists. She fires out her fists to punch enemys from afar, and uses the grapling hook to make the punch fly to the enemy, and then would come back so you could throw another punch.
!feedback
an instant replay feature after death, so you can view your embarrasing death from any angle, or replay it in super slow motion to figure out just what the fuck happened
!feedback
more summoning items. ex wisp / golem recruiting item. While happiest mask is a great summoning item, shit you recruit can die wayyy too quickly. with summoning items that specify a certain enemy you can recruit (permanently, like Queen's gland or Empathy cores) you get all the fun of having friends without watching them die slowly. and without having any friends.
!feedback
Dont allow the Artificer to follow up a Nano-Spear or Nano-Bomb with a second one by holding M2 without relasing it (the button) before.
This causes the Artificer to always launch a second nano-bomb/spear accidentally if you fully charge the previous one while holding backup magazines.
I dont think i need to explain why this should be removed, if you played Artificer and picked a single backup magazine you know what im talking about
Just force the player to relase the M2 button for literaly just 0.0000001 second or else the 2nd Nano-Bomb does not start to charge.
Im so tired of charging M2 then after launching it the artificer shoots a second M2 without charging it, wasting it in the process.
I would like to have precise controls and feeling my character does not whatever she wants.
Note: This is how Loader's charged punch actually work, even with extra charges (hardlight afterburner) Loader does not waste a 2nd punch without warning
!feedback
a type of lmg or suppressive fire type survivor
!feedback
Commando special frag-grenade should be explode immediately after it touch enemy
Why? Because it the most useless special i ever see, it deal minimum of damage and the aoe is to small.
I feel no reason to use that special expect when i want the run more harder.
!feedback
The final boss's dialogue/monologue is pretty cool, however most of it is lost as you'd have to glance to the corner of the screen to see what's happening, and you don't want your eyes off him. The first few couple of times I played the game I didn't even know he said anything since it's not very apparent. I think it would be cool if his demeaning threats popped up at the bottom of the screen in the middle (maybe aligned to your health or above it, but horizontally centered). This would make it clearer, more engaging and better to see without breaking the flow of battle.
!feedback Essence of heresy well good feels rather dissatisfying to use and I think of one the things that would make it better is audio for it . When you hit r (or whatever the button is) the game should make a noise maybe that of a quiet explosion,it feels better then if your attacks are silent imo.
!feedback
Maybe more secret bosses? Like on sirens call, how you have to destroy 5 egg nest to summon the alloy worship unit and kill it for a red item, as opposed to farming enemies on a stage for 5-10 minutes and buying 1 chest for a red item and having to kill more enemies to get the rest of the chest scattered throughout the level. I'm not saying scrap the chest entirely, I'm just saying, hopoo should add more bosses like in sirens call
!feedback
Maybe different character abilities can resonate together? For example, you'd get a prompt like the (ultimate heal totem head thingy, I forgot the name) and send a- oh, I don't know....a loader pylon on a captain kinetic strike so it'd stun the enemy(ies) it lands on and shocks alot of enemies surrounding the kinetic strike? The possibilities for this are endless and can make for some AWESOME ability resonations
!feedback
Make Cleansing Pools show their cost again. You can ping them to see that they cost "1 Lunar" but it's weird that it doesn't tell you anymore with just the hologram text that shows up for everything else.
!feedback
Lots of event ideas have been thrown around and I haven't seen em all, but I think a meteor shower event would be fun if it hasn't already been suggested.
Make it a bit different from the glowing meteor item though. Have meteors of varying size that do more damage based on how big they are, still falling indiscriminately. Maybe allow for a few to be as large as or larger than Captain's nuke
!feedback
Artifact that causes every teleporter boss to be harder and gives the teleporter item a chance to be a red one.
!feedback
Green item idea
When you take or deal damage, has a 2% (+2%) chance to activate all of your items that activate on interact, originating from the target.
(I.e fireworks, polyp, etc.)
!feedback
Building off of this, maybe make Mithys text larger, and also make it shake a little. something to draw attention to it.
!feedback
Make happiest mask function like the two bands, you obviously wouldn’t have as many ghosts but they could either be stronger or last longer. Would recharge every (x) seconds
!feedback
make
cooldown into a debuff (like bands) and give it a cool icon above your health
!feedback A few character model things and general ideas:
-Make mastery skins appear on the character log 3D models
-Make MUL-T's saw/scrap launcher/rebar change his character model on the character select screen to whichever one is his primary
-Rex could have a mini transformation depending on weather or not you're full plant or full DIRECTIVE (like directive rex have more robotic parts and plant rex having more roots and vines growing on him)
-When an Umbra character invades there could be a small 3-4 second cutscene of them falling into our world (skippable and can be disabled in settings)
-When Dio's activates a small cutscene unique to each character (Acrid releases a massive roar, Commando slides out and blasts the head off of something, Huntress blinks out and fires some arrows, etc.) This can also be disabled in settings.
!feedback
there should be limited time holiday events on risk of rain 2 like in December chest are replaced with Presents, enemies have their own unique appearances like the lizards get to wear Christmas hats, Stone golems and titans replaced with snow golems and titans that wear stones for buttons, instead of the scavenger walking with a backpack he walks around with a red christmas sack and shoots snowballs, the captain get a Santa skin, Acrid gets a Rudolph skin and the player can get these skins by completing limited time challenges (similar to prismatic trials). Rallypoint Delta has Snowmen and Christmas trees. On October enemies wear jack-o-lanterns wisp are replaced with ghosts the Groovetender uses ghost instead of wisp and some places have jack-o-lantern on the ground in most stages. Artificer get a witch skin the commando can get a cyclops skin both can be unlocked from the same requirements on Christmas as well as limited time skins and chest have chance of becoming a mimic (tough enemies) but have a higher chance to give a better rarity items. Had more ideas but i didn't want to splurge it in one suggestion...
! feedback Just an idea that came out of my mind, Imagine having a boss that can be multiple Survivor like It continiuly changes Survivor every 1/4 of health he loses
!feedback
!feedback
Make the "Spike balls" from the Brass contraptions share the Elite colors so you can know how much of a threat you are in when the brass contraption is offscreen
!feedback
being able to pause in multiplayer games. maybe a vote system
edit: being a parent with kids waking up at night and you cant pause the game with friends is a death sentence for the run. you want to pause to step away for a couple of minutes to put the kids back to sleep but you really cant now unless you want the run to end.
Replicant Goop [Enemy]
•) Replicant gel conforms to the shape of the survivor dealing the most damage to it, and heals if the survivor should heal (either through skills, or items)
=) Spawns after loop 2 (Stage 11 at the earliest)
+) Low damage
= Slightly scales off survivor currently copying
-) High health
This would probably have to be a boss to be balanced, so Imagine a massive chunk of slime that changes into a massive commando or loader or something
!Feedback
Boss Item, based on the previous boss listed, Strange Slime is an item that does some weird multiplication that adds a percentage of health onto your character based on the last enemy killed, subject to change
Nah i think It Will be some sort of pre mytrix fight like a completely new stage Ya know?
!feedback
I think the only thing I would like to see that I don't see mentioned in the roadmap for the DLC is another artifact...
"Artifact of Resurrection" - players on death become an object you can pay to resurrect (probably the same as a large chest? or maybe make it like a blood shrine costing the player that does the resurrecting some of their HP)
I often play with my friends that have a wide range of skill levels which means that when some of them die and I am the last alive I end up with all the items and they get outscaled meaning they die again on the next stage before I can buy them a bunch of items... and consequentially continue to get outscaled. None of the current artifacts seem to address this issue... Except sort of the artifact of death in a twisted way haha! This means I feel bad as they aren't having as much fun anymore as they become passive. While I can continue the run just fine, I usually opt to simply die (or obliterate if we nearly there) so we can start again and they can keep playing.
I suggest an artifact because this shouldn't be a default mechanic. It would be too powerful in most cases, and artifacts are already sort of outside the purview of game balance. I think it should exist just to encourage play with groups of people of widely varying skill levels. A run wouldn't end when one friend gets splattered on stage 4... 15 seconds after warping in because they don't have the situational awareness yet to know an elder lemurian just spawned behind them. While going down to drizzle makes it less likely players will die and get outscaled... it also means that for a monsoon veteran, victory is basically assured, even on 4 player scaling. On the other hand, rainstorm with the ability to resurrect people could prevent outscaling while keeping the game difficult for more skilled players (especially if resurrection cost health instead of money).
Edit: improved grammar
!feedback
A friend of mine just suggested something probably even better than a shrine of blood cost to resurrect... a shrine of combat! That would mean that you really had to earn those resurrections and it couldn't be done unless the run was already going well, and may actually encourage people to come together to assist in resurrecting the one person that fell behind.
!feedback
This might be a hot take, but make the Preon tendrils have no proc coefficient. And perhaps revert the damage from artificers nano-bomb from tendrils but not make it have a proc coefficient.
Reason: I know what your saying, "lol this guy is complaining because he cant time the band with Preon. Just Preon hug dud." or maybe even "But muh proc chains!!!". Look as much as I love proc chains, the only thing it really consistent thing it procs is bands. I want there to be a reward for hitting the explosion itself and not let the tendrils just do massive damage for free and proc items. I'm not gonna ask for a cool down change or a damage change to the Preon itself. The tendrils should just be a flat 1200% damage itself. You shouldn't be incentivise to just let the tendrils do the work for you and not really care about if the explosion hits or not.
!feedback
Can there be an FoV slider or something, I suffer from motion sickness and playing the game is unfun because it feels like I'm always aiming down scope
!feedback
Add an option in role assignment for the way you like to play the game.
Preferred difficulty, way they like to end it, (mithrix, oblit, loop till crash), and if they like to play solo or not
!feedback
Radar scan thingy should show the rarity of the item in the closest 3 chest
!feedback
Some sort of colorblind mode. I'm red-green colorblind and it's literally impossible to tell when a green vs yellow item drops from the teleporter ESPECIALLY when it's command essence. It's usually not an issue in normal gameplay because I just have all the items memorized. It would be nice to preemptively move to where the yellow item is dropping and so that the huntress doesn't steal the genesis loop when im playing engineer. The only real issue i have is yellow and green items dropping from the teleporter and yellow and green command essences.
I did download a mod for this and it was completely unhelpful as the color of the item dropping itself was left unchanged which is the exact issue I was describing.
!feedback
Add more creatures to the "Void faction"
Void reavers are really cool in design and unique combat behaviour, however for a specie that is suposed to be some kind of "Time and space police" who can arrest creatures and things in their realm they seem very lacking, they should have more variety similar to the Lunar chimera but Void themed and they spawn from the null portals in groups.
They could work together to apply their unique debuff more efficiently, this way they are actually threatening as a team.
"Limiting the player" seems to be a nice way to make the void creatures fight, as they actually limit the movement of the player and limit areas with the implosion, They could have more ways to limit the player like making the player unable to attack or a enemy that creates a gigant bubble similar to the Teleporter event and you are locked inside for some time, considering the absolute lack of support enemies in this game or enemies that dont directly attack you to be a theat i consider the void creatures to fit that role in some way.
The void reaver fits the role of the tanky, clumsy and slow enemy but we could have nimble, support, ranged or even flying void creatures.
Void Reavers are a cool concept as an enemy but they dont work alone as an enemy, they are undeveloped and they have a lot of potential to be a fun and challenging encounter when they actually spawn and you prioritize them as much as you prioritize Overloading Elder Lemurians in levels of threat.
!feedback
Add a way to incentivize teamwork in coop games
It feels like there are just 4 players running arround in their own stuff, then someone just says "r" and they kill the boss and move on.
I gess the lack of support skills and items mixed with the fact that some players will be stronger than others because of better RNG and the fact that the money is not shared is what kills Cooperation.
the final boss, the void fields and the Teleporter event are the only moments of the game when you are at least with your teammates but I still think this is 4 players playing their own individual game, which is a bit of wasted potential.
The coop difficulty could be balanced in a way that is too dangerous to be fighting alone so you must be at least close to each other.
!feedback
Add a thin blue bar above the health bar whenever you have shield items, that bar shows the cooldown until the shields start recharging.
it would be so helpful
The deeper in the planet you go the survivors could encounter some kind of monk like lemurians that do not shoot fire until they have a debuff and they purge 1 debuff stack per fireball they shoot, which could be a black fireball that applies something like death mark on the survivors.
!feedback
!feedback
Building off of this. Maybe shared loot when in some form of close prox of eachother. Atleast be able to have that game mode. Now there is no incentive to take uneven number chests (sharing) because time is very important and by going 2 and 2 you lose time looting in large maps.
!feedback
Building off of this. In order to incentivize cooperation and teamwork, If you are too far from one teammate you will only share 3/4 of the money from their kills. The area is a cilinder rather than a bubble for not punishing players playing in the air.
Details:
-The size of the area is calculated by [Player speed (mps) x 15] basicly if you wouldn't be able reach your teammate in 15 seconds you are too far, this way the size of the area scales with speed items, making this easier to manage late game
-The player must stay outside your area for 3 seconds to be considered too far
-Characters with middle movement skills have 25% larger area (commando, Mul-T, Huntress, REX and Bandit)
-Characters with High movement speed have 50% larger area (Loader, Mercenary and Acrid)
-Since Acrid and Commando utilities scale drasticly with speed their area scales 25% more for additional speed boost sources
-Teammates who are too far have a mark in the Hud
-Wax quails increase the area by 10%+5% for stack despite not giving direct speed
-If your gnarled woodsprite is attached to a teammate you two share money regardless of the distance
-If you use Gorag's Opus or Radar scaner you are count to be cooperating with all the teammates during the equipment effect
-If you Harm a teammate with any of the Lunar active items for at least 10% of their max HP you stop sharing money for 10 seconds with that teammate
-If a teammate is in the area of your effigy of grief you take just 1/3 of the money they produce.
-All minions have a small area arround them.
-Shrines of the woods, Mercurial Rachis, Desk plant and Mushroom radius counts as helping
-Captain beacons have a small radius arround them that counts as being cooperating
-Teammates withing the line of sight of Engineer turrets count as being cooperating with them
-Costs of chests is decreased by 20% This way if you stay close to each other you can farm gold and items faster than how you actually do in game
!feedback new Artifact- Artifact of upgrade or new difficulty- Artifact
Unlock requirement: Beat a run using all 16 artifacts active.
Use: Upgrades all artifacts. Examples are command can now select items of any rarity. Evolution gives enemies more of an item instead of one. Vengeance spawns Doppelgangers with twice as many items. Glass has you at 1hp, but you 1-hit anything. Dissonance will now spawns bosses at early stages.
!feedback
If you've played 10 minutes of multiplayer you may have come across that one guy who takes all the teleporter items instead of sharing, this simple change would fix that. A sort of player lock on the items you obtain would keep other players from getting your loot, while only letting you take the item. If you want to drop the item for some other person like the kind person you are, you can simply hit the "Drop item" button. (This goes for all items that you get, ie: chests, boss loot, and shrines)
!feedback To make equipment drones more effective. Maybe make Equipment Drones be able to give all allies the stat buff of an equipment if it has one, sort of like Gorag.
!feedback
some kind of reward for beating the game with all artifacts active at once. like an item, 100 lunar coins, maybe even a new artifact like in the first game. just ANYTHING would be nice.
I think coins would okay, but an unlockable shouldn't be hidden behind something inherently so far outside typical game balance imo.
try and keep responses and talks about feedback in #ror2-feedback-discussion, k?
!feedback
Have equipment drones with the same equipment share one cooldown divided by their number, and cycle through which one activates it.
For example, if there's one Disposable Missile Launcher Drone, it activates normally. If there's two, there's only one "DMLDrone cooldown" with 1/2 the cooldown, and the two drones take turns using it. If there's three, the cooldown is 1/3 which activates from drone 1, 2, 3, 1, 2, 3, etc.
It gets annoying when all the drones synchronize at the beginning of stages and all happen at once over and over, especially with something like Scanner or Gorag's where the overlapping duration is entirely pointless.
!feedback
Adding onto this, make certain equipment drones activate like gesture so you can still use scanner drones after the tp event when they'd still be very helpful. Apart from that you don't have to wait 10 seconds for your opus drone to catch up to you and target an enemy only to use an equipment that doesn't actually harm the enemy at all.
!feedback
Secret item interactions.
I had gotten a Clover, Charged Perforator (printer), and Ukulele by stage 2, and without other on-hit items it seemed as if the Perforator was proccing much more often from Ukulele damage than from my own attacks. The resulting Overloading-Worm-like thunderstorms were really cool, and interactions like this could be a neat addition to the game.
Charged Perforator gets 3% chance to proc off Ukulele instead of its current 2%. Ifrit's Distinction counts as a stack of Gasoline if you have at least 1. Little things like that.
!feedback
make an artifact that works like the metamorphosis one, but with the skills
!feedback
Artifact of Inevitability: All random chances are replaced with progress. Say you have a 15% chance something happens. It'll now build up each time the chance would be rolled, 0.15/0.3/0.45/0.6/0.75/0.9. At 1.05, it happens, and the progress gets set to 0.05.
This affects procs, Tougher Times, interactable spawns, item drop rarities, everything. Luck increases progress gains to the new % chance.
!feedback
Make it so you're completely damage immune while using the quantum tunnel from Eccentric Vase. However to compensate, add a cooldown to the quantum tunnel so you can't spam use it.
!feedback
Might be silly but it'd be nice if the brass contraptions aim was improved. I tested so many times where i just stood still and not a single ball hit me
!feedback
Add in the Attack Drones from RoR1 to this game, they don't need to be much, maybe a reskinned Strike Drone. Gunner Drones are pretty much useless beyond a few stages, and once you loop, they're just extras you pick up because you have the cash. It would be cool to have later stages gain these Attack Drones, so the drone game doesn't fall off significantly down the line.
!feedback
improve turret's scaling by giving them an item each 1 or two stages, and the longer game goes, the better items they get
!feedback
Make Commando's accuracy spread increase with time shooting instead of bullets shot, in late game you basicly reach max spread instantly becasue of how fast you shoot
!feedback
Rename Death Mark's "debuffs" on "status effects", as it triggers once an enemy gets 4 status effects(positive as in defense or elite, and / or negative as in effects from the items that the player has)?
!feedback
barrier drone
a tier 2 drone that gives barrier
!feedback
If a moderator mutes or bans someone, can a reason be given?
!feedback following the top feedback on color blind suggestions, more visual differences between item drops.
items on the ground are currently all essentially the same visuals but with different colors, which was a recipe for disaster for color blind people from the start.
as someone who suffers from tritanopic color blindness i'd like to see some different visuals on the dropped items that represent their power, white's having very few changes, green's maybe pulsating, red's with a greater aura and lunar's maybe with tendrils.
for me it's important that these changes would make sense from a noncolorblind perspective and are purely additive
!feedback
Scavenger boss item: Same behaviour as the RoR1 clover, [4% (+2%per stack) for Elite enemies to drop a random item on death (not affected by luck)]
This fits the scavenger perfectly, and also is balanced enought since Scavengers appear only in late game.
!feedback
Reduce Commando's frag grenade damage to 400%, remove the extra charge, and have it be an impact grenade instead.
!feedback
Speaking about accessibility settings for the game.
!feedback a pretty weird idea, but to make gunner turrets a bit more useful and/or unique, after one has been purchased you can interact with it with the fuel array to get a charged turret- granting it a strong buff that decays, the turret then can be charged more with fuel cells.
!feedback
Petition to make gunner turrets more useful with later stages(maybe give them level updates, so overtime they can slide and ride over the arena with charged striker-drone alike miniguns or just more powerful guns? If they'll survive to that point, of course).
!feedback
Due to the lack of regen items:
-Cautious Slug (Circumstantial)
-Spinel Tonic (Risky)
-Titanic Knurl (Very rare)
-Rejuvination Rack (Very rare)
-Irradiant Pearl (Extremely rare)
Move Cautious slug into Green tier and buff the regeneration, then replace the White regen item with a new slightly weaker regeneration item whose buff is always active (similar to the regen vial back in RoR1)
!feedback blue lemurians. they have 500% faster than normal lemurians and they drop 10 lunar coins on death. Also, they cannot attack and run away from any players.
!feedback
camo and regen enemies as tier 3 elites (inspired by btd6)
!feedback
I was thinking what if as difficulty progresses enemies gain new skills considering that after a while enemies get a wee bit predictable.
!feedback
Camo Suit-Green Item
Lowers the chance that monsters will target you, for engi it doesn't work on his turrets, really only works on multiplayer or with engi
!feedback
host migration
really why does this not exist
!feedback in the new dlc, make a new mul-t secondary that gives him a grappling hook. this will fix his mobility issue. Also the speed it grapples you in with scales with speed ups.
!feedback steam cards and steam badges ror1 had these why not ror2
!feedback add a new artifact called, "artifact of deflation". basically it goes something like this: you start with 20,000$ that you can never increase for the entire run, but it doesn't reset after you use the teleporter.
!feedback give Firewaze the feedback muted role
Artifact of honor should affect minions as well
Would be fun to see
!feedback
Item idea: lemdog
Rarity: legendary
Challenge unlock: lizard hunter: kill a total of 5000 lemurians
Makes all lemurians and elder lemurians friendly and plus 50% (+50% per stack) additional elder lemurians and lemurians damage.
Upon them falling below 75% maximum hp (player damage), they become hostile again
Upon the holder falling below 25% maximum hp, all becomes friendly again regardless of hp for 10 (+5 per stack) seconds until returning to normal rules
!feedback
tl;dr add more ways to obtain Lunar Coins.
The current issues with the obtainment methods of Lunar Coins:
- Long runs aren't rewarded at all.
- Finding the Beads of Fealty (
) isn't guaranteed as you may end up spending more than 15 Lunar Coins to obtain even one (if unlucky), or may even end up just gaining fewer Lunar Coins overall. - The rewards don't scale with the difficulty (and loops/stages).
How could these issues be addressed?
-
By making the chance of dropping Lunar Coins reset to 0.5% after you progress to the next stage.
-
By making bosses have a chance to drop Lunar Coins starting from the first loop; amounts and chance would scale faster in the late game and with the chosen difficulty.
-
By making the amount of loops/stages done and difficulty chosen matter when Obliterating or fighting Mithrix; the amount would scale with loops and with the chosen difficulty.
-
By having multiple Beads of Fealty give you more Lunar Coins when you defeat the Twisted Scavenger; this could be balanced out with more Twisted Scavengers or making the already existing Twisted Scavenger stronger.
!feedback DEATH MARK
Enemies with 4 or more debuffs are marked for death, increasing damage taken by 50% from all sources for 7 (+7 per stack) seconds.
> Enemies will receive 5% extra damage (+5% per stack) per debuff from all sources
The death mark can seem rather situational and almost always completely useless. It's even more useless in stacks.
This makes it so that it's more functional to start, more useful in stacks, and still relatively just as powerful.
!feedback The captain's tazer should have a proc coefficient of 0
Shock can be pretty helpful early, but it becomes useless later due to damage procs ending the stun immediately on hit. Reducing the proc coefficient makes it still able to stun after the early stages.
!feedback make it obvious what the portals do after mithrix is killed, it looks like the kamikaze balls that mithrix uses in the final stage, I've actually lost a couple of games because newer players that have never beaten the game didn't know what the portals were and actually avoided them
!feedback
y ping
wasnt tryna
The stacking method for both Aegis and Nkuhana's Opinion should be changed.
As of right now, the stacking method could just be replaced with a rejuv rack, which arguably does more for the player.
Just as ideas for stacking methods:
Opinion could stack with more damage, more skulls, or somehow add a proccing method, like gain a 0.1(+0.1 per stack) proc coefficient
Aegis could stack by giving armor, effectively increasing how much hit points you can gain through barrier, or somehow do a "barrier to shield" convertion, where if you have over x% max health barrier, it slowly turns into shield over time (could be game breaking if used with transcendence, but it's an idea)
!feedback
aspects should be buffed a lot since they're literally one of the rarest items and most of the time it feels so sad to skip them just because most of them y'know..trash
!feedback
More importantly Aspects shouldn't be an equipment so Elite Scavs can have a normal equipment in addition to being elite.
Not having Malachite Scavengers with Royal Capacitors is sad
!feedback it would be nice to have ror2 on Geforce Now for play-ability on lower end systems. the game is already on stadia so this shouldnytbe a big jump
!feedback
instead, make it so you can see the ship on the other side of the portal so you know thats where youll be sent.
Also, make the portals move a bit slower, it can be difficult to get to one without movement speed.
Edit: A suggestion by Argonaut_of_MC was that you could make the portals large and oval like other ones so you understand its a portal, which could work as well
!feedback
Make the UES-Safe Travels visible in the sky from any stage
!feedback
New Hero - Beastmaster
Primary - Two ways of doing this, either make him melee based with twin daggers or a two handed axe, lots of slishy slashes that both provide minor/major healing to him and his pets (Or buffs his pets attack speed/damage/what not)
Or go the ranged route and equip him with a sniper rifle of sorts, a really heavy hitting single shot 600% damage with a lengthy CD between shots.
Secondary - So if the primary is melee, the secondary probably should be some sort of ranged attack. Simple for this, Axe toss. Throw an axe at your target that stuns them on hit.
If the primary is the sniper rifle, then the secondary would be Explosive Exit. Essentially you leap backwards a good distance away while dropping some explosives at your feet.
Utility - For melee I call it Charge Through, essentially you would charge an attack, you gain a large amount of temporary armor while charging the attack, the longer you charge it the more damage you do and the farther you launch yourself in the direction you are aiming at. (Not very good at thinking of Utilities since everything has pretty much been done lol)
Not all of this would fit so here is the Steam page link too! https://steamcommunity.com/app/632360/discussions/2/3037104113139622833/
I discuss it more fully there since I can't post the entire idea here on the discord lol.
!feedback
We should be able to view elite types in the logbook for both monsters and survivors. There's a lot of really cool designs especially on the survivors that you can't enjoy because most elite monsters spawn late in runs when there's a ton of screen vomit and fps bombs so its hard to appreciate them. And characters you can almost never see under the layer of items that hides their skin.
To top all that its very rare to find an elite aspect so although you can look at enemy elites in game, most people have never seen the survivor elites.
To unlock it can be finding the elite aspect, which will allow you to view that elite deviant in the logbook or to kill that elite type to view it.
!feedback would be interesting to see some more artifact combos. For example honor affecting dopplegangers or minion, or even a perfected Mithrix. Or have vengence also spawn allies purchased, like missle drones or even Aurelionite.
Give alien head a linear 1 second cdr to make it rival purity a bit more
Current stats:
+) Reduce cool downs by 25%(+25% per stack); stacks exponentially
Suggested stats:
+) Reduce cool downs by 1 second and 25%(+25% per stack); stacks exponentially
This would make it actually viable on anything with a 4 second cool down or higher, instead of needing an 8 second cool down or higher
Idea: enemies with some sort of mutation to change how you have to deal with them. An example would be when I fight a stone golem there is a muscle memory pattern I follow to avoid taking damage, which is move perpendicular to its beam and stay behind it when you get up close. I think it would be interesting if there was a variant of the golem that looked similar but had its behavior modified slightly to change how you have to handle it. My idea for the golem would simply to add a second head so it could shoot 2 beams in quick succession, 2 targets at once, or quickly react to something behind it.
^
!feedback add a special ability that is very rare that gives 0 cooldowns for 5 seconds
!feedback
!feedback on your feedback
Make the ship closer when you're on the moon ,and maybe small visual effects when captian uses some of his abilities (for example the nuke)
!feedback Give eclipse increased lunar coin rewards for winning the game, increasing as you gain a higher eclipse level.
Would make handling coins far better and more rewarding for consistently good players doing eclipse, and somewhat encourage trying to play legit during it instead of using cheated coins
!feedback
we have a stone titan and a stone golem, so why not have a small stone enemy as well?
it would be about the size of the player and fires a slow moving homing laser similar to the bulwark's ambry one. It would deal decent damage but have a higher cooldown.
this would make an enemy that is not hard to deal with on its own, or even a few, but leaving a lot alive could be deadly and impossible to dodge.
!feedback give the TC-280 prototype drone the AOE damage reduction from before the 1.0 patch so it can survive for a bit longer.
!Feedback it would be cool if you could plug keyboard and mouse into a switch ,playstation and xbox to play
!feedback
alternatively, the more you stack the more you get from killing twisted scav.
!feedback perhaps an equipment item that upon activation, taunts enemies within a radius whilst giving you a generous heal that is removed after a set time (i.e. upon activation, item heals you for 1000 health, after 10 seconds, your health is reduced by 1000 points/reduced to maximum). This would allow characters to fill a tanking role if they play as a group, to maybe focus the boss or take the ad load off of a different character. I think a single equipment item with roughly these features (ignore numbers) could add a greater variety to gameplay.
for some reason, this feedback doesn't update. Probably because it's through the old bot, but I'd like to see it hit top with the current bot :)
Abbreviated version: buff APR to be more applicable late game to more dangerous threats
!feedback
Make the Wandering Vagrant's Genesis Loop attack deal friendly fire damage to enemies. If the teleporter event takes place in a field without cover and you can't pass the DPS check, the Vagrant will just leave you at 10% hp and be eaten alive by fodder enemies. Making enemies take heavy damage could help allievate the issue a bit (also, its a small issue, but it makes no sense for the enemies to be unharmed by a gigantic electric blast when Grandparents do damage enemies with their Overheat).
!feedback
A secret reward item for killing the newt
!feedback I had an idea for a game mode kinda like prismatic trials but instead of competing with everyone, you make a guild/group with your friends that tracks how many wins you get with and without each other and winning gives your guild some sort of resource to affect gameplay. All of your wins and stats within the game mode are directly compared to your guild members encouraging competitive gameplay without directly needing all guild members present.
!feedback Mysterious vial: 1.2 hp per second regen dosen't sound all that bad now does it?
!feedback Green item: bloody knife: upon killing 2 enemies within 3 seconds of each other(+1 second per stack), a blood orb drops, upon picking up the blood orb, gain a stack of Bloodlust and hold up to 3 stacks (+2 per stack) of Bloodlust. Elites and harder to defeat enemies will drop two or more blood orbs, and will only need one kill to drop the orbs.
Bloodlust: gain 25% damage, upon killing a monster, lose one stack of Bloodlust
Peculiar Beaker [Legendary]
+) Gain 1 base regeneration
+) Every second you don't get hit, gain an additional 0.5(+0.5 per stack) base regeneration
I think this is balanced because legendary, but also because I've always wanted this mechanic of stacking regeneration over time to exist
also, this starts right after you take damage and resets when you take more damage
!feedback Silver Spoon: Green, upon killing multiple combatants or one elite/boss within 3 seconds(+4 seconds per stack) reduce all cooldowns (including equipment and bands) by 1 second
!feedback
display debuffs/buffs above the boss bar at the top of the screen for mithrix, and maybe other bosses.
i suggest this because if youre running away or looking the other direction (very common during boss fights), you dont know what debuffs you have. it would be nice to always see them at the top.
the only problem with this is that if there is more than one boss, you wouldnt know which boss the debuff is on, but it shouldnt be a problem considering all the bosses have the same healthbar at the top.
!feedback
another idea for buffs is to have them at the top of a health bar, and debuffs on the bottom (this applies to the health bar at the bottom of your screen as well)
credit to argonaut_of_mc
!feedback
Risk of Rain NFTs
You could have characters, items, logbook stuff-- just any item in the game rlly
!feedback C H E F
!feedback Microbots: Red: upon killing an elite, for 4 seconds, on kill effects are triggered by your abilities
so how it would work: kill elite then use I dunno huntress glaive and proc will of the wisp on each hit
!feedback
maybe in the dlc, after defeating the main boss, new items can spawn, and if you collect them, the final boss is someone different. also, collecting one item for the new boss increases chances for the other items to drop
also a replay feature after a run is over, like you can choose to save a replay
!feedback add daily events that only happen on certain stages during certain days of the week. (for example on Fridays, lunar coins get an increased drop chance on sundered grove, or there is a sale in the bazaar during Wednesdays).
- Fuck 30m Slow mode
- Fuck 2k character limits
- #ror2-feedback-discussion message
!feedback to be more lore accurate, captain should take more fall damage (because he is old)
^
!feedback
Non-verbal signs. As in pings or, "I can't talk in this lobby, because they're in a private VC. I need firepower and Engineer's bubble shields, not everyone walking away from me when I'm low health!"
Those could be Oriental Signs, which appear depending on what characters in the lobby you have, and it depends on their skill deck. You could hit a ping with Captain's probes if he has them, or if he has Diablo instead, it'll be replaced by Diablo.
The same could be done for beacon signs/items. Of course, items might be miscellaneous, but please, think about it. Every time I see a "heal" sign on someone who is LOW-HP I can just say that I can't help besides firepower and natural regen, knowing that soon some sort of a Brass Contraption/Elder Lemurian would spawn unless I'm playing Engineer with a bubble shield.
Or at least, add somewhat of a "health share", where one character could drain health from another, or you would allow them to, by sharing your half in order to keep them alive. I don't want my homie, or a guy that's jacked on items die at Very Hard difficulty with every item whilst carrying unbuffed team of ours.
If someone does not understand, I'm talking about extended cooperation marks/signs and possible sharing of health. Otherwise, the "heal" sign to me when someone is low-HP does not really make too much sense besides "ah, I'll run to him but it's not like I can save him from 10 elder lemurians or share my stuff/HP lmao".
!feedback make commando grenade do slightly more damage, bigger and have it make the sound of an actual explosion as well as adequate explosion effects for flavor
!feedback battery pack: red: add 2 extra charges to all your abilities (includes artificer primary, visions of heresy and possibly scrap launcher and bandit primary)
!feedback
Entry logs for character skins?
Festering Bandages [Uncommon]
+) Enemies have a 7%(+7% per stack; stacks hyperbollically) chance of spawning with a weak point (reduced by 42% for bosses; still normal for champions)
+) Shooting the weak point explodes in a radius dealing 10%(+10% per stack) max health of the enemy it was attached to
!feedback
[POLISHED]
"The pattern of regret"
A temperature proof bucket of paint, created out of clay-like magma and dust of prismatic crystals, which are rare to be found nowadays if at all. There is not much that could be added to it, besides the fact that it looks like someone dropped glitter in it.
Someone would gaze into it and say, that it transports their mind far-far away. To the waves of steamy-milky clouds, with stars of caramel that were seen at any time.
"The morning stars", they'd name it.
The next night, they, however, were found sleeping dead on their bed.
Another peeked into the bucket as it reminded them of a gorgeous strawberry sundown, which would be spectated on the squishy ginger mushrooms.
By the next sunrise, they were found sitting on their knees, gazing into a wall with their head tilted backwards.
This paint would take away the most, if not all of your worries. It raised you high, like drugs, and lowered down like smoothies, that's what you'd think, as it's cold fingers would take your soul like it would be a bucket of ice cream from a fridge. So easily, and tease-less-ly.
Or would it like to catch you in a dream? The great, and sweet regret.
It teleports enemies away, and once you activate the teleporter, EVERY enemy you teleported away respawns with full health, possibly becoming a BOSS or an ELITE. This way, a simple Beetle you thought was mere of a headpat mannered monster, became a Beetle Guard, and if teleported as a Beetle Guard, would become an elite.
This is exclusively a LUNAR item.
Do you remember, what you've done?
!feedback
A little of reminder, I hope in the future will be added a function to switch in-between at least normal, and ROR1 OST for soundtracks in-game.
It would give a different enhancement of the gameplay, and make some players enjoy swapping to old soundtracks from 2013, alongside a good flow of nostalgia.
It just feels like it rubs my ears slowly more and more, and I need a change of music. Pretty please?
!feedback
Warrior
Health: 100 (+50 per level)
Armor: 50 (for 33.33% damage reduction and with health scaling, less effective hp than Mul-T till level 7-10)
Health Regen: 1.2/s (+0.3 per level)
Speed: 6
Passive: Charge, after sprinting for 3 seconds, gain 25% movement speed and deal double damage on your next primary attack. Ends when using an ability or primary.
Unlock: Pick up one of Mithrix's swords
Primary: Greatsword, Deal 500% damage over an area slightly bigger than mercenary laser sword. Base swing speed is 1 second (or more depending on how slow people think it should be, I want dps to be lower than knuckle boom but over a bigger area)
Secondary: Block: cooldown: 3 seconds, use your shield to reflect all attacks that ar within 1-3 meters in front of you at a 150 degree angle in front of you for 25% more damage and the block lasts a third of a second
Utility: Shield Bash: cooldown: 7 seconds, Stunning. Use your shield to crash through enemies and projectiles for 750% damage, this move knocks enemies up 5 meters or if the enemies are airborne then it knocks them down to the ground, going about 75% of the distance of commando slide, if used while charging, deal 1250% damage, stun lasts longer and enemies are knocked 7 meters into the air.
Special: Symphony of Steel: cooldown: 12 seconds, Stunning. Over the next 3 seconds you strike your shield with your sword, creating multiple shockwaves for 3x250% damage over a radius of 25 meters. Hits shield more based on attack speed, hits equal your attack speed stat multiplied by 3
!feedback add a green item that increases your osp
!feedback fix osp
Osp is in kind of a weird spot right now, since it’s kinda useless sometimes and really op other times.
My first change would be to make it work differently: instead of just keeping you at one hp it should give you temporary I frames for 5 seconds so that you cannot die to, say, an overloading elite. This would remove a lot of the bullshit that comes from still dying while having osp up.
Next osp should work with shields, since taking psg is really bad right now. If osp proc’d every time your shields broke, psg would be a lot better. Next I think osp procing should work a little different, because the current method makes you need to have healing items in an rng based game, making osp situational at best. Instead osp should proc everytime you take more than 5% of your hp in one hit.
Lastly, armor should affect osp and make the effect last longer, since armor is in a really strange spot.
These are just some changes I would like to see to make osp more viable
!feedback allow a role for people to post directly in #top-feedback-archive (firewaze has such banging feedback)
!feedback role for people who have made it into top feedback multiple times called “good idea”
!feedback
a "meta feedback" channel for people to suggest features for the server, to separate them from game suggestions that this channel is meant for
Alternatively, have a new channel that is accessible by getting 5+ top feedbacks or something similar. This allows people to be separated into "actually know what they're doing" and "everyone else"
Not saying people can't have good ideas who just joined the server, but sometimes feedback is uh
noticeably worse quality from those who've just joined the server or have played the game much less
!feedback
Add a restart button to prismatic fields so when you press it you go back to the start with the same survivor. I tried to do the mercenary no hit challenge and it was so frustrating having to quit to main menu and then select him again
!feedback
I still think commando’s frag grenades should have an additional layer of depth in a way to manually detonate it. If Grenade-grenade detonation isn’t good/user friendly enough, how about phase round/blast detonation? Adds more fun things to line up for phase round(could count as another entity passed through for increased damage) and makes phase blast continue to be straight up better ig
and adds the option of midair detonation for people who remain attached to suppressive…
!feedback
I am once again here to ask for a boss item for hordes of many.
!feedback
maybe how like tf2 does it, when loading, it shows you how long you've played each survivor and how many points you've scored with them (if there's already a feature like this ignore me)
!feedback
Gunner turrets on the moon should be moved from the spawn point to the rescue ship so they can actually help instead of going to waste.
!feedback
Speaking of, MAJOR TURRET BUFF IN GENERAL
!feedback hmm, wonder how this would work: Lunar item, shell of cowards, convert all hp to shields, take only 1 damage from everything but only have 7 shield
!feedback more species of boss, magma worm to overloading worm
Wandering Vagrant to Glacial vagrant: maybe it shoots spears of ice instead of exploding balls, the blast it does (the one it activates when low) freezes and will also explode on death for a freeze
Stone titan to Blazing titan: maybe fist is replaced by magma eruptions and a 15 meter radius pool of lava underneath its feet for extra damage
Solus control units to Celestial control units: In the invisibility radius, lose 80% movement speed and invisibility radius is increased by 50%, you know, for more "Control"
Clay Dunestrider to Malachite Dunestrider: leave smaller malachite spikes where the pot attacks land and bigger ones on the bigger pots, the big succ prevents healing and is more intense.
no boss for perfected as they only appear on the moon I believe
!feedback mercenary update
he feels very weak atm. Maybe just turn him back to his release point where he had no marks to proc, just some increased dmg on his third attack.
!feedback
Instead of this, have these types of mechanics inherent to the boss elite, rather than making it a new enemy type.
This would add variety to every stage of the game, and make fighting elite bosses more interesting.
!feedback make slicing winds bigger
!feedback motherhood (lunar) you unlock this by beating eclipse 8 with every character 10 times with each character. if you manage to find a volcano egg, and you have this lunar item, everytime you use volcano egg a giant dragon will spawn, it has the elder lemurian fire shotgun attack and shoots out multiple tracking volcano eggs that do 1/5 of your health, if you kill it you get two of every legendary in the game, and if you kill it on distant roost in front of its dragon brothers and sisters in the distance, you get 4 of each legendary in the game. it’s a really good idea, and I think it might even be one of the best.
!feedback
I know this feedback has probably been done to death, but make some reward for doing eclipse and prismatic trials. I would love to see a eclipse skin on the survivors you completed eclipse with.
Reason: Other than being a fun and reasonable challenge(as least to my standards), both gamemodes offer no reward for spending your time with these gamemodes.
!feedback a few patches back you changed the scaling behavior for drones to make them the same as RoR1, however they still feel extremely weak outside of the first few stages. the main culprits for this are 1. their AI sucks, and 2. theres no items that actually incentivize/upgrade drone builds.
arms race from the first game would be a good step forwards to making drones more relevant, but other items that make you want to build around having drones would be ideal. i don't consider empathy core to fill this criteria because their AI still sucks and they don't actually do anything except increase their own power.
!feedback
I think players should be allowed to make customizable short messages and have a emote system in ROR2 (I already know you can send messages on pc) the option could be accessed via main menu and dirctional buttons (PS4, Stadia, Switch, and xbox) and any buttons on keyboard for PC can be used to access the messages and emotes. Plus this could benefit players who don't normally enjoy talking on the mic,dont like taking the time to type their messages, or dont have a mic in game and the emote could make the game useful (ex: Say a group of people want to activate the teleporter one person could use like a clock emote implying them to wait before activating the teleporter or want to wait before going to the next stage so they see if there anything they need to grab). This also greatly benefits players who use platforms such as Stadia, PS4, Xbox, and Switch since communication is only accessible through mic. The short messages can only have 8 customizable messages slots as well as some standard ones you can't customize(only 4 can be used in game/lobby as well for the emotes).
!feedback
Add the option to play Eclipse with artifacts and in multiplayer.
However, winning this way will NOT unlock the next eclipse tier with that survivor
!feedback
Leeching Seed change:
Move leeching seed from onHitEnemy to takeDamage
and
Change the formula from
stacks * procCoeff
to
stacks * (procCoeff + 0.5)
What does this mean?
Moving the location from onHitEnemy to takeDamage causes the seed code to run any time your effects damage a foe, not just when an attack hits them. This primarily means your Damage over Time effects will now activate leeching seed. Reminder, damage over time effects have 0 proc coefficient. That means with the current setup, they heal 0.5 hp per seed, per tick.
Adding 0.5 to the coeff effectively just increases the seed healing by a flat 0.5 per stack. So, assuming one stack:
Commando's M1 goes from 1 per hit to 1.5 per hit (50% stronger). 2 stacks 3 per, 3 is 4.5 per.
Mul-T's Nailgun goes from 0.6 to 1.1 per hit (83% stronger). 2 stacks 2.2 per. 3 is 3.3 per.
Caps Shotgun goes from 0.75 to 1.25 per hit (67% stronger). 2 stacks 2.5 per. 3 is 3.75 per.
Proc items with low coeffs would get a boost too, for example Uke goes from 0.2 to 0.7, a 250% increase. And of course DoTs will be able to heal, so for example Acrid's Blight will tick 16 times, resulting in a total heal of 8 per stack across its duration. Artificer's afterburn will tick 8 times, resulting in a heal of 4 per stack. This means that, while it seems too powerful up front, the actual impact is changing Leeching Seed's primary niche from on insignificant on hit healing, to a more passive approach healing more over time, especially with DoTs and low coeff AOE proc chain items. It won't even get out of hand with things like bleed, as additional stacks increase the DoT damage, but not its tickrate. 1,000 stacks of bleed will heal the same per target as 10, so to focus on healing you would be encouraged to spread it around, debuffing as many unique enemies as possible. It also has the benefit of flat out buffing seed, as at worst the improvement is 1 to 1.5, which seems a bit needed all things considered. The new seed will also punish a lower coefficient less, meaning it fills a niche of more healing for low coeff fast attackers, as opposed to scythe for the crit/burst healing. I feel this is a fair change, as having it be on hit slow healing like it is now tends to feel incredibly underwhelming.
Of note:
@gentle path has made a mod of this for me a while back! (After pressuring me to learn to mod and make it myself for a looong time, which I still have not done lmao...)
So that means if you want to try this out yourself with the current numbers, you actually can! I found it makes seed feel much more interesting to pick up, and even in best case AOE DoT focused builds, it doesn't feel insanely powerful. It feels about right to me personally, impactful enough to be worth playing around but not overpowered. I'm curious how it feels to everyone else 🙂
See here:
https://thunderstore.io/package/Withor/LeechingSeedBuff/
!feedback stacking warbanners should increase the size of banners model
!feedback Bottom Feedback
!feedback
Option to display current health percentage for the player and bosses next to the health value, like what Dead Cells has. It's always nice to have some extra data available to view.
!feedback Idea: A hidden realm where time moves faster and the objective is to get to one end of a long pathway to the other and the loot at the end is really good or a really easy boss. You could go to this hidden realm multiple times a run and since time goes by faster there the stage has aged and changed so it looks slightly older and the boss has become stronger. The reason the objective would be to get from one end to the other is because the idea would be this hidden realm would normally be a movement speed check, If you have enough movement speed the time spent in the realm would be alot less therefor making the loot worth the time.
!feedback
Mobile turrets should continously jump while circle strafing, just so they get some much needed dodge ability
!feedback
Mul-t's reticle for nailgun should be lowered, it's dumb that we have to just aim the reticle above whatever we are shooting at
!feedback
Sundered Grove currently has very little benefit to going to the stage, with the only benefit being if the player wants to have a chance at gaining a mired urn, and punishes players with high HP enemies (most hit points per director credit spent). Abyssal Depths has a cave that gives the stage an extra 40% loot, and siren's call can grant extra reds (for multiplayer) alongside having the highest ratio of mountain shrines and cleansing pools.
The solution to Grove can go of a two directions, by either making the level less difficult (i.e. changing up the enemies that spawn (or changing their credit costs)), or they can go the other way by making it more rewarding (i.e. extra director credits, making the ratio of loot better than Depths').
---------- suggestion starts below this line ----------------
Personally, I enjoy a fun variety between maps. In addition to the gold chest, Sundered Grove could have an "advanced" combat shrine that could spawn (similar rarity to the Shrine of Order), which would summon a scavenger at the cost of 1 red item. With it being 1 red item, players could be guaranteed to use it with the red from the legendary chest if they don't like it, or could scrap a red item they don't want in their build. It should be noted that the shrine would only appear on the first loop, as scavengers start to normally spawn by stage 9 in most runs, and that scavengers would no longer be able to spawn naturally on this stage on the first loop as well. Having the option to give up 1 red in hopes of gaining 10 items seems like a fun balance, offering a high risk for high reward, and would have the potential to shift the tide in a run.
!feedback
Seeing that N'kuhana Retort
is probably seen as one of the most useless types of essences since it just blocks healing a better suggestion is when obtained it not only blocks off enemies healing regeneration but it also greatly boosts the player's health regeneration and any enemies caught in the spike restore health for the player and using Rejuvenation Rack boost the effect of the essence as well seeing how the gemstone originally was used in Greek stories to heal broken bones...
!feedback give a passive for commando where there would be more item chests per stage, he can't do much without some decent items so it would make sense for him to just have more items per stage.
!feedback blue spikestrip (or spikestrip as a lunar item). when you get hit you generate spikestrips that hurt enemies when in the radius but you are slowed down by 30% when in the aura and you drop 10 lunar coins on death. Also, you cannot attack or run away from any mobs.
!feedback
can we get a higher skybox in abandoned aqueduct? was playing earlier and legitimately couldn't get headstompers to work as i hit the skybox too fast to activate it; this is more noticeable on the upper portion (in front of the cave w/ kjaro & runald) as it's closer to the skybox, but I still hit it on the lower portion as well.
(#ror2-feedback-and-ideas message is similar feedback but i feel i've seen ideas redone quicker than 3 months; go thumbs that up since it's close to the threshold as well)