#ror2-feedback-and-ideas
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!feedback
Commencement: For every Pillar successfully activated, gain a small % of damage resistance against all of Mithrix's attacks. This effect is given to all players and is permanent.
!feedback
artifacts on logbook, i want to take a look of those models up close
!feedback
Also have detailed descriptions of what the artifacts do, like item logs. It would be nice to know how much damage spite's bombs do, or the sacrifice drop chances.
!feedback
Was playing a while back and thought about a game mode for solo players where it essentially removes the drones and allows you to pick up yo 3 AI controlled team mates. With the max being 4 players (1 person and 3 AI)
The AI players could be controlled to be set on certain "states" via the scroll wheel, moving it up or down would put them on Attack: Focuses on killing enemies. Defense: Focuses on helping and remaining close to the player while dealing with close threats, and Freeroam: The AI do their own thing.
The AI would benefit from your items but at half potency. IE: if you pick up soilders syringe and it gives 100% increased attack speed the AI would only receive 50%
!feedback
not sure if this has already been suggested, but make used up rusted keys a grey item. i'd like to see how many ive used at the end of a run instead of them dissapearing
!feedback
pls add white cauldrons to the bazaar, because they’re super cool
!feedback
on drizzle, one more minute for the moon go boom timer
!feedback
Optional lunar coin change:
As opposed to making lunar coins another gold like currency, make each run start with 10 lunar coins. This makes them still unique, but you must spend them wisely...
As for the artificier unlock, since this would be too easy with just "pay your coins", it could be complete the run with newt's gamble which costs 10 coins.
!feedback
Add rich presence on Discord.
To clarify, rich presence is when, upon clicking on the user's profile, it gives you additional information on the game you're playing, such as what character you're using and whatnot.
!feedback
I dont know if this would completely fix the coin cheating problem, but i have an idea that might work.
This is pretty simple, i dont know how to code, but i feel like this wouldnt be too hard considering there are much more complicated things in game.
Essentially just add a timed cap on getting lunar coins. Since lunar coin farming is a thing, make it so that you can only increase your lunar coins by a max of 20 every 5 minutes, with a max lunar coin cap at 5k.
This would make it so coin grinding is still possible and viable, but editing in lunar coins wont work. You could still technically edit coins in, but only at a rate of 20/5mins. Hopefully this could fix the problem of coin editing, but still allows farming.
If you downvote this, please tell me why, and numbers are very subject to change since this was just a random idea i had
!feedback
!feedback
A Small but very important thing I think they need to add to the game.
PLEASE add support for other keyboard layouts like dvorak and colemak so that way we don't have to spend all our time rebinding all of our keys
!feedback
!feedback add more alt skins 4 characters w different quests, id b pretty cul
!feedback
!feedback add a risk of rain 2 battle royale mode. the maps of Titanic Plains are so vast and cool outside of the playable area if you noclip to look around, imagine if that was made into a giant battle royale map
!feedback New survivor idea: dart thrower. basically he's kinda like captain but its a single shot primary where the accuracy, damage, crit, and proc coefficient which increases scaling with how long you held the button (with no cap).
his m2 would be a triple shot where he would throw 3 darts that would each deal 150% with a 1 second cooldown. (0.75 proc coefficient)
his utility would be a massive spiked ball that would do 1000% and its damage would scale with your speed and be on a 8 second cooldown. (1.0 proc coefficient)
finally his special would be transform him into an almost, "Super" version of himself, which would give him a 500% attack speed increase and all his cooldowns would be reduced to half their times. This would also affect allies within a 25 meter radius. The effect itself would last 10 seconds and be on cooldown for 50 seconds.
!feedback add lunar called absoluteley fucken anything i cant think of a name, doubles speed but halfs hp, would be funny as fuck, could be less hp than half just somethin funny
!feedback
New lunar item
Effect: Damage is randomized between 85% and 125% each hit (-10%min +15%max each stack)
You have more damage potential but now it depends on RNG.
!feedback
!feedback
Make the buttons flush with the ground, and make pots much lighter
!feedback create a type of enemy that can reverse the player's movement directional controls. (not look inversion) They should only come out at higher levels and they should not register as an "Elite" so that the guillotine doesn't affect them.
They don't even need to be super tough, just that their impact will last for about 5 - 10 seconds or so
!feedback
Remove the possibility of guaranteed newt alters and halve lunar coin drop rate
!feedback
Make cronobauble apply 20% shoot speed reduction along the speed debuff
!feedback
!feedback the j
!feedback OK new type of elite whose hits either cause a delay in your movement controls or reverse their direction for a period of 2-5 seconds. They should only spawn at higher levels similar to malachites.
!feedback I feel like some of the characters should have some amount of armor and for the other armor users to have different amounts of it other than 30
!feedback Remove wandering vagrant
!feedback
Give rex a christmas tree skin :)
!feedback
Give rex tree cristams dkin
!feedback
Add artifacts that give at least similiar modifiers to each of the eclipse levels, or add an artifact that gives all of the eclipse modifiers, minus the fall damage I guess
!feedback
New enemy called the garg, a golden stone golem that only spawns at the gold coast, shoots slightly quicker than a normal stone golem, takes your money on hit, does a bit moe damage, and tells you that you'll be gargling on deez nuts
!feedback
make planula proc on hit instead of on getting hit
Damn why people kekwing on this, this shits a gud ass idea
!feedback
QoL Change: Make item scrap always appear at the end of the player's inventory, or otherwise place it somewhere on the HUD where it's more easily visible (underneath money and lunar coins, maybe).
When you have a ton of different items it can be annoying to try to see how much scrap you have.
||!feedback||
Mechanic: Day/Night. Day stages are normal. Night stages have spawn rates multiplies by 1.5x and directors get 2x as many credits to spend. Night stages are also darker and give double regen.
Night light (white) - Reduce night spawn rates by 1%(+1%)
Small flashlight (white) - illuminate a small cone (1m at start,5m at end. 5m long) in front of you with light at night
Large flashlight (green) - Illuminate a large cone (3m at start,10m at end, 8m long) in front of you with light at night.
Flash bang (green) on hit, chance (5%+2%) to create a blinding explosion (20m effect diameter) that blinds anything hit by it for 3 seconds. During the night, the blind time is doubled.
Lunar Cheese (green) - At nighttime, cheese will occasionally spawn (10% chance every 5s) that heals for 20%(+15%). At daytime, you gain a 1.5x boost to regen.
Night vision goggles (red) - You can see clearly at night. Increase damage done at night by 200%(+50%). Any flashlights are turned into double A batteries.
Double A batteries (white) - Reduce equipment cooldown by 3s(+1s)
Brave lantern (Place Use - 50s) Prevents Enemies spawns in radius (40m) while this is active (10s). Heal for 5% hp/s. Enemies who enter the radius are feared. Illuminates the area while active
Moon dust pocketwatch (lunar) - Teleporters at night charge three times as fast, and money gain is increased by 1.5x but enemy spawn rates are tripled.
!feedback
please rework how leveling works or scaling the damage, why? because we all know how boring the game gets after somewhere around stage 10, the game literally becomes one shotting simulator which is not fun, lowering the damage at late stages will still let you atleast have fun with enemies and make it more dangerous instead of running through the stage like a grim reaper
!feedback
Add a death recap that lists all damage (and healing?) done to the player chronologically in the last 5 or so seconds that appears on the summary screen upon death. That way when 50 enemies are attacking the player, but a lesser wisp lands the last hit the player can tell what enemy actually did damage to them rather than just seeing what landed the last hit.
!feedback
New equipment idea (maybe lunar)
35 second cooldown
Damage yourself to 20% health. After 5 seconds, heal for 100% of your maximum health, and gain 40% barrier.
!feedback melee characters being able to attack up and down
!feedback
In RoR1, the monster log for stone golems mentions that they appear to be docile and can be seen "playing" with other creatures, only becoming violent when they spot the player.
I think it'd be awesome if we actually got to see stuff like this in RoR2, as an idle behavior when monsters haven't started attacking the player yet. And that applies to other monsters, too- Beetles could dig into the ground and search for food, alloy vultures tend to their nests, scavengers try to pry open chests that they find, etc.. It'd be a fun way to add some visual worldbuilding to the game, and make it seem like the planet has an actual ecosystem whose inhabitants do more than just wander around and fight things.
It could even have some minor gameplay benefits; Early stages could be populated with additional passive monsters that won't attack the player until provoked, or become increasingly aggressive over time. This would ensure that the player doesn't always have to wait around for more monsters to spawn, without overwhelming them with tons of hostile enemies attacking them all at once.
!feedback
New item idea
Green item
After not taking damage for 10 seconds, explode in a nova around yourself, dealing 200% (+50%) damage in a 10m (+2m) area, once every 5 seconds. 0.1 (+0.1) proc coefficient.
!Feedback I’m sure you’ve already heard this before but please make this game cross platform or Xbox play anywhere! Playing with my console friends would be a dream come true
!feedback
!feedback
On early stages, especially in Monsoon, an unlucky hit or wave spawn can leave characters dangerously low and constantly kiting to survive. Melee characters in particular have much less opportunity to engage enemies in these situations, slowing gameplay to a crawl.
A small change to survivors’ regeneration: A bonus at low health, decreasing to a penalty at higher health. This would allow survivors to get back into the fray more quickly, but also spend more time missing some of their health. Better pacing? Increased danger? Sounds win-win to me!
Notes:
- Blazing sets regen to 0, so this is no respite from burning to death.
- The bonus/penalty is to survivor regen, not items, so this change becomes nearly negligible with 1 Cautious Slug.
!feedback
Ok so Engi turret idea:
TR-71 Sharpshooter Turret
HP: 130 (+39 per level)
Regen: 1.5/s (+0.3 per level)
DMG: Fires a long-range bolt for 700% every 3 seconds (Basically 233% dmg/second)
Range: 120m
Falloff: Starting from 70 and end at 100
Stationary
Unlock requirement: Eagle Eyed
Kill an enemy with the M1 attacks expiring mid air with just 1 volley.
Similar to Captain's Nuke unlock, it must be strictly the grenades that will finish the enemy, not any outside damage source like bleed or burn.
(Ye this might be removed)
!feedback
Exchanger.
Technically, this machine allows you to put one of your items, and one of someone's item to exchange. If this item is an orange, it it takes up both the slots, so you can just put it there and let it be, for someone to pick. This would be useful if you accidentally took someone's item / picked what's good for another class.
(I don't know how it would work, but it could work like a 3D printer, in the style of "I put an item in the exchanger, then it drops it", or if you can put up a system this would be very nice. c:)
And it could possibly make the unlockage of REX easier due to the fact that you might be able to put fuel array into it. Yet, I see it as something that would help my team more than it would harm them. Especially when I try to jack Acrid or Mercenary on melee crystals I just found and picked by mistake.
Lunar items are an exception.
At this point, fighting mithrix is a good way to cap off your run. Unlike regulars enemies, he always keeps scaling, and can make even the best god runs tough at the end.
If you have a queen's gland, beetle guards have a chance to drop an item that enhances the gland. Make a similar item for other boss items. Potential gland enhancer name: consort pheromone
!feedback
!feedback
TMtrainer
!feedback
after using captain's Orbital Supply Beacon once, on the second use, pressing M1 or M2 will let you place the remaining one
!feedback
Incorporate "Tharson is OK from this encounter" into the logbook for the Magma Worm, as it mentions Tharson, but currently has no mention of Tharson's encounter with the magma worm.
!feedback
New item idea
Lunar item
Increase movement speed by 50% (+50%), but your gravity is doubled. (You can't jump as high and fall faster)
!feedback
A new flying Engi Turret could be fun, whether that be a drone (that can maybe pick up the engineer if the engineer jumps next to it and presses E), a missile firing helicopter, a plane that swoops at enemies to deal melee damage. send ideas in #ror2-feedback-discussion and i'll update here
!feedback
New "enemy": clay crawler (Name WIP, I'm terrible at naming things)
Non-hostile enemy that spawns exclusively on abandoned aqueduct. Has high HP and armor, but has 0 base damage.
Visually resembles a clay pot, and will spawn alongside piles of them. However, instead of exploding when damaged, it stands up on little legs and runs away (like a tiny clay dunestrider). Will run away from the player in a straight line until it reaches a certain distance or is attacked again, at which point it will stop and hide in its "shell."
Reason: Can be "herded" to stand on the buttons in abandoned aqueduct, allowing every survivor to open the gate in singleplayer without having to kick clay pots around.
||(behavior might need to be adjusted to run towards the player instead of away from them, if herding them proves too difficult- but the general idea is the same.)||
!feedback
This is a small cosmetic/QoL thing, but early on for consoles, when you brought up the items screen, or a command essence, a cursor would pop up that you would use similarly to a mouse. I would like the option to re enable this cursor.
!feedback
Right now, Defensive Microbots’ effect is much more about game engine mechanics than in-world logic. Fixing this would make the game more immersive, and be a chance to make Captain’s gameplay more interesting (deleting nearly every big telegraphed attack is boring).
Some effects should be hidden from microbots so that they don’t register as valid targets. Mushroom spore bombs and Queen’s acid could be targetable in the air, but not once they spread out over an area. Overlord spikes/SCU shots/Malachite spikes remain on the ground as singular things, so microbots could still work on them. No part of Titan’s fist should be stopped by a tiny laser.
Hitscan attacks, particularly Lesser Wisp’s, should absolutely be affected. While microbots’ laser is off cooldown, getting hit by a microbot-enabled hitscan should put the microbots on cooldown and block the attack. If you have multiple stacks somehow, it blocks up to that many microbot-enabled attacks within a very short window.
Such changes will make Captain's defense more consistent against what players see visually as "projectiles", and allow the attacks he can avoid himself to still be a threat.
EDIT: To clarify, SOME effects should be hidden, and SOME hitscan should be microbot-enabled, as determined by the devs. I just think arbitrary quirks of the game engine shouldn't dictate microbot function.
!feedback
There should be roles by platforms, like pc, ps4, stadia, etc.
I've been getting alot of people dming me for help who are simply on another platform.
This would also help in identifying from what platform someone would be speaking from in discussions and such
!feedback shrines that take scrap or items and gives you money (depending on the rarity and the difficulty)
!feedback
||Although
exists, it would be nice to see a new normal enemy spawn in the gilded coast, it would definitely do it some good. Right now, only
and
are the only unique thing to it and it’s underwhelming to see the enemies we have seen before. As for the monster idea, I don’t have a clue but either someone could elaborate on this suggestion or the devs could decide.||
!feedback
Make the amount of Lunar Coins gained upon obliteration scale with which stage you’re on (Stage 8 gets you 5 lunar coins, stage 16 gives you 10, etc).
!feedback I would really like cross play Ik its not possible and easy to ad but when the game is done Id like to beable to play with everyone
!feedback Add Risk of rain (1) to stadia.
Add pulsar, blackhole, white/brown dwarf, and red giant based enemies into the game along with the parent and grandparent based on stars
I personally haven't learned anything new from these star-based enemies, but I feel like this could work similarly to historical fiction movies, where people like the movie and it makes them more interested in the actual events.
By this I mean it might actually teach people about stars and how they work encouraging them to explore how stars actually are and the different types of "deaths" a star can have
It would also be interesting to see more attacks like the vagrants explosion and the grandparent's inferno added based on said concepts
!feedback
I'm sure it's been suggested before, but I feel like it's important enough to be mentioned again - I feel like this game could desperately use a regular "daily" run similar to other roguelikes, preferably scored by # of kills or time (or both? I'd keep these metrics separate for players who want to loop infinitely and rack up score, or for players who's goal is simply to kill the King of Nothing as quickly as possible).
As it is, the game feels incredibly dry after completion, with the two other provided alternate playstyle being Prismatic Trials - a gimmicky attempt at a system similar to dailies, which I feel misses fairly hard due to runs being speed based & only lasting a few stages - and Eclipse, which is simply increasingly difficult challenges to the point of feeling unfair and unrewarding.
I'd personally say a proper Daily run - random seed, with player's choice of survivor (though perhaps lock difficulty & artifacts?), and a leaderboard to compare scores to friends & players worldwide would add a new competitive edge to the game and help keep players playing between DLC updates, and after.
!feedback
People would just hack though just like prismafic trials
game feels incredibly dry after completion? goddamn
!feedback
collecting
fuel array should guaranteed an abyssal depths spawn, you can't really call it op considering how difficult it is to get there at 50% hp.
Even when you consider the combo of having captain with a gaurunteed stage 4 hack, you still have to make it there with no equipment, 1 missing heal/equipment/stun utility and 50% hp.
its not because I want a way to guarantee the stage, it just feels bad taking it all the way to s4 only to end up on a map you don't want. even with the stage pick from shops you aren't guaranteed a depths spawn
👉 #ror2-feedback-discussion there is a channel for this please look at the channels
Feedback discussion dn
!feedback
Might as well make make the mithrix reward scale too
!feedback
The option for Chinese in the language selection menu is shown as "简化字", which literally only means "simplified
characters". (this is as if the option for English is "Latin script" instead of "English")
It should be changed to "汉语" or "中文".
!feedback
engineer turrets osp
Huntress base damage buff from 12 to 14
As of right now, the only thing I see wrong with Huntress is her base damage being slightly lower than a "glass cannon's" base damage should be. A good remedy is, well, increasing the base damage
going from 12(+2.4) to 14(+2.8) is quite a significant change, as at level 15 you go from 48 base damage to 56 which get increased further through Huntress' skills and item synergies
!feedback
cabbage tribute in prismatic trials
!feedback make purity reduce your cooldowns by 2 seconds with a 50% chance at 0 luck. (it's affected by luck) (this is a feedback suggesting purity should be affected by luck).
!feedback
(Those are parts of a single feedback, feel free to separate.)
Idle animations? When you stand still, you would be able to play an ukelele.
Also, how about making x2 and more soda cans stack turn into a baseball cap with soda cans? Would look flawless.
And maybe some effect should be added to the items that are dressed on the character? If ukelele gets proc'd, it should give an electrical effect and a buzz whilst on the back of the character, not only the effect on an enemy.
!feedback Proposal to make Scavengers stronger and/or tankier but the other mobs are hostile towards them. Just thought it would be cool to see a scav and an overloading elder lemurian duke it out
!feedback
!feedback Add a paid battle pass to the game that allows people to get new cosmetic items from playing the game
!feedback cancel the dlc and add micro transactions for things such as cosmetics and lunar coins
!Idea cross play I would really love to play risk of rain 2 with my friends on switch
!feedback While we're at it , literally just delete the entirety of risk of rain 2. and risk of rain 1. and then republish it as a mobile exclusive game and its "free" to play but it has 2 ads after every stage, and to open more than 3 chests per stage you have to pay 25 cents for each chest (scales with time) i want to die
!feedback
!feedback fix lunar coin exploits...
...so that we can add micro transactions!
basically there would be a new button on the main menu called store where you could buy skins for survivors and item skins that would be on a rotation that would cost lunar coins.
as for the costs it would go 0.99 for 100, 4.99 for 500+50 lunar coins, 9.99 for 1000+100, 19.99 for 2000+500 lunar coins, and finally 49.99 for 5000+1000 lunar coins.
also you could purchase any non seasonal skins at any times in the character menu HOWEVER they would cost slightly more which would encourage players to wait until the skin they want is in the shop. also the items would use an item tier system which would give them artificially more wanted.
!idea sandbox mode.
Have a mode where you can test out certain builds without having to spend the countless hours grinding out levels
!feedback
!feedback increase base crit chance to 10% or lower it to 0% so we won't be left with 101% upon getting 9 glasses, harveter's scythe and predatory instincts
!feedback increase lunar coin drop rate or maybe even lunar coins for every time you visit the obliteration portal and get out.
!feedback
Small QoL, put an option in the settings to disable the launch cutscene
!feedback
!feedback add a setting to remove the color shift from items like Brainstalks and Spinel Tonic (yes there's an option to remove the distortion from tonic, but not the shift in color) as it gets hard to look at for long periods of time.
Golden stone golems for starters perhaps? (said the wrong one, thanks for correcting me lmao)
!feedback could we have an FOV slider added to the game? is that something ppl would maybe be interested in, or just me?
!feedback I got an amazing idea, how about someone fixes the game for console players so we can actually enjoy it and finish a run
!feedback
!feedback for fireworks and squid polyps to activate on equipment use, now hear me out, it makes sense what is something that needs more usefulness? Polyp and Fireworks. What is something you interact with to proc those items? Chests. But you know what else you interact with? Your equipment. :P
!feedback make dml rockets dispel at twice the rate, give them small aoe, and add an additional 12 rockets
!feedback make a 30s cooldown equipment that hucks a giant ball that bounces twice and upon landing the third time deal 3000-5000% in a radius
!feedback extend the I frames on eviscerate to make it actually useful
!feedback add a ham sandwich my character gets very hungry from all the murder
!feedback delete this godforsaken channel
!feedback add a creative mode so you can test out item synergies, characters, and learn the layout of the maps without having to go through an entire run
!feedback remove attack speed increases so visions and artificer m1 can scale better in contrast to other m1s!
!feedback new lunar item:
Blue Bison Steak
+100hp (+50 per stack) and 3.0 regen (+1.5 per stack)
BUT
Your healing items are 50% effective (-25% on stack)
!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 for every reaction this post gets, give him an extra hour on his mute
!feedback
minor change but add unlocks/challenges to the run history section
!feedback adrenaline: green: on every kill, gain 0.25% attack speed, (up to +30% or +50%)
!feedback
what if huntress was a really hot guy 😳😳
!feedback
from the new dev thoughts
Whenever an Elixer is consumed, leave the bottle as a grey item in the player's inventory. It doesn't do anything, but makes it a fun way to see how many times it saved you.
done
!feedback return da chad https://media.discordapp.net/attachments/559901472339525644/852255138437660712/golem.png
!feedback
Add Chef into the game, I do not care what you do with them in terms of their kit, I just want to be able to mod their model into Chef from Total Drama Island, the ability to do this alone is more important then any other reason to add Chef, so do consider it.
! feedback
Make Acrids regenerative abilities considered healing instead of regen so corpsebloom can affect them and maybe be a lunar item that someone uses
!feedback
!feedback Item Idea, Proxy Scrap: This takes priority as a 3D Printer material, and has a chance to not be consumed (increases chance of not being consumed per additional stack)
!feedback
Item idea: brown (s)crap
your character has a chance of shitting during the tp event
!feedback still wanna be able to kick people out of my lobby
As new survivor, Would you like to put a Robot?
!feedback
!feedback
A way to trade non-lunar items in for lunar coins.
It would help make them more accessible as well as stay in-theme for lunars, making you weaker in exchange for a positive outcome.
!feedback
Id like to see Acrids M1 combo reduced to 2 attacks or just 1 big attack. His current M1 is clunky because you don't wanna commit to all 3 hits
!feedback tie multiple unlocks to beating the new boss.
Not every roguelike has to be The Binding of Issac, but the unlock /per character /per end boss is one of my favorite elements in that game. i think it really adds a sense of progression, and a reason to give every character a shot. Something similar in this game would go along way for me and my freinds.
!feedback
👏let👏dots👏crit👏
!feedback add an item which gives temporary attackspeed to you or other players based on (burst) healing amount, i can imagine this would synergise with 'elixir' to turn into a mini tonic or so, and if there happens to be any other new items/survivors who can burst heal
alternatively, add a new burst primary that works like this
since the current primary does 200%, 200%, then 400%, the new one can do two hits for 500%, so it deals more over all damage, but has lower DPS
also band procs will be sooner and more powerful, but then you'd be left without another primary attack for a little bit
if you really want to make it burst, give it a 0.5 second cool down and only deal one large hit of 1000%
!feedback can craft new items out of the items you have. Combining items would either blend/amplify their abilities or produce an entirely new item. Maybe there would be crafting areas scattered around the world or in the bazaar.
!feedback
!feedback Original feedback by @Bustling Goobo jr: Although
exists, it would be nice to see a new normal enemy spawn in the gilded coast, it would definitely do it some good. Right now, only
and
are the only unique thing to it and it’s underwhelming to see the enemies we have seen before. My feedback: Having other golden styled bosses would be great for gilded coast. Other boss types such as a golden Grovetender or a golden
would really mix up the type of experience in the stage and dropping new items based on which boss spawns would be cool. I think that items that add other golden allies to your party just like
would be the most logical answer. Although I would love if the golden
item could allow you to teleport a certain distance, that would be rewarding.
!feedback nerf Huntress. Huntress is op and needs balencing
!feedback
Maybe add a way to let the player see every enemy's elite variants' models in the logbook, that'd be neato.
!feedback
When the resonance disc is ready to be used it should make a noise and start glowing violently, then add a 1 second cooldown so you dont use it accidentally as soon as is ready.
Also it would be better if instead of just exploding in a very tiny radius it pierced through enemies and bounced on the floor a bit like Captain's secondary.
!feedback
May be not as crucial as game mechanics, but, different UI(interface) for a different survivor skin? As an example, if you take Commando, it'll be orange(skill frames as an example, etc); and for Hornet it'll be dark-blue-ish. This approach may help you to get more immersed in the gameplay.
And maybe, but not necessary that could be also done for skill frames of each character. Arti's ice-skill frame could have slight pieces of formed ice, and a fire skill could have bits of fire that are idle.
please upvote this, the game has been out too long for it not to be implemented.
^
Sometimes we all meet hackers or dudes that just steal our stuff / invade our lobbies like dark souls or pick artifacts we don't want / stay AFK during game in the pod and we can't do anything about it.
Idea for a new item, probably boss item since it's extremely powerful, but risky (and yes this is based on the TBOI item, should probably change the name and make it something else, aka give it a risk of rain paint job)
Item: Void
This item sits in your equipment slot, and when ever you pick up a unique equipment it gets added to the void. Whenever you use the void, every single equipment in there gets activated at once. However, the cooldown time is sum of every equipment inserted into the void. The void can hold 3 items (plus 2 per stack) and you can't remove items from the void after you put them in.
Also: maybe make it a lunar and have the downside be that the cooldown is the sum of every equipment doubled (maybe tripled if this gets too out of hand?)
!feedback
!feedback
add good ideas to this channel
!feedback
About elixir
I consider this item idea so cool but it would be so problematic.
-totaly useless agains malachite enemies
-totally useless as REX
-This item will leave stealthkit way more useless
-Foreign fruit and super massive leech will be way more useless
-in many cases you will just die if you get hit and loose your remaining
-the white item pool is so important to be adding items not so welcome in all situations
The fact that this item is consumed automaticly when you could do a diferent thing depending on your build just makes it so pointless and doesnt work as the "emergency aid" is suposed to be.
Possible fix
Just change the way this item is activated
Just activate the elixir when you press "E" Twice and you are below 30% HP
Headstompers already have a unique keybinding, i dont see why would this be a problem
and add a cooldown between activations, say five seconds or so
!feedback goobo role
!feedback you do realize you have to put the feedback command before your suggestion, right?
!feedback
Make
Thermal Harpoons able to use benefits from this upcoming red item
It would be so fun to make full missile engi
Didn't see a problem from balance side, because red items are rare 4head ||(also new red items will make more and more difficult to obtain a certain item)||
Also it is an indirect buff to mobile turret engineer, which will come in handy for him.
!feedback
Equipment idea: Monster recycler
equipment item that works same way as normal recycler but instead of recycling items you can recycle enemies
!feedback
For the new Pocket ICBM item, instead of adding a small damage up that doesn't mean much, it would make more sense as a legendary to add +1 or 2 missiles per stack since you won't be likely to stack very many of them anyways and it would make it feel more like a legendary item.
!feedback Wetland Aspect and 5th Level need kill planes for bosses like Wandering Vagrant and Solus Control Unit so that they wont just keep going off in space with health left
!feedback Buff the BFG (prayon acumulator) because although it is a consistent equipment as you can get it in stage 3 it's still outclassed by a royal capacitor with a single fuel cell and even when trying to deal with bosses it just stands no chance so I suggest maybe making the electric chains that come out more powerful because even in groups most classes have a way to replace it's aoe or make the cooldown 100 seconds instead of 120 seconds. So please consider this as it is a cool ass looking equipment but it's just slow and not worth it and can even be replaced by a voodo doll. Thank you for hearing me out and I hope to be able to use this again and not just to complete the Mul-T challenge.
!feedback
so one thing I noticed in one of my more busted runs: having the Hardlight Afterburner with REX, along with a high enough attack speed, makes all the skill charges be used up almost all at once, kinda nullifying the efficiency that the item gives with skill cooldowns, and to use just one charge I'd have to press shift for almost literally a single frame.
basically I think there should be a way to put some sort of interval/need to release the key and press again for those sorts of skills
idk if I worded it right, and it might just be a one-off thing from a more comically exaggerated builds, but I feel like the longer a run goes with attack speed and skill charges it gets sometimes impossible to properly manage their uses.
EDIT: quick update as I tested with just a couple syringes as attack speed boosts, REX's utility skill is still pretty hard to manage with the Hardlight Afterburner, requiring some really tight timing in general to not use too many charges at once.
!feedback
had an idea for a luna item that kinda works as a pocket blood shrine
when you active the teleporter you keep a portion of you gold you have with the downside being that you start the next area with some damage taken
it would stack upto 3 times like focus convergence so with 3 you could start an area with alot of gold but very low hp
PLEASe just let us stream in this discord everyone wants it
!feedback
Add newt as an emote
!feedback
I've been playing a lot of Deep Rock Galactic lately, and one thing I really love about the game is that rather than having a lobby consisting of menus, there's a physical lobby area that you spawn in at the start, and you can mess around there, dance, shoot barrels into a hoop, get drunk, customize your character, and run around while you wait for your friends to get there or just talk. It really adds to the camaraderie of the game, and I think having something similar where you start on the Save Travels before each game would be really cool
!feedback
Why not have an artifact that's the opposite of Artifact of Swarms that doubles enemy health and money, but halves spawn rate?
EDIT
Or maybe instead of doubling enemy health and money, it makes any enemy that spawns their miniboss counterpart while still halving the spawn rate to keep things from going nuts?
!feedback
can you make it so multiplayer works across different types devices. that way me and my friend can play.
Give Bandit's smoke bomb Spy's invisibility watch's treatment of resistance while invisible
I think 25 armor is more than enough and 10 is too little, so maybe around 15?
Remember: Bandit can't attack while this skill is active, so you only get the bonus when you're completely unable to attack
name the new ukulele "ukulele 2: electric boogaloo"
!feedback
!feedback
green item that reduces debuff durations
!feedback
add a extra m2 for captain that summons two (temporary) commandos from the UES safe travels that only use M1. follows you around similar to that of a clone. just as a reminder that even though you may not have friends you will always have commando (s)
!feedback Captain, abilities for when utility and special are unavailable, Utility: Makeshift Movement: 5 seconds, while on the ground, perform a roll (goes half the distance of commando's) and while in the air, perform a double jump. Special: Haggled Haymaker: 12 seconds: charge up a single target punch for 0.7 seconds, cannot be held or cancelled for 2500%, while charging, you stop moving and when missed, stand still for 1 second because you're old :P
!feedback some sort of Magnet item (maybe something like Adventurer's Magnet or Fighter's Magnet or Combat Magnet) that slowly pulls items on the ground toward you, whether that be Monster tooth healing orbs, ammo packs from Bandolier, etc. toward you. Another cool interaction it could have is that it can also drag around things that are placed, such as war banners, effigys of grief, and desk plants.
If its a green item then make it not a very strong pull, and if a red or boss then make it a much stronger one.
This still seems kinda underpowered, and maybe should have some additional effects, like maybe the effects from all the items it interacts with are doubled, or something else. Maybe it could interact with other items in different ways, just add to this if you think of anything.
!feedback new elixir item balance idea. I know we haven't tried the item or anything, but a white item that gets destroyed after use doesnt seem too good, even when compared to other white survival items such as tougher times or brooches.
My suggestion is to make it green rarity, and to refresh per area. For example, if u had 4x you could get healed by it 4 times in area 4, then go to area 5 and have it replenished. I think green rarity would be better than white for this, as white items are too common, to where in the late game you'd have like 20 bursts of healing per floor.
This change would put it in line with lepton daisy, but carries over the floor, rather than set times in the teleporter area. Having this item over other greens would ensure safety from a couple mistakes per floor, at the cost of having a power item like atg or the bands instead, making it a decent green item option in some situations.
Im no game designer but i think this idea would work better and hit more inline with the other items currently in the game
!feedback
Not sure if this has been suggested before multiple times however, an option to remove item visuals from characters would be neat
!feedback
Add to Loader emergency lights, that are mounted on her shoulders.
As to your question: What does it do?
I repeat, it looks cool. It blinks fast. And if Loader goes down with it, it is spectacular, especially when Loader is leaping down with an artifact of chaos.
This can only activate during specific effects, fury \ leap \ hooking and transporting somewhere on her gauntlet \ one-punch perk(you got it basically) to warn allies.
!feedback
The attack you used to finish Bandit's stealth is a guaranteed critical hit
!feedback Increase the pickup range for Monster Tooth orbs, Bandolier ammo packs, and Ghor's Tome treasure. These items are extremely potent on specific survivors, but on most of the cast can be slightly tedious to actually pickup, especially early when you're really slow, or later when you're extremely fast. Buffing it doesn't make it any better on Melee survivors, as they're already in melee range to acquire them, but makes it much better on everyone else, as they become less tedious to pickup, waste less time, and overall are less risky for certain squishy survivors.
!feedback remove the range threshold on focus crystal. this item is extremely potent on specific survivors, but on most of the cast can be slightly tedious to actually use, especially in mid game where you don't have the survivablity to stay in melee range, or in late game where everything oneshots you and melee range is death. this change wouldn't make it any better on melee survivors, as they're already in melee range constantly, but makes it much better on everyone else, a it becomes less difficult and risky to use, especially for squishy survivors.
!feedback
On one map, I found two TriTip printers, three Lensmaker's printers, and zero scrappers. In this same run, there was a stage with four cleansing pools.
Can we smooth out the redundancy into variety? Repeats of the same reusable interactable are a waste that make exploring stages more tedious.
!feedback
Change the way
is affected by eclipse 5 so it actually works rather than being a total detriment.
It's a very well designed healing lunar, and it's a far more interesting alternative for improving your healing than the braindead and broken
, which everyone currently just defaults to if they want to beat eclipse with lunars. It would also help make items like
and
not mostly irrelevant and ignored over things with more potential like
in said gamemode
!feedback
Item idea: an item like interstellar desk plant but it instead leaves a damaging pool (alternate version: it would damage both player and enemies alike)
!feedback
Ability idea: a sniper turret for engineer. Does nothing by itself but pinging an enemy makes it shoot it dealing 900% every 3 seconds. Increased proc chance just because it seems a bit underpowered. Stationary and has 2 charges.
!feedback
allow engineer to choose between turrets like captain does beacons
!feedback
give engineer a barricade which can still proc specific items, use equipments and has increased health compared to a turret, not that useful in solo but could be appreciated in multiplayer
!feedback
maybe top 10% of players in prismatic trials should get rewarded with lunar coins, incentivizing people not to cheat in coins and instead do a little competition
!feedback
Idk how you guys would like this, but maybe the top 10% of players could get a temporary randomly generated skin for that survivor until the next trial.
i dont like the idea that much, but i wanna see what reception it will get
!feedback
new equipment! Ducktape!
basically when you use it the equipment disappears once you pick up another equipment you can basically combine that with any other equipments of the same rarity that you find. for example you could combine dml and radar scanner. also it would take the cool down of the first item, so our dml capacitor combo would have a 40 second cooldown, however, if we combined them starting from capacitor it would have a 20 second cooldown.
!feedback I don't know if this is already a thing but I feel like once you kill a Grovertender you should be able to get something from it's sack thing on it's bag, like a Scavenger. Idk what said thing would be
!feedback
Stone Titan lasers (the boss, not the little dude) should lose tracking on players when they turn invisible (Bandit shift, Old War Stealthkit)
(edit) from #ror2-feedback-discussion : apparently this doesnt happen in singleplayer, so might be an issue with networking
!feedback change bustling fungus's name to bungus
!feedback fix acrids jump thing so it can hit bosses
!feedback also duck-tape originally by @buoyant needle the duck-tape basically combines two items but instead of it becoming one item it gives you like a mul-t thing that switches automatically so your forced to use one before the other (nautilice shell doesn't switch items).
!feedback Recolor skins based on achievements for all characters. Like dying 1000 times, or beating the final boss on any difficulty, or having a total of 50 or more items on you in 1 run, beating the final boss before a certain amount of time, etc. These would only unlock for the character you do it on.
!feedback ocean level
!feedback
Start the game with $25.
Gathering items in the first stage is often the most tedious part of any run. Having just enough money to buy at least one item would get the ball rolling just a bit faster.
Alternatively, increase the gain if you have under the cost of a small chest
what I mean is, if you have 15 and the small chest amount is 25, then you get, say, 40% money gain increase. This would allow you to get to small chest costs easier without overdoing it to large chests or legendary chests
it would also be very useful for, mostly, the starting game, since you're basically rolling in money past stage 4.
!feedback
Rebalance the economy, so that chest prices can match your income further into the loops, with the breakpoint being loop 2-3, instead of like, stage 6.
Money just becomes completely irrelevent past stage 6, and this also makes ghor's tome and any future items which generate income also useless.
Maybe make it so that a huge increase in chest prices happens per loop, before the scaling returns to normal.
!feedback
Buff Suppressive Fire
It was always a skill equivalent to shoot harder button, so had better rate of fire and damage compared to normal attack, Double Tap.
In Anniversary update, commando's m1 was buffed to shoot faster and damage was buffed from 90% to 100%, while suppressive fire remained untouched, which resulted in it being stun on demand button (which is kinda lame ngl, single stun nade makes mando stun enemies every half a second) because difference between keeping shooting your primary and using Suppressive fire doesn't exist anymore
So, what about something like 100%->120% damage per bullet and something around of 8 bullets?
||Frag Grenades exist but people seem to just ignore that skill, while it's being a pain for me to watch anyone use a dps down||
!feedback A shrine in the bazzar that lets you pay lunar coins to swap out loadout skills. For when you find items that favor a different loadout than what you have. Would encourage people to try the "less meta" skills, like swapping for carbonizer turrets if you can't find any fungus.
!feedback
Boss Idea
Void Leviathan
Shooting the void orbs along its back will make it vulnerable for 5 seconds, after destroying all 6 orbs will the creature be entirely defenseless. Its attacks consist of 3 types, ranged purple flame attacks, a swing of its tail forcing the air to become a projectile, and spawning a small flying void reaver-jellyfish.
!feedback
scale Overloading bosses' regen with the number of players fighting it. it's borderline impossible to solo an overloading boss early-game if all your friends die
!feedback
Let engineer attach pressure mines to teammates again! Turning your friends into walking bombs was fun, and it provided a unique way to use an otherwise mundane ability.
!feedback
thais could be a lunar item or a red item
double the size of all AoE’s (lunar)
double the size of your AoE’s (red)
!feedback
Gain a burst of experience upon completing a Teleporter event.
!feedback
faster arm time and/or slightly lower cooldown for pressure mines
right now they don't really serve much purpose, and even defensive engineers will likely take spider mines over pressure simply because they proc bands easier and are a more immediate offensive option which is what you want most of the time
!feedback
When using captains abilities with hooks of heresy, it makes you unable to call beacons, im not sure if it does it for the Primary fire also but if captain would be able to call it in despite getting rid of his taser, that would be great
!feedback
alternatively, instead of instantly dealing 900% damage once fully armed, pressure mines could slowly arm over time. this would increase their trigger radius and damage, capping at what it is right now (max arm time would also be the same as the current timer). this means pressure mines won't be entirely wasted on random enemy spawns and gives him an easier time proccing bands if he doesn't have harpoons
!feedback
Please add some accessibility options to increase the font size on menus and damage numbers, maybe improve the readability of the damage numbers some. My eyesight isn't great and it's really hard to read damage numbers when they are flashing by so quickly and are so small on the screen while all kinds of projectiles and flashing lights are going on.
Of course some other accessibility options for other folks would be good too. I know someone mentioned adding some changes for colorblind folks a while back.
!feedback
(We'll decide the name later)
Pink/Lavender Rarity Item idea
"...and so the heavens would fall with valiant fury"
Name: Starlight Crescent
Object: A Teal Crescent Sickle
Description: After killing 5 elite enemies send a flying slash of lunar energy at nearby targets for X% damage.
!feedback a boss rush mode would be pretty cool i guess 🤷♂️
!Feedback
Item idea
Rarity: Legendary
Name: Edison Reactor
Object: Black Cube with copper prongs on each side
Description: Improves all electrical items capabilities. (More range, more targets, more damage, larger radius of attack)
!feedback buff Bandit alt M1 it's literally one of the worst or THE worst alt "skill"
!feedback buff bandits M2
!feedback
for the dlc to the new final boss, add an alt path and alt stages, and on the 5th stage (dark sky meadows) you meet up with a newt to time travel to kill providence. also on dark sky meadows, you can unlock alternate artifacts which are similar but different to their normal counterparts, for example
reversed command:
like normal command but you pick 1 of 3 of that item's rarity instead of all of them.
!feedback boxing glove: white: upon killing an enemy, you gain the buff "One-Two Punch" for 3 seconds (+2 per stack)
One-Two Punch: Your M2 ability deals 25% more damage
!feedback
currently the elixir item's model feels a little too generic with the conical flask vibe, I think it'd be interesting if they were more cuboid and "efficient"
example of what i mean (just my model and a simple mockup)
!feedback New Alternative Abilities/Rework existing ones
Commando: Make Roll have i-frames or reset M2/R on use or something. Gives incentive to pick it without overshadowing Slide hopefully.
Alt M1 Gun Rotation. Only fire one gun instead of both. Each gun has limited Ammo and when ammon depletes automatically switch to the other gun/hand. Both Hands serve different purposes (inspired by old League of Legends Akali with the red and green sickles in each hand.) Left gun deals less dmg but youre agile, so you can sprint while shooting and it has higher proc coefficient. Right hand is significantly stronger but proc coefficient is lower and not agile and M2 and R also deal more dmg while youre in Right hand phase. Contrary to current M1 this alt turns commando playstyle into an adaptation playstyle where you have to switch between moments of holding M1 and watching you guns ammo to saving up M2 and R for Right Hands burst phase. Discourages throwing out Abilities whenever off cooldown or just holding down M1. Right Hand Phase can also reward landing Grenades which current M1 lacks. Depending on Build also encourages set up play where you want to unload one gun completely or partially before activating teleporter.
||!feedback
This is regarding content from the DLC devthoughts if you haven't read it already||
I'm sure the stats on the showcased items are not fine-tuned and subject to change but elixir looks like an item in a peculiar spot right now.
Personally as a consumable white item I believe it's nowhere near as strong as rusted key, and the fact it might trigger off fall damage and blood shrines is an issue. Maybe make each elixir be able to used 2 or 3 times before it gets consumed (though this may cause confusion on the overhead item display).
Also this item seems too strong late game. A
or
would make you basically unkillable to heavy hitters (especially overloading elites, bar malachites) with a handful of elixirs. It also seems really strong against mithrix's big spinny too. Maybe give it a cooldown of 5 seconds or so before the item can be used again.
I'm not saying these changes should be implemented, but things like these should be considered when balancing the item
!feedback
I don't understand why artifacts stop working after you're exited Bulwark's Ambry. You can only exit the area after picking up an artifact, and I feel the effect should stay with you for the rest of the run.
Since it's been like this from the start, I expect changing it would be a drastic change many people will not like, so I'm proposing two options:
Add a checkbox in the options to toggle artifacts to stay for the duration of the run, or, Make an artifact that keeps the effect of other artifacts alive outside Bulwark's Ambry.
I don't follow lore, so I don't know if there's a reason for this choice, but I would love to have an interesting end goal for when I get a "God run".
!feedback
Pinging a spot of land should make drones and (mobile) turrets head there, and/or pinging an enemy will make them focus that target.
I don't know if people are really asking for drone buffs, but I personally think they're a little underpowered. This would buff them without directly making them stronger, they'd just be a little more useful.
!feedback
is too weak at the moment and very rarely comes in handy, mostly gets scapped. i have 2 idea for a buff
first one makes lepton daisy to release healing nova when you get to 10% health and heal you for 30%(+10% each stack) of your max health and go on cooldown (15-20 seconds)
and second idea for lepton rework is to make a chance to release a healing nova every time you get hit.
maybe these ideas are bad, but we still need lepton rework so it could go higher than a local meme or material for scrap
!feedback
Make Pressure Mines explode instantly instead of after a short delay when triggered to boost their consistency.
!feedback
artifact of duplicity - the lobby is scaled 4x as high, meaning when playing singleplayer, all chest spawns, enemy spawns, director and stage credits and portal item drops act as if there are 4 players in the lobby, this works retroactively with more survivors, so 4 survivors = 16x the stuff. (it doesn't stack on itself, so its +4 per player, not x4)
!feedback add a music player
!feedback Both of the alternate gamemodes right now feel sort of empty to play because there isn't really a reward except bragging rights. Not sure about prismatic trials but I feel like at the very least there could be an eclipse mastery skin for each survivor for getting eclipse 8.
!feedback piggybacking off of this idea, with eclipse not feeling worth playing, maybe eclipse could feature increased lunar coin drops from mithrix kills? not much, just 1 extra per eclipse difficulty increase. this makes skilled players able to farm near double the coins per run (+8 at max, total 18 per win) Lunar coins aren't fully essential, and can still be farmed completely fine in normal play, its just a way to make people who play eclipse feel less like they're doing it for nothing.
winning every single eclipse run is insanely unlikely unless your litteraly goated, in which case you arguably deserve the increased coins. so you probably don't even gain more than someone who just farms drizzle obliterations with artifacts
!feedback you chose what items the shrine of order uses to make it have more "order" and also buff it.
!feedback You know how on stage 2 you CANNOT seem to move that STOOPID pot so you can get access to the double bands? well what if we made the "E" or "Use" button as an option to carry a Pot so we don't have to PUSH instead we lift the pot up? this would make stage 2 double bands more viable and a more RISK OR REWARD due to the bosses being more dangerous over time. the pots could still blow up while we "Carry" them over our backs and race to put them on the buttons on stage 2.
!feedback please take your time to make sure the expansions are nice and ready to be released. Partially to prevent situations like the initial console anniversary update issues but more importantly for the dev’s mental health if issues were to arise
!feedback
Lunar Equipment item
Broth of Pavement
Effect: Become clad in concrete for 10 seconds, drastically reducing movement speed but become immune to all effects.
Edit: Das conkcreet baybee
!feedback
Let bands be skill-specific; items can't proc them, only character skills
Kjaro and Runald Bands are cool for the fact that you can activate them on your strongest attacks. It's cool to have the ability to make an already strong attack even stronger. But one downside is that many items also affect this, some being 2 ATGs and the new upcoming Shurikens.
Item's being able to proc bands makes it less of a strategic thing and more about luck and chance. Furthermore, there is already a pretty large issue of every character being relatively homogenized after you get to a point in a run. With this change, skills begin to matter a bit more into the end game.
With the addition of shurikens it seems like a departure from what made the bands change cool. It does what 2AtGs do in 1 stack of an item, and does it to your primary skill which, on most survivors, is the most used skill. I feel like this change would let shurikens stay how they are without hurting the fun of bands. I think that this also means that items don't have to cautiously avoid the 400% mark, and lets strong items be strong without being an inconvenience to the player.
!feedback allow us to host bigger multiplayer games so that way you can get 16 players without doing some funky stuff with commands
!feedback Lemurian Supremacy
!feedback
Stop Pressure mines from exploding before they are fully armed.
Their current simple armed/unarmed state puts them in a REALLY weird spot of how you optimally play them.
First you have to stop enemies from getting close enough to the mine so it triggers the explosion prematurely, aka you have to deny an area from the enemies, which is what this skill is supposed to do itself (and sometimes it doesnt even deal damage because the unarmed range is too small) and only THEN it fills its role of area denial.
In the later game you absolutely can't pay attention to where you place your mines because you have to constantly keep moving and even in the early game the ability is hard to use because you have to pay attention to where the enemies are going to have to be and you might not even be able to take down enemies that are too close to the mines and your mine placement will need to reflect that which is a really annoying way to play.
So a change like this would make Pressure mines much easier to use for the role its supposed to fill and also give them the same kind of Sticky bomb gameplay style the spider mines have currently.
!feedback equipment: Atmospheric Railgun: Fire precision beam that increases in damage as it travels further through the air, taking in earth atmospheric gasses (because there's grass and trees on this planet) to make itself stronger. It pierces enemies dealing maybe 100-300% per meter travelled
!feedback
With Pink Scrap being a possibility it'd be nice if not all 5 Scraps looked the exact same. Some minor visual differences could be neat
!feedback discord rich presence allowing for invite to lobby over discord
!feedback
How about making the vines that emerge from the ground when sprinting with REX green with the mastery skin instead of purple?
!feedback
Make command and sacrifice disable achievements
!feedback
red item - the bucket of blood, all negative debuffs, including ones applied by items are reduced in effect and duration by 50% (+50%) per stack - hyperbolic
Some synergies for this include: Bands (they're a debuff) The spinel tonic debuff, the health loss from having shards of glass (but only ones you pick up in the future, as even when cleansing you keep the hp debuff) and of course any kind of elite affliction.
if its too niche for a red it could be a green with reduced effect per stack
Would be still nice to see. Perhaps, alongside with orange printers and orange scrap.
!feedback
This seems rather trivial, but can you add an icon for the hellfire debuff. Just a blue fire icon will do.
Reason: It would help players recognize the debuff for death mark. I also think the blue fire debuff icon would be cool as well.
!feedback
(this is not an idea this is just feedback)
Something i wrote when talking with ghor, about how i view the balance of enemy damage x the defense items in the game, slightly edited :
`quick instakills are fine, but my problem is INDIVIDUAL, singular hits in the game dealing huge, stupid levels of damage, sometimes multiple times your healthbar.
It dumbs down defense items and the whole game massively, and it just makes people prioritize damage and healing above all.
Some enemies are both well designed and can chunk you down really fast, like chimera wisps or dunestriders. These are fine, defense items work nicely against then. And then you have tier 2 elites and stuff that require an unrealistic ammount of items to ever tank.
A good example is mithrix. Why would i care about defense items against mithrix ever as a decently experienced player? His slam and his walls are widely considered his only two threatning attacks, and they need like 300% health multiplier for a 110 hp survivor to not get OSP'd (let alone have it make any difference) in the ideal time it takes to clear. Thats just unrealistic to get at any half decent frequency without getting transcendence or playing mult, and it really just dumbs down things a lot & makes OSP (a bad mechanic) rather relevant and necessary.
I'd honestly prefer if i was just instakilled against these attacks without defense items, and be able to survive at 10% with some defense items. But instead in both cases i get OSP'd because the damage is just braindead high, so at one point it gets hard to justify printing psgs / infusions / tons of bucklers over... quite literally anything else, because these enemies that generally deal OSP tier damage are a majority of the threats in the game`
!feedback
Sniper scope.
Prevents damage fall-off and improves it if the enemies are far from you.
In-case you ever want to fall back and need to do a comeback.
!feedback
add reimu hakurei
!feedback
when you go to the bazzar in stage 5, you should be able to pick between mithrix and stage 1 instead of distant roost/titanic plains
!feedback
Make shield not count towards osp. Do this either by making it not contribute to your hp pool or just remove it from the osp equation entirely. This seems like it would make transcendence hella op, so remove osp while using it. This effectively nerfs an eclipse-brain-dead item and gives a small buff to shield gens when looping.
!feedback
Cloak chests need a rework.
Cloaked chests as we know it, are very underpowered. They're just normal chests you can't see and the directors sometimes waste points on. Here is a suggestion to make them worth looking for.
First change: they can drop items of ANY rarity.
This, would add some level of stakes to the chests, as while you could get a used dios or a dml, you could also find items such as a clover, headset, and even gesture!
Second change: The items dropped from the chest would be invisible. The pickup droplet would also be invisible and the items that come out have a slightly further range so you'd have to look harder (not super far, like focus crystal range).
Third change: There would be a guaranteed cloaked chest per stage (except for the hidden realms). In addition, they would also flash quickly every 30 seconds or so.
These changes, I feel, would make it so cloaked chests have higher potential reward, you'd know there would be one, and it'd indirectly buff radar scanner, which is kind of a low rank on the equipment tier list as of 10/5/21.
!feedback
buff void fields by making it less boring
!feedback
Make Headstompers more viable to other classes, or just increase the damage so people use it more often
!feedback
Make the engineers bubble shield block the glowing meteorite
!feedback
Make "The Backup" include healing drones (so like 3 strike drones and 2 healing), as well as repair any drones you might have, for the backup to actually serve as a backup, not just extra targets and some damage for a short period of time
!feedback make stompers deal fall damage for genesis loop synergy
!feedback
Rework the AI pathing for the Worm boss often times around 90% the worm completely goes away from the teleporter. Especially in the scenarios on Stage 5 with it usually taking longer than usual for the worm to come back up from underground, or on stage Abyssal Depths (Stage 4) where the worm usually cannot be hit due to the lack of worm visible.
Personally I would like to see this boss AI reworked or the boss itself due to the underwhelms compared to the other bosses. It lacks anything unique other than its ability to go through walls. Stone Giants are a roided Stone Golem with a constant beam and knock up, Imp is a roided normal imp with a smash ability, Giant Parent is well made. Compared to these the Worm just doesn't feel like it fits (imo).
TD;LR (Worm tele boss is usually underwhelming due to the AI and just the boss itself being lacklustre compared to other bosses)
Edit : (Yes overloading worm is unique, but this still has an AI issue as above, and the base worm still suffers from lack of anything really special)
!feedback
Ror2 merch. Me am want Ghors tome drawing book
!feedback
New item idea
Lunar
"Cursed crowbar"
Deal 40% (+5%) less damage to enemies below 20% health, and 20% (+10%) more damage to enemies above 80% health.
Extra damage scales/is based on/ how much hp they have left. So you'd have 0% extra damage when they have 60% hp, and do 10% less at 50%.
Numbers could be changed, just an idea I had
!feedback
captain maid costume
!feedback
mul-t maid costume
!feedback
Bag of Takis
-Red tier
-Movement utilities now deal damage through the power of spin
-The shorter the distance the more damage is dealt on impact with an enemy
-indirect Commando roll buff
-128 of them scraps ror2
!feedback
sooooo, i said this on the steam section of the new notes for the dlc buttttt i feel that it is kind of important and i'm really hoping to get a anwesr.
so do we get to vote on the next characters, or will you choose on your own. Also can we be notified it they're going to be returning characters or entirely new characters.
!feedback Requested so many times already but Mercenary's Oni skin would be way better if the sword was also red to match with the attire
!feedback
Shaped Glass Nerf
Don’t get me wrong, I do love doing high damage with shaped glass, but at the moment it seems that taking one isn’t really ever a bad idea (almost). So how to nerf creatively?
What if instead of deal 200% damage but have 50% health it was something more quirky like Upon taking damage, convert 50% (+15% per stack) of that damage into permanent curse. Gain 1% (+0.5% per stack) damage per stack of curse you have
what. why
Then shaped glass would be more about using you health as a resource in order to get damage. I dunno it seems cool.
||what about e8? Nice, you get more damage still, but still more curse. Not much special here||
!feedback
Gesture… Nerf
As opposed to gesture being a red tier item, what if it had a, uh, downside? how to nerf gesture but keep the fun equipment build?
How it currently is:
-50% (15% per stack) equipment cooldown, but use it whenever off cooldown
My thoughts
-50% (-15% per stack) equipment cooldown, but use it whenever off cooldown. Equipment becomes corrupted after 50 (-15% per stack) uses.
why?
I realize this can be annoying, but it’ll force people to spice up equipment variety, clear stages faster, and not immediately pick up gesture when they see it
Corrupted equipment: item scrap, orange basically. Maybe it like, does some damage and has a 60 second cooldown, but very bad relative to the equipment it came from.
!feedback
Add
into the game please I’m begging you I can’t live without it
!feedback
I like to think of lunar items as things that can be used to solve a particular problem in your run, (ex poor damage
, poor healing
, going faster
, etc) but i noticed there is not any lunar item focused on mobility, which is a pretty important and nice to have stat in this game
i think a new lunar item focused on movespeed would be great & may help make survivors like arti / captain / engi more interesting, dynamic, and to many people who disapprove of low mobility, more enjoyable
edit :
⬇️ @lavish stratus i think that sounds too generic and kinda boring
!feedback
Perhaps something akin to a massive movement speed buff, but you also take more damage in return?
!feedback
When you have fuel cells, could the cooldown still be shown when you have at least 1 charge? Just perhaps in a less overt manner, either a smaller number shown in the corner, or placed in a different position.
!feedback
Heretic pet gif emoji?

||!feedback||
Unnamed [Uncommon]
+) On kill: heal for 5%(+5% per stack) max health of target over 5 seconds
Yes, this will be more powerful on bosses and chonkier enemies, but that's a reward
also yes, shield from overloading and perfected elites count towards max health
!feedback
Void fields kinda cringe... mb rework it to be multiple mini challenges with the enemies you fight off getting items as normal after every challenge?
!feedback. Let mithrix spawn in void fields if you get to like, stage 70 or smth, to spice up the game, imagine fighting several mithrix's (only stage one for balence).
!feedback
super-late only monsters that spawn exclusively after 30-40 stages
!feedback
An item that would replace the jump with a swap gravity thing so that when you press the jump button it reverses gravity
!feedback
Commandos tactical slide and engis spider mines being a direct upgrade has always bothered me. Please buff their default options in those categories so it isnt just a straight disadvantage to use them over the unlocks.
!feedback
Whenever a player dies with a Corpsebloom in their inventory, turn their body into a flower/plant.
glass' death animation still has priority
!feedback
Eclipse 8 reward
Add onto the survivors logbook entry that you beat eclipse 8 with, with an account of their experience on the planet or some other way to extend their logbook entry.
A short lil epilogue thing,
And add a border around the survivor in the logbook, as a visual indicator of your success with who.
Still keep acheivementless, and still keep it devoid of actual rewards.
!feedback
Equipment
More Jojo refrences, i need an item that either stops time or just gives you a stand like thing.
!feedback
make everything woman
!feedback
When booting up the game, please change how the game interacts with the Cursor. I don't much in the way enjoy having my mouse Seized until I hit the windows key to break 'focus' of the game.
!feedback some kind of lunar pet summon kind of item? like the beetle guards but they can damage you or something idk
!feedback
Give commando a supressed SMG primary, it will fire at 600rpm for 25 rounds and reload for 1 second, every successful hit will have a 10% chance to return a round and prolong the attack period.
!feedback chests need a rework.
chests as we know it, are very underpowered. They're just normal chests with shit items and the directors waste all their points on. Here is a suggestion to make them worth looking for.
First change: they can drop items of ANY rarity.
This, would add some level of stakes to the chests, as while you could get a used dios or a tonic affliction, you could also find items such as a headset, backup magazine, planula, and even glowing meteorite!
Second change: The items dropped from the chest would be invisible. The pickup droplet would also be invisible and the items that come out have a much further range so you'd have to look harder (super far, similar to diablo strike)
Third change: There would be at least one guaranteed chest per stage (except for the hidden realms). In addition, they would also cost less gold so as to be worth full looting a stage.
These changes, I feel, would make it so chests have higher potential reward, you'd know there would be some item rather than crowdfunder, and it'd indirectly buff radar scanner and recycler, which is kind of a low rank on the equipment tier list as of 10/9/21.
!feedback
There should be chests that cost money. When you buy it, the chest will spawn a random boss that can spawn on the stage. Once defeated you will get a guaranteed boss drop which correlates to the boss that was killed.
!feedback
This has likely been already suggested but here i go.
Have artificer have an ability for ALL the 3 basic elements, this would include an ice primary that could slow and freeze enemies on crit hits. Fire secondary that applies burn and makes a large fire pool on the ground, a fire utility that would create a wall of fire that applies burn debuff when walked through, a electric utility that creates a ring of electricity that enemies cant walk through and get damaged/possibly stunned upon colliding with, and a ice special that drops a giant ice shard down from the sky that damages and slows all nearby enemies (its basically a deployable frost relic)
!feedback add a map function that would show anything that you ping, it would help keep track of the items somebody pinged for you or an annoying boss
!feedback
Blue Item - Ever-burning Embryo
Constantly burns the user, draining 2.5% (+2.5% per stack) of your max health per second. Upon taking more than 60% (-5% per stack) of your max hp in damage, reduce damage taken to 60% (-5% per stack) of your health (if you would take 850 damage by you only have 200 health, you’d take 120 damage. Likewise if you only happen to take 150 damage)
(Cannot Reduce Damage Taken Below 10% of your max hp)
!feedback Cross-platform matching
!feedback
Blue Equipment - Thorns of Virulence (Don't know what the cooldown should be)
On use, creates a field of wicked thorns that damages, poisons and slows anything inside it
!feedback
Artifact of Community
Items spawn as though it is a singleplayer game, instead of being scaled up for multiplayer.
All collected items effects are shared between all players, except for Orange Equipment. Items like Lepton Daisy and Halcyon Seed work as though only one player has the stack of them that the players have picked up.
!feedback
i get all items can't be perfectly in tune with each other, but leeching seed is incredibly weak in its current state, mainly because of the existence of harvesters scythe. even without capped crit, you only need 12.5% crit chance (that'd be 1 glasses + scythe, or 16% crit ) to equal the output of one leeching seed (on average, i know sometimes you'd low roll), and scythe comes with a small dps upgrade.
it makes leeching seed feel redundant to be honest.
Maybe adding some small on-kill heal to leeching seed would be nice? so it fills a slightly different role than scythe? with its on hit heal being a bonus? heck you could even bundle in the meats old on kill effect into it, (yes ik that effect is pretty bad, but its still enough to in my opinion make a leeching seed not feel entirely redundant)
!feedback
Artifact code location
||Move the Artifact code in the logbook to sundered grove.
it's funny but for anyone legit searching for artifact codes it being in a random logbook is agony. (I would know I searched for them and it's the only one I didn't find). One of my friends spent 40 minutes searching grove for a code as well for there not to be one which is uh||
!feedback
The Leaf Blower (equipment) (20s cooldown)
Push away enemies in a large radius in front of you with a strong force. Stuns.
(300% damage per blast)
(if you have fuel cells and quickly use both charges the knockback's force is increased)
The idea is an item that uses knockback in a fun way as well as a way to somewhat reliably kill monsters using the stage's death barrier.
!feedback
modelling clay (equipment) (cooldown dependant on what is activated, 3x the cooldown of the regular ability)
your equipment becomes a random ability from any survivor with the icon for what ability it is shown next. upon activation a small clay doll of whatever survivor the ability is from will perform the attack. you are not effected by any i-frames, reduction of movement or restrictions (such as no sprint for flamethrower) from the ability. and will auto-fire whatever is being casted with no restrictions. (multi-attacks such as huntress ballista will fire with a small delay between each blast, as if it was being spammed at a single boss) attacks that require an enemy within range to auto-target will also not allow casting unless the condition is met.
since you cant see multiple icons with multiple stacks of fuel cell, activations of modelling clay whilst another ability is casting will instead cast whatever ability is currently being cast from the modelling clay already
the item can cycle between anything that isn't a primary fire, singular use, 0 cooldown or abilities that include mobility (with some exceptions to the last rule. such as huntress ballista and arrow rain)
yes, i know this item sucks with gesture. its intended to be like that, its a way to make gesture less of a must pick item, as it makes using this one unpredictable and potentially un-safe due to abilities such as rex self damage
!feedback
Engineer's Carbonizer turrets have always felt a little weak, and I think I figured out why. Their range is atrocious... the static turrets have super long range and that makes sense since they can't move, but the carbonizers always feels slow and can't keep up, and they really don't have the range to make up for that. I think they deserve range
If not increasing their range, another option would be to give them farther target acquisition, or make it so you can ping enemies for them to attack. I find that sometimes I’ll be fighting an enemy and they’ll just stand there because the enemy is outisde their aggro range. Increasing that, if not increasing range, would make them much more viable.
!feedback
Like when artificer is unlocked, when tonic is unlocked, unlock an option to disable the weird filter effect
It's pretty tough on the eyes and adds absolutely nothing to the game, it being optional would be a great addition for accessibility
Those who want it can have it on, those who don't can turn it off
!feedback
add a "reset" button when you hit escape for prismatic trials to respawn as that survivor
!feedback maybe add metamorphosis
to the possible artifact loadout for prismatic trials. might be a cool challenge. (maybe add an option to toggle that on and off maybe?)
maybe even have it as a keybind
!feedback
Cursed Hourglass:
Move incredibly quickly (+100-200%)
Monsters gain the same benefit
Cursed Hourglass [Lunar]
+) Gain 100%(+100% per stack) movement speed
-) Monsters gain the same benefit
!feedback
In the settings you can set the hud size from 100% to 75% with no in-between. But I find 100 too big and 75 too small. Please instead of it being increments of 25 make it increments of 10 or even 5 procent.
!feedback
for anyone who has read the dev thoughts, you'll know what i'm talking about.
In preparation for the new update, dml in its current state needs to be nerfed. my suggestion is reducing the damage to 250% and reduce the missiles from 12 to 8. this way you will need the new red (pocket I.C.B.M) to proc kjaros band. in addition, to put it bluntly, dml is a free kill-1-through-3 enemies button, which is boring and a bit strong.
!feedback
Instead of ICBM increasing damage on stack, have it give missles an increasing amount of AOE.
!feedback
Item idea: His Prized Box [Legendary}
Spawns one more reward (uncommon/boss item) when completing the teleporter boss (+1 reward per stack)
!feedback
!feedback
Maybe increase the family event chance a little bit? I think if they were upped to 3%~ they'd still feel special, but not so rare that you never get them
(this is assuming the 2% on the wiki is correct)
!feedback
Item Idea: Nk'uhana's Goblet [Lunar]
Gain lifesteal for all of your skills, BUT lose the ability to naturally heal. Stops shields from regenning too until a enemy receives damage. Amount of health gained from lifesteal depends on the Current health of the enemy.
as stated before leaching seed is kind of barely noticeable in your runs and doesn't really change anything. would be nice to have a item that supports incredibly aggressive playstyles while buffing lifesteal a bit.
!feedback
New artifact idea: artifact of instability
Every time you get hit, all of your items are randomized within their tier. This would be a fun, challenging artifact that would be interesting to play around. Maybe give the reroll a cooldown because you take small hits often in risk of rain 2.
!feedback
Equipment: Pandemic jar cd: 100s
On use, all enemies within 35ft (about 3x focus crystals range) are affected with the poisoned, and weakened status for 5 seconds + 2 seconds per enemy effected capped at 35 seconds
Alternatively, as an uncommon, every 10 seconds release a 5ft (+2ft per stack) toxic nova that poisons and weakens enemies for 5 seconds (+1 second per stack)
!feedback
||(This has likely already gotten suggested ☹️ )||
QOL: Add an option to decide if charge-type abilities get instantly cast after reaching full charge. (or if they can continue to be held while charged)
This would do two things: allow players to have more control in how their survivor kits play out, and two, help maintain/increase consistency throughout the kits of survivors.
For example, with Engineer, you most likely do not want to continue charging your M1, as you will often lose damage-over-time from doing so (excluding pre-charging before engaging combat), so the added option would allow you to hold M1 and it would fire as soon as it reaches full charge (Artificer M2 could also be worth noting).
For my second point of consistency, one example could be Loader's unlocked shift ability (thunder), which, while it does charge much faster compared to her default shift ability, it casts neigh immediately after reaching full charge, whereas the former ability can get held.
!feedback Make wax quail work with hopoo feathers I think it would be really funny going at the speed of sound in the sky
!feedback
maybe have some way to reduce the director's spawn cost for bigger enemies (golems, ancient wisps, elder lemurians, beetle guards, demoted bosses, etc.) with artifact of kin (and maybe swarms too), at least in earlier stages. I feel like sometimes they just take too long to spawn, unlike smaller enemies like beetles and lesser wisps, which can very quickly turn into hordes in just two-ish minutes
!feedback
This has probably been suggested already, but maybe add the ability to quit and come back to a run without having to restart. It sucks having to abandon a 20 something minute run because of some kinda interuption
there's mods for that which work real good
!feedback
I’ve always appreciated the attention and love given to the little details in the game, especially in the environments and music. I think a “Zen mode” of sorts would be a welcome addition; allow a player to run through levels without enemies, chests, or objectives.
You could play it to cool off after a stressful run, get used to the layout of a map, or just admire the work put into these levels! This idea might not go anywhere, but a Xuea can dream :) have a good day, everyone!
TL;DR Zen Mode to just enjoy the maps without any objectives.
!feedback Sunshine difficulty
Brilliant 👀✨✨
!feedback
There’s legitimately nothing about this game I’d change except one thing
Emotes. Even if it’s a wave. Emotes would make this game perfect in my opinion
!feedback
Make directors less stingy in longer runs. I've heard and seen the interaction between really long runs and spawn rates (when directors get so many credits they only spawn elite scavengers) maybe get like 2-3 enemy types per stage that can spawn regardless of how many credits the directors have so long the game has passed a certain scaling coefficient. To make longer runs feel less... Lonely
!feedback
I really like animations made in game, i'm watching them a lot and i've noticed one thing:
On a Mercenary there is clipping sword trough body on a run-walk transition
UPD: first/second/third hit of First ability to Run animation too
Maybe I'm nitpicking, but now i cannot unsee it
!feedback
Have to agree that these filters (
) are pretty annoying but I wouldn't like the Idea of turning them off completely.
It would be better if these filters get less over time until they disappear completely. the longer you have them active, the less noticeable they get.
Like I want to feel the difference on picking up an Item like this for the first time. The Change in power it brings and everything but at some point at the game (4x
+
) these filters are no longer needed.
!feedback
Im surprised this isnt an option in a lot of games, but make it so that when you hold the forward key, then press the chat button, you keep moving in that direction. You can move your cursor during that, so youre able to change your direction enough to dodge
!feedback adding lunar coin as reward for completing prismatic trial can be another way to grind lunar coin
!feedback
each time you loop, increases the lunar coins mithrix gives you when defeated by +5
- normal run (5 stages): 10 lunar coins
- 1 loop run (10 stages): 15 lunar coins
- 2 loop run (15 stages): 20 lunar coins
i believe this would reward the player for playing for more time the same run and winning
!feedback I recommend instead of making the filters less existent we just have an option to turn them off, i feel a little bit nauseous using spinel and its in my main build too so that makes it unfun
!feedback
May be not as viable, but, giving those icons visible alternative skins could've been fashionable.
Or, it can be a fancy border.
!feedback Make crowdfunder better (I know it's a godly item at the moment but please)
!feedback
I feel like having different icons for 3D printers & chests, Item Shrines & Combat Shrines would be cool when using the radar, many times I've wasted minutes to find out the chest icon I was looking for was just a 3D printer, which not everyone wants to use.
!feedback
Instead of Mithrix just being stronger in phase 3, make him an elite type. Blazing, overloading, or glacial on stage 5. Celestine on stage 10 and malachite on stage 15+.
!feedback add an Isaac reference into RoR2
!feedback Give us a unique render for engineer's mobile turrets as they use the default render for their portrait
!feedback artificer needs a rework.
The fireball primary should leave a lasting flame if it doesn't hit an enemy. On crits it makes a portion of the burn stacks on an enemy spread to nearby enemies.
The alternate primary should be ice instead and it would apply slow and on crits it would freeze. Also, the primary abilities should work the way bandit's do, they need to Regen faster based on how many soldier syringes they have. The secondary abilities are fine. For a 2nd utility, she would cast a ring of fire that does a little less DPS than the flamethrower itself when enemies leave and enter it.
!feedback
really simple artifact that could be fun or challenging, artifact of brick, the exact opposite of artifact of glass, 500% health but 10% damage
!feedback
what if we make engi, more engi, less engi
how? simple;
-add a third special that places a small tower that pulses 2 times (range is increased by attack speed) that heals constructs in range and gives players 7% of their health as barrier every pulse. CD of around 6 seconds
-give him a optional primary that shoots wrenches at a commando primary like fire rate, when the wrenches hit an enemy they deal around 50% damage, when the enemy has shield the wrenches deal 75% damage. when you hit your turrets with the wrenches they gain the enhanced buff (1 stack per hit, unfinished enhancement buff last for 2 seconds (separated cd's, when the required stacks has been reached the turret stays that way until destroyed or upgraded again) when the buff reached 20 stacks the turret upgrades, gaining range, fire rate, base damage and extra regen. when hitting a enhanced turret for 75 stacks it upgrades to a tier 3 turret gaining, on top of the previous buffs; extra health, extra proc chance, extra armor, more range and increased crit damage.
destroyed turrets do not retain the enhanced buffs
enjoy : )
!feedback
If you repair REX he should become a follower until he dies
!feedback Allow Eclipse to reward lunar coins, every completion will reward even more coins as the difficulty increases.
!feedback
an engi lifesteal mine alt
2 charges, 8s cooldown, up to 4 can be placed. lasts until triggered. can only be thrown about 75% the distance of a regular mine.
they latch onto a target within 10m like spider mines (using a vine to grapple instead of leaping), then deal 50% of engis dmg once every 0.5 seconds for 8 seconds on the latched target and heal engi for 25% of that dealt damage, if the target is killed, they will drop a healing orb that heals whoever picks it up for 10% of their max hp.
the mines have a 0.4 proc co-efficient
at level 1, the mines will heal engi for a total of 3.5hp/s or 24 hp.
!feedback
shotgun alt primary for engi, or any for that matter. Please i just dont want to charge grenades anymore PLEASE
!feedback
Can rex's syringes be changed to actually shoot out of his syringe gun, instead of like conjuring above him?
I recently noticed it and it's really bothering me
!feedback
Playing on how not many people like Engie's primary, which I agree with due to their very clunky nature, here's a simple tweak that would make them feel better to use and be more consistent:
Instead of working on a charge-up system, they instead work on a stock system, similar to Artificer's or Bandit's primaries, cooling down each grenade individually. This tweak allows you to be more consistent in how many grenades you want to fire off, and stops finger cramps (oh, and makes his nades work with CDR so you can spam them even more :))
!feedback Eclipse/Lunar Related skins for characters upon completing Eclipse levels as each character.
(Ex: A Blue Merc skin with a large blue Crescent on his helmet,
An astronaut skin for Engineer with a Moon as the helmet)
!feedback
A take on the "shotgun" idea for an engineer primary:
"Hover-mines": Fire a burst of 8 floating bombs that travel a short distance and then stop in midair, effectively creating a floating minefield. Spread and distance are slightly random in order to cover a larger area.
When an enemy gets close to one of the bombs, it will explode and deal ~100% damage in a small radius. Fire rate is fairly slow but scales with attack speed, and doesn't need to be charged. (exact stats can be tweaked, obviously)
Compared to a typical hitscan shotgun, I think this would fit much better with engineer's kit and general theme of defensive abilities and area denial.
!feedback
A different take on engineer's weaponry.
I think a flack cannon primary would be especially cool in engineers collection of weaponry. It plays to the defensive nature of his kit's play style. First his projectile starts off as a slug and then explodes in a spray of shrapnel after it reaches a certain distance, making him more effective at dispatching aerial targets and giving him the option of single target damage against enemies closer to him.
The projectile itself would deal +300% damage based off the scaling system, while the explosion only does 200% in an area.
-~-~-~
Edit: The distance of which his projectile travels should be made short as the wisps themselves keep to a sorta short distance so the explosions isn't made to be niche.
!feedback return the pair of TC-280 drones to the Rescue Ship holdout event
The drones in 1.0 were a nice little final detail to the ending sequence, but didn't really have any impact as the game completed as soon as you reached the rescue ship. In the anniversary update, they were removed, but it would be nice to defend the rescue ship alongside a couple of big boy TC-280s, especially now since you are defending yourself and the ship
!feedback
This post will be a bit of a long tangent until i actually get to propose my idea, so maybe just skip to the sections in bold, unless you want a complete understanding of the post.
Artificer exists. While most credible and knowledgeable people in the community know that she is a perfectly fine survivor with her strenghts, and is far from a weak survivor, a lot of people in the community thinks she is weak for incorrect reasons.
The dumb part of the community echo chambered into believing she is bad. They do not want to improve or actually try them out properly, and dismiss their own failures as the survivor being bad. Hence why you see a ton of '' Artificer bad!!! Please buff ! '' feedback.
In reality she is a fine character that is not in ''need'' of a buff at all, yet sadly big part of the community thinks of her as bad. How can we change that?
I'd like to try something which worked in a bunch of games, and as an example i'll show you the most ridiculous case : CS:GO. Refer to the .txt below, as my message is too big for the 2000 character limit.
Unlike the SG553, Artificer is not overpowered of course. But as a matter of fact, her strenght is underestimated. So here's my idea :
What if we gave artificer a decent buff, to encourage the community to try her out again and see her strenght? It could be something that is related to a popular complaint towards her, such as making her benefit more from attack speed increases. Something that doesn't make her overtuned, but still something noticeable. That would make people try her out, feel satisfied with the change, and view the whole character with a more positive outlook. And as such, artificer would be regarded as good, players that hated her will have more fun with it, players who like her will probably receive the changes well, and the devs will be able to rid themselves off of a ton of garbage '' pls buff artificer '' feedback.
!feedback plsplspls huntress buff and omnidirectional sprint plsplspls
!feedback add a new flying enemy that has a lot of armor and shoots a single long ranged projectile that hits for a decent amount of damage. Here’s some concept art
!feedback adding a few extra attacks for mithrix that only happen the longer the game goes, thus making it more desireable to fight him sooner... these attacks could be more flurry like or even just summoning minions etc, but just something to make his fight him more challenge as the game goes on longer.
!feedback
make magma worms and possibly overloading worm actually be able to drop the fire and overloading aspect, with it not only being fitting but because a magma and an overloading worm can't actually be an elite making it one of the few monsters that are unable to drop aspects. the aspects are already very rare and for most players useless because of it costing equipment slots, and it would also be a nice buff to WakeOfVultures but might be considered an uneccesarry larger buff to brain stalks
!feedback
Two ideas. First one, transformations should be used more often but with varying combinations and items. The heratic is a good start. Second idea, the Heratic right now is kinda meh, maybe if she was a permanent unlock or at least got something new maybe it could work.
!feedback
just let me enable and disable them by clicking here!!!
!feedback
Idea unrelated with game features:
I thought it would be awesome if when a new dlc came out they would create a drawn poster with the theme of the dlc, It would be awesome for you to have every dlc poster in your wall on as a desktop wallpaper
!feedback
An item that crossed my mind
A red item that increases the max range of abilities. Make melee survivors hit flying enemies easier or have a Hunter that can snipe with more than her R
!feedback
So apparently, Berzerker's Pauldron takes 4 kills in a second to activate, rather than the 3 kills required by the description. This should probably be fixed to accurately reflect the description.
!feedback
Perhaps a skin with the dlc or something for commando?
It would be dripmando with a ukulele signed black jacket, could be a little fun
”and so he left, with ultimate swag”
!feedback
So uh... I've basically got this idea, and I was wondering if it needs any tweaking. Lemme know what you guys think!
Red Item Idea: Solar Flare Moth
Upon killing an enemy it has a 50% chance to spawn a Solar Flare Moth that deals 3x more than your base damage (+3.00x with each solar moth) by blasting rapid-fire homing solar orbs that explode, and as they explode, they leave small orbs of burning ember scales in the air, which burn the enemies caught within the vicinity for 4 seconds (Plus another 4 seconds for each Moth gained.)
These burning orbs would add a stack of burning every 1 second they stand in it, so the enemy could potentially have 4 stacks of burning by the time the orb peters out. (And obviously, the burn stacks increase with the longer these ember scale orbs are out and the enemies are caught in it.)
(The radius of these orbs start off at 5 meters, but increase by another 3.5 meters with each moth stacked).
These moths last for about 5 seconds (Plus another 5 with each moth stacked) (These odds of being summoned do get affected by the clover!)
Just an idea for something that could aid in crowd controlling.
!feedback
can we have the setting that turns jumps into toggles like the console versions , playing
is awkward with laptop and a controller
!feedback
An idea for a new red tier item. Not sure about a name but the item itself would give a large, one-time accuracy, damage falloff range, and projectile flight speed boost, and like an inverted Focus Crystal it would give a damage bonus against enemies that are very far away. The damage boost would increase with each stack.
Design-wise the item is similar to Sentient Meat Hook in that it is a very poorly thought-out product that was quickly recalled when people realized it could be easily modified and used as a weapon. It is a sort of Nerf gun knockoff, but in an effort to make a dart blaster that could shoot farther than any other toy on the market, it is actually a small, low-power railgun that worked as intended with proprietary foam projectiles that had a tiny amount of metal in them so they could actually be launched. The blaster was almost immediately recalled when people started modifying it to remove any power limiters and started loading it with nails and other dangerous ammunition.
!feedback new drone type:
Shield drone, which does the following and has the following properties:
- 50% projectile damage reduction
- slightly more health than a turret
- will cost as much as a missile drone
- the drone will hover around the player similarly to how microbots do, though this drone doesn’t have collision and always moves at around the same speed as the player
- if a projectile is about to hit the player, the drone will move in order to shield the player, though it doesn’t protect the player from splash damage and effects.
There are already plenty of drones that are focused on attacking the player and healing the enemy, yet there are no drones that take hits for the player.
TL:DR: Drone that hovers around the player that intercepts incoming projectiles
!feedback
Okay this is kinda going off of yhe previous suggestion.
Healing drones should have the ability to heal themselves if there's only one, same with emergency drones.
Defensive drones should be more of a follower instead of an orbital. Similar to the healing drone it can shoot a beam that ups defense temporarily. And since healing drones have emergency varient, Shield drones should maybe have a turret varient that moves around with you similar to Engineer's turrets, just without the item sharing.
TL:DR; I expanded on ArtiK's idea with a couple changes and that's about it really.
!feedback make the newt in the bazaar invincible and let him serve as a dps check
!feedback
Make acrid be able to use his secondary and special abilities while using his utility
Skins should be clientside. If you don't have the skin downloaded, it defaults to the base character skin, sorta like the scientist in gmod, or the black and purple texture thing in the source games
!feedback
Please, can we have the same to music if it's possible.
!feedback
buff death mark, as it stands now on survivors who don’t have built in debuffs death mark isn’t very good early game, this is due to it requiring a majority of the debuff items in the game to even activate
i’d recommend reducing the number of debuffs required by one so that it’s easier to activate, or giving it its own debuff so that it’s easier to activate
“but how is that different from reducing the debuffs required”
well if it has its own debuff, something simple like attack speed -10% (just a suggestion), then even if you can’t get the other 3 debuffs for whatever reason at least it still does something instead of nothing
!feedback
Red item idea: Reaper's Bells
Upon killing an enemy, there's a 40% (+5% chance with each Reaper's Bell you have) chance that a Reaper's Bell will unleash a Death toll (This Death Toll is about 10 meters, but increases another 5 with each Reaper's Bell you take.) causing enemies around the vicinity to take 50% more damage from your items (Meaning items that can proc, like ATG Missiles, Tri-Tipped daggers, so on, and so forth!), and be afflicted with Horror causing enemies to deal 10% less damage to you (+2% damage reduction with Horror with each Reaper's Bell you gain, just so it doesn't get overtly broken. This caps out at a Maximum of a 50% damage reduction, although I dunno if that's too much for this item in particular...)
The 40% chance of proccing a death toll increases with the Clover!
(Thanks for this additional idea to help balance it out, AFaxMachine!)
Has an internal Cooldown that causes it to go down for about 4 seconds before another Reaper's Bell can proc again. (But can be overrided by the Blast Shower, Gesture of the Drowned Spam!)
I wanted to get an idea out there that'd kinda synergize with items in a similar fashion to the Clover, and function as another debuff to proc the Death's Mark.
Thanks for taking your time on reading this!
!feedback
Change to death marks' stacking effect:
Instead of stacks increasing its own duration, death mark instead increases the duration of every other debuff on a marked enemy, and refreshes the debuffs that activated the mark originally.
So the stats would be something like this:
Enemies with 4 or more debuffs are marked for death, increasing damage taken by 50% for 7 seconds, and increasing the duration of all other debuffs by X%(+X per stack)
!feedback
Fix the bug where whenever you use a movement ability/dash/piercing projectile next to an enemy, you get shot up in the air instead of on the path you were aiming for.
A couple of examples of this are loaders charge punch, both of merc's dashes, multi's rebar, Arti's Ice spear, and mander's phase round. Anything that passes through enemies that also has a physical hitbox is effected by this bug, and it's really annoying when trying to aim projectiles and they just don't go where you want them to.
!feedback
New multiplayer-exclusive (or maybe not) interactable
"The vault"
Only 1 can spawn per map, and the same player can only interact with the vault once per stage.
Interacting with the vault brings up a popup that says "deposit" and "withdraw". Clicking deposit puts all the money you currently have into the vault, and clicking withdraw takes out all the money in there and gives it to you. The vault would keep all the money it has in between stages, and depending on how powerful it is, it could also have "tax" or "interest" added to it, where the amount in it is reduced/increased by a certain amount after each stage, like 15%
!feedback
replace happiest mask with jar of souls
Reason: Risk of rain 2 has completely butchered the fantasty of happiest mask.
Due to lag contraints, it cant be allowed to shine fully.
Jar of souls, as an active item with a cooldown could be allowed to bypass those, since the effect is ostensibly temporary and finally fufill the necromancer fantasy
!feedback
Make Happiest Mask more reliable by having a much higher chance to proc but a cap to how many ghosts you can have.
I'd much prefer a feeling of me and my ghost gang that might often die and get replaced often but just generally help me in combat over just a once in a while Glass cannon of a ghost.
There might need to be other stat adjustments to keep it balanced but as a Red it should still be fairly powerful.
!feedback powerful but single-use equipment
!feedback
make that if you don't have any artifacts, this menu doesn't show up
!feedback
A minor feedback, but can you make projectiles like the Greater Wisp Projectiles and Preon slowly dissipate or explode after they reached their max range instead of them automatically disappearing.
Reason: It just feels weird seeing my Preon projectile just abruptly disappear. And whether it slowly dissipates or explodes, are both good enough for me.
!feedback
A creative mode.
sometimes i've been tired of playing, but i want to keep playing a creative mode, where i can put whatever itens i want, with whatever amounts i want. control self buffs and debuffs and so on...
!feedback A buff to eleite aspects by buffing drop rate and making them not occupy the equimtment slot but you can only have one
!feedback
Green item idea: The Non-Bustling Fungus
Effect: When hit by an enemy's attack, it causes you to release a homing bomb of toxic spores, causing a circle of damage to spawn that's similar to that of the lil' fungus dudes you start finding on Sky Haven, but not doing as much damage as soon as it hits an enemy. Once the spore bomb hits, it causes a circle of damage to appear, dealing continuous damage to those inside the circle starting off at 50% damage, and poisoning the enemy, dealing lingering damage for about 3 seconds (This damage increases with each Non-bustling fungus you find by +50% and increases the lingering of the poison by +2 seconds.) (As well as not hurting you, that's the important part!)
(The Radius starts at 10 meters, and increases by 10 meters for each non-bustling fungus you gain.)
This effect has an internal cooldown of about 3 seconds before another homing spore bomb can be procc'd. (But can be spammed with Gesture of the Drowned and Blast Shower spammage.)
As opposed to the bustling fungus, this one's more of a dangerous variant that requires you to get in there and get bullied, unlike its lazy and layabout cousin constantly healing itself, this one loves dealing damage.
!feedback
Give merc a 'combo meter' mechanic.
Whenever merc hits an exposed enemy, it adds one point to his combo meter. For each point, he gains a 15% cooldown reduction and attack speed bonus, stacking hyperbolically. This way there is no real upper limit to the bonus, but it's effectively soft-capped at 20 points, or 75% reduction.
Like a typical combo meter in other games, points will decay over time, and decay at a faster rate the more you have. The combo will also be reset if you go too long without adding to it.
The original idea behind expose was presumably similar to Bandit's light's out ability, where skillful use of it would allow a near-infinite cycle of resetting cooldowns. The problem is, expose becomes incredibly hard to control once you introduce any secondary source of damage (whether it's items, drones, or even other players). The result is that merc tends to feel like he just has random cooldowns.
The combo meter would give expose a lasting benefit that's much easier to control and keep track of, while also encouraging merc to play aggressively and make use of expose as much as possible.
Additionally, a few other changes that would support this idea:
-Merc gains the cooldown/combo benefit of expose even if it's consumed by a minion or other player (the damage bonus is still applied to whatever dealt that damage)
-Hitting an enemy at least two times with the same use of blinding assault exposes them. In an ideal scenario, the first two dashes expose a group of enemies, and the third consumes the expose. The reason for this is simply that if merc isn't using any of his alt skills, then the only way to expose an enemy is with his primary.
(another option is to have eviscerate expose enemies)
!feedback
Guard's Gland
Rarity: White
Gain a 5%(+5% per stack) chance to summon beetle guard spikes (the longer ranged one and it goes to where your facing from the character model) that deal 120% total damage with a proc coefficient of 0.1 and if proced in the air, it gives a stack of spike
spike: upon landing, create an 2 meter radius aoe of beetle guard spikes that originate from the character, using up all stacks of spike, each stack of spike increases the radius by 3 meters
!feedback
monkeys paw, lunar equipment similar to recycler
upon use targeted item has a X% chance to double and X% chance to be deleted
each use adds one monkeys affliction which gives a +X% chance to delete the item instead of duping, -5 afflictions per stage
!feedback
Bison horns, green
After picking up this item, sprinting for 2 seconds allows you to charge. Light enemies take damage and knockback, heavy enemies take little knockback and extra damage. Each stack grants an additional speed and damage boost. Charging doesn't hinder turning or jumping. The charge ends after hitting heavy enemies or a solid object.
We don't have enough speed related items in here 
!feedback can we get boss equipment back, I really liked the ror 1 vagrant equipent
!feedback
Red Item: Judge's Peacekeeper (A big honkin' revolver)
upon attacking, there's a 30% chance (+5% per peacekeeper gained) (Chances get boosted via the Clover as well.) that 6 ghostly revolvers will appear (3 on each side of the character, totaling to 6 revolvers), dealing 300% damage (+200% with each peacekeeper found.), piercing enemies, and ricocheting off of walls about 2 (+1 ricochet with each peacekeeper found) times off of enemies before disappearing, firing 6 shots in rapid succession in front of you.
This could give another option to melee classes to have an option to whack down that really annoying flying target.
!feedback
Vote kick option when in multiplayer
!feedback
The next person in the server list should become the host when the original rage quits.
!feedback
I'm sure someone already suggested this, but can you change commandos grenades to be cookable. It will have a little warning when it's about to explode and if you don't throw it time it will deal damage to you.
Reason: I personally think rn grenades are pretty underwhelming. I don't want a change to any values as I'm fine with the values as it is. Of course this really won't change my main problem with grenades, but it would incentivise me to take grenades over suppressive.
!feedback
Artifact of Mayhem/Power
All ally and enemy stats are doubled
!feedback i really like the idea of an artifact that randomizes the stage order like in prismatic trails. maybe that could be something to look into? ;)
!feedback
Let commando detonate frag grenades early by shooting them. Additionally, if you manage to "airshot" a grenade with a well-timed phase round before it bounces, the size of the explosion is substantially increased.
!feedback
A "mark as read" option in the logbook.
!feedback
How about an artific that swaps around the current items that you have each stage? And I mean each item turns into a different one that matches in rarity, whether or not you already have it.
I call the artifact of irregularity.
Artifact of Power
All stats are raised to the power of 1.2
The idea behind this is that it exponentially increases everything by a small margin so it's not game breaking, but still very noticeable in gameplay
!feedback artifact of order, every stage the shrine of order's effect happens except it's as if you had every single item in your inventory so for example, if you had only goat hooves it could change to only crit glasses
!feedback
There's an enemy in risk of rain 1 that'd work extremely well in risk of rain 2 and that I'd love to see added to the game. I'm talking about the gup, a slime enemy who splits up into smaller versions of itself when killed. (Pic for reference)
Because it splits up multiple times it's gonna be so satisfying killing it. Just imagine seeing your ukelele's, will o' the wisps and maybe even your kijaro's band going at it at a group of them, the gups splitting up and then the tiny ones being massacred again. I'd love to see that. Also I believe the game right now does not have enough enemies, you're always fighting the same ones so adding a new one would only spice the game up again.
The gup's attack (forming spikes around its body) wouldn't really translate well to 3D I think, maybe as a melee attack. I believe giving this guy like a leap attack would work great as there's curreny no enemy that has an attack like that.
!feedback
The clingy drones gave me a bit if an idea. What if there were drones that purposefully take damage for you while giving you room to attack?
!feedback
Give the Gold Shrine a unique model and icon, why is it just a recolored chance shrine
!feedback
On the topic of shrines, their ping symbols should be the same ones over the statues.
!feedback
Newt eggs, lunar
This item extends the time that debuff effects last for, but the chance of the effects happening is shortened. Backstabbing bypasses this downside.
If you're wondering, its like this for a reason. 
!feedback
Make phase round go where the crosshair is aiming. I want to be able to legitimately use it.
!feedback
Move atg missiles into red tier
rename them into atg missile mk2, make them shoot 3 missiles at once or just one big for 600% damage, doesn't matter really
why: shaking up green tier meta and reminding that it's synergistic tier thay shapes your run and not just "better white items" (3 sticky bombs > 1 atg)
!feedback
Just make a separate version so both exist at the same time. One works as normal and the other can maybe work like a DML and a resonance disk.
!feedback
Titan's Eye (Yellow)
Gain a 1% chance to activate the titan eye laser from the player's head it locks on to monsters and switches targets when the monster is killed or out of sight for 24 x 25% total damage with a 0.25 proc coefficient per tick
I want this to have okay damage and to get some insane proc chains
!feedback
Have opus and pauldron be separate buffs so you don't have to scrap a useful item if another player or you trigger opus, or at least let pauldron overwrite opus if you get it to trigger. Its fun having a lot of items combo together as you play, but since opus overwrites and prevents pauldron from triggering, it can become a pretty useless green in some situations.
!feedback
Either change the effect of Personal Shield Generator or make it not get picked up automatically. It's annoying to accidentally collect a few and ruin one-shot protection, especially in later stages where you're trying to collect a scavenger's sack with five malachites and four celestials in the area
!feedback
Even though hacking beacons are good enough as is, what about wacky interactions with interactables that aren’t in use?
Example:
3d printer: gain one of the shown item, then destroy the printer
shrine of the mountain: allow for multiple uses (3?)
barrel: idle money gain
shrine of combat: shock all the summoned units for 10 seconds
the teleporter: lower charge time
timed chest: increase time (or just give the item)
pressure plate: open the gate (if you’re lazy)
escape pod: explode it very violently.
Dunno if any of these will be used, but why not add some fun for the hackers?
!feedback
alt skill for engineer
drones, i don’t know if they’d be like super rocket drones or maybe they have multiple weapons like the tc-280 but i’d definitely prefer drones over mobile turrets, the issue with the mobile turrets is that they don’t have good path finding, if you place them in a bad spot then leave they can’t follow you when you leave, drones would solve this problem because they can go basically anywhere, yeah they still get stuck every now and then but it’s a lot better then the mobile turrets
this is to serve as a reason to pick the mobile option and to make it viable to give up bungus turrets
HOWEVER i’m not saying they should replace the mobile turrets, those can stay i don’t really care and the drones can just be another option
!feedback
New enemy type
Cleric
Heals enemies who are "out of combat" (not being damaged, nor damaging the player).
buffs nearby enemies who are full health with increased speed , projectile speed and CDR
Cant heal other clerics
If there are no enemies nearby, it has a fallback attack, which is somewhat equilvent to a beetle headbutt, but will normally try to run away.
!feedback
Have enemies gain new abilities each loop.
the way this would be acheived is that preloop, enemies would be given items that disable their extra abilities, and these disablers would slowly be undone each loop.
||!feedback, you knew it would say this so why did you click on it?||
A huge quality of life improvement would be to have keyboard and mouse support on console. Pc currently has controller support (tho not many people use it
) so why not return the favour.
!feedback, does anybody else think that mercenary's sword with the Oni skin should also have a hint of red in it, could just be me
!feedback
item counter.
Sometimes i want to know the quantities of all my itens to decide if I should go on or not through the stages.
!feedback
Still in an item mood, so something I was thinking of lately is how Chronobauble and Deathmark work and stack. Both only increase the duration of the status, no?
What if:
Chronobauble: Inflict slow on enemies for 2 seconds (+1 second per stack), reducing their movement speed by 60% and reducing attack speed by 30%
Deathmark: Enemies with 4 or more debuffs are marked for death, taking 50% more damage from all sources for 7 (+7 per stack) seconds. Once the duration expires, cause a small explosion that deals 100% damage.
I know these items have gotten talked about in the past by a lot of folks, but I thought I'd share my two cents on what may possibly seem interesting to have and keep in theme with the items.
!Feedback bring some new elites to the table, how about Prism Elites, they'll mimic any elite effect that is within a certain radius.
!feedback
From the most I've been playing ROR2, I hadn't found many measures of getting your health topped up by another person. Sure, you can say, "gestures and gnarl" or bungus, but, that'd be it and some exceptions like quick item swap and all. There are no characters to heal you, too. So, I came up with kind of a sketchy idea.
Risko Rain 1 had this interesting last-level implementation of giving you a surgery table | medical bed once you got it teleported - it healed you during activation.
Why not do the same? On some levels- no, it's better if we had those on ALL of the levels. Maybe on the debris of the broken ships, or as an alternative way to transfer health | pack it for further use in somewhat of a blood bag(of course, with its own limits and to be used by another person on you | dropped when damaged).
That way you could help heavily wounded players without healing items by sacrificing your blood | buying or/and using the healing station. It'd be a nice addition to the game, really.
Clogged Pipes [Lunar]
+) Every 20 seconds release a Big Stinky Fard that deals 6000% damage (+100% per stack exponential) damage in a 100m radius with 1.0 proc coefficient
+) The Big Stinky Fard stuns enemies (including bosses)
+) Gain a decaying +100% movement speed buff for 5 seconds after releasing a Big Stinky Fard
-) Releasing a Big Stinky Fard launchers the player 100m into the air
-) Leading up to a Big Stinky Fard, the player's movement speed decays (increased decay per stack) until they are stationary for 1 second, after which the Big Stinky Fard is released
=) Each subsequent stack of Clogged Pipes also gives the player 3 Focused Convergences for extra pooping power
This item would have good synergy with
, the best red item in the game, while also indirectly nerfing Ion Surge, the worst survivor skill in the game, which I think is good because reddit picks Ion Surge over Flamethrower and reddit thinks
is scrap.
You could also make this item the new purple item tier, because it deserves it.
thoughts?
what
why is this in feedback and also what the heck
!feedback
Phase Shadow (Utility alt, 12s cooldown): Huntress blinks backward, leaving a Hardlight Huntress behind for 4s. Enemies targeting Huntress immediately target Hardlight Huntress instead.
The blink is very short, only enough to leave the area of a Titan fist; this trades Huntress’ great mobility for a decoy on a higher cooldown. Hardlight Huntress works like an Umbra without the stat changes/visuals, but doesn't turn and only moves forward. The target-switching is not permanent, just a way for the decoy thing to actually work against Titan Laser/etc.
!feedback
!feedback
Make characters more interactable.
Imagine if you wanted to transport fast, and could grab onto MUL-T when its in transport mode. Or, take Artificer by the hand while playing Acrid, to do a higher leap. Wouldn't that be nice?
Of course, those are just examples, but I hope you got the gist. Some characters should be interactable in a way of being unique by design and game mechanics so it would be extra fun.
!feedback
Captain care package drop, alt utility
30s cooldown; drop a heavy metal crate of cash and hp at a target area, dealing 400% dmg enemies it lands on. Cash is equivalent to 1 large chest (+10% per player present) and hp is 10 orbs worth 4% max hp each. orbs scatter at random on drop so players can divide them up fairly, while money is divided equally between all characters and automatically added to funds upon drop.
Ofc numbers can be tweaked if its too strong/weak
!feedback
Gel Elites: Enemies that will split into smaller versions of themselves upon death and will have half as much health as it gets smaller until the second split. 1<2<4<Dead
(I understand that this is just the **Gup ** from ror1 but if this was an elite modifier then it'd just mean even more enemies for us to survive from, then it'd make perfect sense for the new item Goobo Jr. to be in the game!)
!Feedback
Repulsion field, Red;
After charging for a set amount of time, a bubble forms around the player that pushes away projectiles and enemies. Each stack increases the field's size and power, but the charge time is unchanged.
!feedback give Loader rocket fists 
!feedback
I think it'd be cool if void reaver explosions destroyed all terrain in the sphere.
!feedback
Make Captain's shock beacon recharge shield(Transcendence / PSG), not barrier (like brooch).
Could be useful if you could recharge it faster with something like a Battery just as well.
!feedback
Change chronobauble to affect ALL aspects of an enemy in a more minor way
(Ex. -15% (+5% per stack) attack speed, movement speed, and projectile speed)
I think this would make it feel more like the green item its supposed to be.
!feedback
Make the barrels drop the money + a monster tooth-like orb
it would heal between 2%hp(50% chance), 5%hp(30% chance), 7%hp(14% chance), 10%hp(5% chance) or 20%hp(1% chance)
I want this because it would be like old ROR but a tad different, makes barrels more worth going for and hopefully make early game more tolerable when not receiving healing items.
!feedback
It may be worth tweaking how Rex’s self damage works with shielding.
I need to actively avoid taking Wake of Vultures on Rex because it actively harms his play style when you kill an Overloading elite.
Avoiding items with downsides that outweigh their positives on some survivors are fine for Lunar items, so something like Brittle Crown is fine, but needing to skip on a red item (or any similar item to come in the future) because it effectively halves your health at all times during combat feels terrible.
!feedback
Red item idea: Rage
`+3% attack speed and raw damage boost upon killing 20 enemies. (Caps out at 210% boost to damage and raw damage output.)
+upon reaching the cap, the blade evolves and will hover by your side as if it were an Ally, and occasionally attack nearby enemies dealing 75% damage doing 4 fast-paced swings, burning them, and having a cooldown of 4 seconds before it will tail after another and maul them.`
!feedback @safe prairie's feedback
To fix Rex's interaction with shields, make their abilities only count real health for their cost and drain health like ||Heretic|| instead of damaging barrier/shield. Rex's gameplay of health costs and healing abilities would no longer get wrenches thrown into it by items that are supposed to only be positive.
Whether or not Transcendence health counts as real health for Rex should be considered separately, as it's not your everyday shield and creates vastly different results depending on the decision.
!feedback
make it so you have to press M2 again to trigger artificer's next M2 attack (if you have backup mags) instead of it automatically charging after the first shot is released - I always hold M2 to charge when I have a ton of attack speed and it fires the first shot and instantly goes into shooting the second when I don't mean to
Just an issue I've been having
Also the downtime on artificers autoattack seems excessive - 4 seconds for a full recharge is really long for an M1 attack, and in later stages it's on cooldown more often than not, which makes it always feel unavailable. It's hard to change it without making it OP, but doing something similar to bandit would make it much more satisfying to use in the late game imo.
!Feedback
Remove harvest from the game and replace it with something actually good because why is robot rex so bad dude literally just the worst why would you ever take any robot ability
!feedback
Environmental elite aspects
Similarly to perfected elites in commencement, I think environmental elites would be a super amazing concept.
Plating [Golden Coasts] •) Drop ghor's tome treasures on death •) Become slightly stronger based on how much gold you're hoarding
Annihilating [Spawns with celestial portals] •) Every other hit steals a lunar item (All items stolen are returned on death) •) Gives a debuff after hitting you 5 times which deals 2% max health per second for 60 seconds
!feedback
!feedback
Make the artifact reliquary unhealable
If I can’t shoot it, it should not be able to heal
!feedback
Give equipments to elite scavengers.
It doesnt matter if you are a malachite elite, if you cant spawn with black hole you are weaker than a default scavenger.
Elite scavengers should be challenging, but the lack of equipment item makes them not as dangerous as the default scavengers
!feedback
Keeping scrap in your inventory increases the chance of a printer of that color to spawn instead of any other color printer.
This way red and yellow scraps are useful since the spawn of yellow and red printers is just unreliable.
!feedback
Cause a very minor explosion and destroy scrappers when a used Dio’s in inserted
!feedback
An incinerator should be added for items you don't want, mainly for black items. Either it can be turned into money or random scrap but after a bit it breaks.
!feedback
Slamming and punching attacks now scale with speed and velocity rather than base damage.
I now know this is a mod but knowing Hoppo devs they can find a way
!feedback
Remote Online Play + Splitscreen
!feedback
another idea for signifying if a chance shrine has been fully used could be to have the stone golem statue explode similar to risk of rain 1
!feedback
since tactical dive duration was nerfed, buff its velocity so it travels the same distance from pre anniversary in less time
!feedback
Alternate "turret" for engineer: A giant mecha that walks around. When nearby, engineer can get inside and pilot it.
!feedback attack speed should increase projectile speed.
!feedback
An idea for a Wake Of Vultures Rework:
When you kill an elite enemy, you still gain their elite affix, but now you become immune to their effects. Fire elites can’t ignite you, malachites spikes won’t effect you and won’t disable you’re heal, etc. The enemies damage would stay the same however.
To compensate for the stronger effect, you’re now limited to only one elite affix at a time (possibly more affixes with more stacks)
Just thought this rework could help balance out the wake of vultures to compete with other red items
!feedback how about that stop time equipment from ror1
!feedback
Make Elite Equipment yellow Equipment because the Yellow Rarity is also used for "Planet specific" items like Pearls or Artifact Keys.
imo Elite Equip both fit into the boss drop and the Planet specific category and having a different outline would help them stand out a bit more.
(Ideally it'd be a different outline then regular yellow items but blue equipment also don't have a different outline as of now)
!feedback
Green item idea: Rusty Double-Barreled Shotgun
`+Upon attacking, has a 35% chance to unleash a short-ranged blast of pellets that extends for about 10 meters (Range doesn't increase), really requiring you to get up close and personal. Each pellet deals 20% damage, and fires a total of 8 pellets in a random pattern, resulting in a total of 160% damage, should all the pellets connect.
This item's damage increases its pellet damage by 20% for each Rusty DB Shotgun you find, resulting in the damage becoming [40% x 8], [60% x 8], so on, and so forth.
This item then goes on a cooldown for about 5 seconds before another blast can be unleashed, just so that way Melee Characters don't have too much of a break with spammage... Unless you're using Gesture of the Drowned and Blast Shower Spam.`
!feedback
Carry-on duplicator, green
Gives a chance to multiply damage/projectiles per stack, rate scales with crit chance.
!feedback
In the logbook, many of the items and characters are hard to see as the light source comes directly from above.
It would be nice if the default light angle was more towards the horizontal axis (perhaps 45°) to show off the items/characters in a more flattering way.
OR, even better, what if when holding down middle mouse you could change the light angle. That way the player can easily see every detail!
(image for context on how some things look) https://cdn.discordapp.com/attachments/439906249971204107/900124134976155678/unknown.png
!feedback put engineer back on the server banner
maybe an achievement if you get a kill with bandits lights out attack while in the air
!feedback
!feedback
Change to kjaro/runald's bands:
Hitting an enemy with an attack that deals 400% damage or more creates a flame tornado/ice explosion that deals 300%/250% total damage.
Holds 3 charges (+1 per stack). All charges reset after a 10 second cooldown, shared between both bands.
The purpose of this change is to reduce the massive damage creep that bands normally have, and just generally make them more fun to stack. (Tell me it doesn't sound awesome to punch through a crowd of enemies as loader and leave a swath of flame tornadoes in your wake, instead of annihilating a lesser wisp every 10 seconds because it got in the way of the boss you were aiming for)
!feedback
Just a cosmetic idea for elites;
Glacial, Blazing and etc projectiles should change color depending on the type they are. Like Malechite Greater wisp balls should be a darker green, Glacial titan lasers should be blue, you get it.
!feedback
Red item idea: Wooden hand cannon
` +upon attacking, has a 45% chance to fire out a spray of 5 exploding shrapnel peanuts in a burst fire that deal 85% damage in an arc (+50% damage with each wooden hand cannon gained). Upon contact or if their fuse runs out and the explosion hits a foe. The fuse lasts about 3 seconds and they roll about randomly once they touch the ground.
When the enemies are hit by these explosions, there’s a 30% chance (+10% for each wooden hand cannon) that the enemy will be rooted in place.`
‘Figured that the Brilliant Behemoth might have some very offlandish predecessor. ‘Doubt it’ll get very far, but that’s what mods are for!
!feedback
white item: bullet jets (subject to change lol)
Increase projectile speed by 5% per stack
!feedback
New elite idea, vampires/regeneraters.
Basically, these things constantly heal even if they're getting attacked, the only thing that negates it would be DoT. Getting hit would also result in getting your health stolen.
That's it. That's the suggestion.
!feedback
Bit of a meme suggestion but here we go.
You know the glass cheese people did before? Yeah, imagine that but a whole transformation. I don't know what it would do though.
!feedback
lunar item: Void Eye
increases max hp (by 20) on kill
but enemy attacks lower max Hp
!feedback
Moon rocks, lunar item
Shoots out rocks on kill in a ring. The ring expands and and retracts twice before destroying itself. The aoe can also harm the player as a downside.
To elaborate. It spawns on enemies, not the player, should be kinda obvious. 
!feedback
Moon Warrior (Lunar)
Upon hitting an enemy with a non M1 ability, they are afflicted by Moon's Curse for 5 seconds (+2 per stack). All ability's cooldowns are increased by 150% (+75% per stack)
Moon's Curse: Upon death leave a 7 meter radius moon beam that lasts for 10 seconds
Moon Beam: while in this beam, enemies will take 50% damage every half second for 50% x 20 damage (provided they stay in if the whole time), allies (including you) who enter the beam gain the effect Moon Warrior for 5 seconds, timer (for the effect) refreshes each time they enter the moon beam.
Moon Warrior: Gain 25% attack damage and ability recharge rate is increased by 33%
!feedback When you have Evolution and Sacrifice equipped, the monsters should drop their items assigned to them by Evolution more often than other items of the same rarities.
So when a monster dies and the game decides they will drop a white item, the white item that drops will be considerably more likely to be a white item currently held by the monster.
I think this would be a fun interaction!
!feedback
Moon Scythe (Lunar)
Gain a 1%(+2% per stack) chance to instantly kill an enemy (besides lunar monsters and mithrix), -1 luck (-1 luck per stack)
!feedback
More passive equipment like the gnarled woodsprite or the aspects.
Although give them a minor activatable ability, like the woodsprite.
Fire makes a big fireball, overloading chains lightning, glacial freezes things, celestine makes you invisible for a short period of time, and malachite could either spawn urchins or the land spikes.
other equipment could gain passive abilities as well, like the wings giving passive floatiness, for the little saw that floats around when you have the saw blades to ram into monsters, preyon accumulator overflowing with power, now and then, dealing aoe damage from the player and more depending on how creative people can be
!feedback
[new item][lunar]
give you a second equipment slot BUT... high increase their coldown time.
!feedback
Sentient Shadow, equipment
Attacks a second time at a delay for a certain amount of time. Ex; Acrid's spit shoots a second projectile, Huntress shoots extra ballista bolts, etc.
This does not work on utility for balance purposes.
!feedback
!feedback
What if Captain's taser inherited the effects of his beacons?
Or rather, the taser passively gains additional effects depending on which beacons you have equipped. Some possible examples:
-Equipping a healing beacon makes the taser create a small AoE heal on impact. Taking double healing beacons increases the tasers heal amount.
-Shock beacon improves the tasers normal stun effect somehow, or maybe gives allies some kind of buff.
-Resupply beacon gives the taser 2.5 extra charges, rounded down (so one resup beacon would give 3 charges total, double resup would give 6)
-Hacking beacon increases the proc coefficient of taser by 0.5, raising it above 1.0 (I'm not 100% on this one but I'm not sure what else to do with hack taser. I don't actually think this would be too unbalanced though, considering the taser is still pretty weak.)
To compensate for this, maybe the taser's cooldown also changes according to which beacons you take.
This would vastly increase Captain's potential as a support character, and make the taser itself a much stronger and more unique ability. I'd imagine it could lead to some cool builds and taser setups, especially if more beacons get added.
||!feedback||
After playing through ror1, I noticed that most characters have an animation that plays when you unlock them. For most it's just them coming down in a droppod nearby, but I thought it was super cool and added a bit of life into the world that would fit well in ror2
!feedback
Valve just tweeted on the OnDeck account that they're looking for developers willing to show their game playing on the Deck. Maybe consider getting in touch?
The new survivor for the update should be a Pirate name him Scallywag (Since the name Captain is already applied to another survivor). An they should add a tropical deserted island stage and you can't fall off of it but you can get take damage if you go to deep out into the water almost like how the barriers are in Abandoned Aqueducts with the tar.
!feedback
||give glass frog a friend||
!feedback New survivor idea: A guy who can target a monster and steal the most recent ability they used. So a lemurian’s fireball, a golem’s laser blast, etc. Think Rubick from Dota.
!feedback I'm not sure if anyone has mentioned this before or if there are plans for it but is there any thoughts for implementing badges for the game on steam? My self and many other love collecting badges for our favourite games and would be great to do so for this one! There is already achievement integration so would be a great next step to couple the 100% completion
!feedback
!feedback make syringes increase attack speed by 16% instead of 15%
!feedback
Would be cool to have completion marks on the character select screen, similar to what TBoI has. They'd correspond to common run goals like beating certain bosses, obliterating, completing X stages, etc. and show the highest difficulty on which you've completed each one.
Marks wouldn't necessarily have to correspond to unlocks (though a 'grand mastery' skin for full completion might be cool, as long as it doesn't require eclipse), it would just be nice to have an at-a-glance view of what you've accomplished with each character without having to go to the run history screen.
!feedback
I don't like Eclipes for multiple reasons but these two would be nice improvements:
Don't Permanently lock me out of lower Eclipse levels. If I wanna play on Eclipse 4 for fun then I'd need to just never win which seems wrong. Just auto select the highest difficulty and make them unlocked one at a time.
Artifacts are such a fun way to spice up the gameplay and them not being available here also feels wrong. If it's meant to be forced difficulty since that's the whole gamemode then you could make it so Artifacts are locked behind beating Eclipse 8.
!feedback
a mode where you can choose a loadout of items and try to survive with just that, no chests would spawn, although boss items, equipment and lunar items would be available to get in game
so for example I set my group's items to 10 whites, 3 greens and 1 red
they would start off with that but it's items of their choosing and in the game, when we beat a boss it drops it's yellow item instead of a green, equipment barrels would appear on the ground and you can still go do newt
!feedback
Red item: Bizarre power glove
`A glove with many buttons on it, and is... Seriously uncalibrated.
When attacking has a 35% chance to do the following:
Spews a blaze of 2 bouncing fireballs that explode upon contact dealing 50% damage, or travel for 20 meters before exploding into a pool of flame that's 10 meters wide (+10 meters per stack) potentially burning enemies (+1 fireball and +45% per stack.)
Calls forth a roll of pixelated thunder clouds that lasts about 4 seconds and vehemently zap enemies for 100% damage every 1.5 seconds within 30 meters, hitting them with an Overcharged bomb as well. (+75% per stack.)
Sends forth a pixelated blizzard blast that goes for about 10 meters (+10 per stack) that slows enemies for 3 seconds and deals a solid 125% damage (+75% damage with each stack.)
launches a large 8-bit rock that when it impacts an enemy, deals 125% damage (+1 rock and +75% per stack), and stuns them for 2 seconds, while launching mini rock shards everywhere reaching 20 meters, dealing 5 rapid hits of 20% damage (+10% per stack), should they all connect.
sends forth a massive blade that charges forth and upon impacting an enemy, slices downward dealing a solid 200% damage (+100% per stack)`
how can l kick somebody in room
i dont think you can
!feedback
Reduce sligtly the vision distance in Abyssal Depths so the super cool fog is not behind walls and you can actually see it.
Because of how compact the level design is, in the middle of the zone you see all the walls and cant barely apreciate the fog unless you are in a corner and look at the other corner.
I just think the visibility is not damaged enought to make searching the teleporter harder because is a very small zone and the problem searching the teleporter is not distance, but visual obstacles.
Just check this 2 images (One looks way better than the other)
Fog cool!
(the other solution would be making a new alternative version of this stage with a more thin but linear design ;P but that seems o requiere a lot of work)
!feedback
Maybe like a super hard secret boss where you have to fight providence and mithrix And The Artifact Reliquary at the same time (probably activated when beating the game with all artifacts enabled as commando and also maybe thats how you would get the origin artifact)
!feedback
How about an "Alternative" outcome, which appears in a different momentum, and different time?
The purpose of this wording is to tell the player that this outcome needs perhaps patience and reaction that would be paid off well enough and like somewhat of an "alternative" storyline outcome would happen even. Aka, "what if the player kept on looping", or "stood in the void fields / stages for too long"? That'd be interesting to see as a bonus to an Artifact, or just as a mechanic in general.
!feedback
Okay, this might be a bit farfetched buuuut.
Eclipse should have an extra difficulty called "Blood moon", basically it adds multiplayer difficulty to eclipse and depending on which level you're on, it gets higher.
!feedback
Holiday events.
Dressed monsters? Dressed survivors? Nice effects, themes, songs, or just posters for the game? Anything new, even little details would be nice as "semi-updates" to the game, I'm sure of it.
And semi-updates mean "being once during a season" since ROR's thematic of updates is quite.. To be told, put in a way to let you rest and return to more content, this could keep the people interested in new things to explore, new suggestions for items which may be temporary in the game, or just new fun mechanics. Or just interesting new encounters, maybe portals with dimensions. Who knows?
All of it is just guesses and suggestions. But, this'd really warm up the heart of many people is what I'm definite of. At least, it'd do that for me!
To: Hoppoo Games(formerly known as Santa).
Please make it so drones can't collide with the player,i have been screwed over by my drones pushing me Too many times.
!feedback
!feedback
⚠️ New Lunar Item! ⚠️
Broken clock
- Enemies behind you get a 30% movement speed increase (+30% per stack)```
I think there aren't enough lunars that are centered around enemies and too many focused around you, the player. In addition I think this would make an interesting dynamic between the player and enemies where the player is looking around a lot and always checking behind them.
!feedback
Time Keeper's secret, legendary.
When at low heath, enemies are totally and temporarily frozen. The duration increases by 3 seconds per stack.
!feedback
Add an option to swap the music with the RoR1 soundtrack, where possible. Both games have great music, having both soundtracks available in ror2 would be sweet
!feedback
Because White and Green Printers look the exact same right now, make Green and Red printers use the old bulkier model again.
!feedback
->Geasture of the drowned change
Buff: (exact same buff)
Downside: 15% chance for the equipment to do nothing (only 1st stack).
->Automatic equipment usage now is a option you can activate any time with a hotkey
Since auto usage is not truly a debuff and is just a option you want to have sometimes in order to avoid spamming the equipment key constantly i think it would be helpful to be able to activate it automaticly whenever you want.
We all know Geasture is absolutely busted because there is no actual debuff, i think this will give you more options in gameplay with auto equipment usage being always avilable, while balancing the geasture with an actual interesting debuff.
!feedback
Artifact name: Mirror
Description: Every item that you get all enemies would get a weaker version of too
Example: collected 10 goat hooves, the enemies would get the power of 4
i think this would be a fun addition as it would add more Chaotic gameplay to the game and people would (maybe) even need to change their strategy!
Code: (- is square ~ is circle : is triangle \ is diamond)
- \ -
- : -
- \ -
Code Location: Commencement, Below the platform where you fight mithrix
!feedback
[Altar idea][name: Altar of friendship]
The mainly ideia is that in multiplayer, when some of your friends die (or turrets in single player) you would revive them with some penalties. 95-99% health? debufs on your team or buffs to enemies? No itens after conclude the teleport event? I don't know exactly, but i think it's a nice idea to help our partners that die soon in some stages.
!feedback
A bit of a update to the blood moon thing.
As per #ror2-feedback-discussion, it would be better to make it a general difficulty rather than Eclipse exclusive.
To elaborate, Blood Moon would be Monsoon with multiplayer scaling. Wether or not drops would also scale is up to the devs but a more difficult experience would be in single player loot drops.
To add something special, Blood Moon skins could also be added. Aside from just being harder it would be cool seeing new skins.
!feedback
Artifact of Ascentory
Increases the likelyhood of family events.
That's it. That's the suggestion.
!feedback
Give engineer another primary option, the grenades have abysmal range and it makes flying enemies a massive pain (especially wandering vagrants in the first few stages) since the turrets outright seem to rather ignore these enemies, or just lack the range for it, bubble shield helps, but it only delays the issue, and it makes harpoons the only effective method of dealing with such enemies since almost all his attacks are ground based, minus the turrets.
Maybe make the second primary option rather just a smaller, weaker gauss cannon, or maybe a low fire rate laser weapon, to tag an enemy so the turrets will prefer to attack them (think Mul-t's railgun, but without as high damage, and helping the turrets make useful meaningful decisions for who to attack)
!feedback
Achievement/unlock condition: Hello Handsome
Repair the broken robot with an Escape Pod's Fuel Array as Rex
possibly unlocks another skill for Rex? But mostly just want it as an achievement because :)
!feedback
The shrine of order should get two uses. One to sort and another to revert, after that it turns off. It helps just in case for those players who don't know what it does.
!feedback better Coop
**1.**We need voice chat with mute and volume slider | Why ? Because nearly no one has time to read the text chat in-game and no one knows what the other player wants to collect and not everyone we play with is an known friend or an discord buddy
**2.**When someone is texting an massage in chat it need to be outstanding or ping an player and than type in chat so he gets an alarm sound or even an specific symbol over his head. Why ? So players see it without looking at it (glowing or an totally different colour) there where many moments i wanted to help an other player but he or she didn't see the chat because of to much was going on on screen and stress.
**3.**When someone quits the other players must get something as compensation for him and the player who is quitting cant join an other session for at least 5min. Why ? Because its unfair to the other Players that want to complete the game together AND we all hate Ragequitter.
**4.**Kick option or an blacklist with players we don't want to play with. Why ? Some players are just , you know what. They collect your items every time, they activate the teleporter on hard and know you don't have an item yet or the don't help on bosses and just hide.
**5.**At least different Pings (go here/attack here and don't go here/don't attack this) Why ? even with better chat and voice chat sometimes you need to point something out.
**6.**An Lobby option for an different Transporter activation [this is optional so pls you can ignore this], when we play with 3 or more players, one person presses the teleporter and everyone gets an chat massage (player XXX want to activate the teleporter) when more than 50% of the players activate the teleporter an countdown starts where the teleporter activates when its ends. when 100% of the players activate the teleporter it activates immediately. Why ? This can prevent misunderstanding when people want to fight the boss.
!feedback cheaper versions of the normal/large chests that can only hold white items ad for the other chest only green items, these chests would be slightly cheaper, im thinkin, if a normal chest is 25 then the white chest should be 20 and if the large chest is 50 the green chest should be 35-40
!feedback
Hard Light Emitting Diode (Or H.L.E.D for short)
Gain 100 shield (+100 per stack). Take no health damage if the damage is lower than 125% of your current shield (+25% or 50% per stack)
What that means… if you have 500 health and 100 shield, you will need to be hit for at least 126 damage to take health damage. Anything lower than that and you will only lose your shield.
If you have 500 health and 10 shield, you will need to be hit for at least 12,6 damage for that hit to make you lose your health.
!feedback
Add a counter for each equipped item to the artefact of command selection screen
!feedback
Make razorwire not be able to attack the pots at abandoned aqueduct
!feedback
Allow Captian's shotgun, Engi's primary (To a lesser degree) and Loader's utility to be agile, since you can already sprint while holding the skill, plus while yes it removes some of the dps tricks Cap has, it does make much more sense in the long run.
Or you can make it so you can't hold a charge while sprinting so it cancels that hold once you start the sprint again. It just feels weird not having something technically not agile be agile, ya know?
!feedback
More survivor skins, and update current skins
The current skins are. . . Fine, for most survivors. Some of them are just recolors though, which feels kind of lame when its the only other alternernative. My idea is to add 1 more universal challenge (something like the mastery acheivment) and then also add a UNIQUE challenge for each survivor that unlocks a skin. This would create a lot more diversity in multiplayer lobbies and be a pretty cool addition to the game. Also, it wouldnt hurt if the skins affected animations too, like attacks looking different, attacking has different animations, etc.
!feedback
Blast Boots (green)
Upon jumping, create an explosion that deals 300% in a radius of 10 meters (+5 meters per stack)
!feedback
A meme item suggestion but ill try my "best" to pitch this ridiculous item to you guys.
Orbital Laser Strike(Equipment) CD: 280 Seconds.
Proc Coefficent: 0.1
On use, place down a mark area that covers 20m, after 15 seconds of charging a Orbital Laser is shot down. The laser will cover the area for 10 seconds dealing 100,000% damage (ticks 10 times per second, So 10,000% damage per second will be 1000% during the ticks.)of your base damage overtime as well as slowing any monster in it by 70%. Can not be used in hidden realms.
Few Details: It leaves a burn mark where the area was marked.
Reason: Now I dont really expect this idea to get liked a lot let alone on top-feedback, but it would a very funny, yet cool way of melting enemies. Although this item does lack uniqueness due to Captains meme strike, it would be a cool addition nonetheless.
!feedback
"Cracked chests" that cost ~25% less than normal. Any chest other than multi-shops and legendary chests has a small chance to be a cracked chest.
When opened, 3-5 (depending on chest tier) small, jellyfish-like enemies called "Scavenger polyps" will pop out of the chest and try to run away from the player. Killing all of them before they escape causes the expected item to drop.
Basically it's just an imp shrine from RoR1, not totally necessary for gameplay but it adds variety, and I think it'd be fun for worldbuilding. Obviously lore is up to hopoo, but it makes sense that scavengers would want to equip their young with items to survive on the planet, and would protect them using chests that seemingly only they (and survivors) know how to open. It would also be neat to give scavs some light foreshadowing before they actually start appearing in a run.
!feedback
damaged chest
[possibly] cheaper than a small chest but only drop scrap
"the contents seem to have been destroyed in transit"
!feedback
add lunar item i have no idea what to name it but it increases movement speed by 100% (50% per stack) for 10 seconds then decreases movement speed by 50% (25%) per stack for ten seconds.
!feedback
Dreamweaver - Lunar EQUIPMENT (Or just normal equipment)
Multiply the spawn rate of lunar coins by 5 to 10 times (somewhere in this area), and triple the Lunar Coin reward for finishing the run.
The drop rate of lunar coins don't decrease when holding this equipment.
The penalty comes from the fact this thing takes equipment slot. It has no active use, it acts like elite aspects
!feedback
side objectives: stages can spawn with them sometimes, maybe like 5% of the time? including special challenges that yield bonus rewards, such as a cash drop (maybe 2-3 small chests worth?) a random item, a few pieces of scrap or some lunar coins, these challenges always are setup in a way that never hinders the player if they chose to not bother doing them. but if done yield a small reward in exchange for the players time that they'd normally dedicate to beating said stage.
Possible side objective ideas i have:
activate and protect 3 void nodes (the same as the ones in void fields without the dmg if you leave one)
Hunt down the golden crab within 1 minute of spawning (same stats as a regular mortar crab dude, but its golden, half the size and wont attack unless provoked, it spawns half buried in the ground)
Kill the teleporter boss in x seconds (dependant on boss, difficulty and stage of the game)
possible lunar item attached to this idea: special player specific lunar challenges appear every stage (only item holder can see) that yield 1 (+1 per stack) challenge reward to the item holder, failing a challenge will result in 1 (+1 per stack) punishment for the remainder of the stage
Punishments could include
a temporary stat debuff akin to tonic, for 1 stage instead of permenant
the loss of some XP/GOLD
put your equipment on a forced full timer CD no matter the equipment, and use all its charges (after 1 charge is replenished, regular cd times apply again)
lose a portion of your max hp for the stage (nothing huge, like 5%?)
if you are holding scrap, lose 1 random scrap of that rarity
lock a specific item from usage for 1 stage (only 1 of said item of green or above rarity, with it being weighted towards being green, of course it could still RNG into a red
!feedback
A new chest type; Orbital drops
After completing the teleporter, you have a smallish chance of having an orbital drop sent down. There will be an extra timer after the teleporter is done which makes this optional and mobs still spawn.
If you leave, you don't get anything. If you wait, you get 3 random items for free for the person who opens it.
And to make sure you know, there will be a notification that shows up in the chat.
!feedback
Imp shrines making a comeback. That's just about it. Maybe not with the mini imps cause they can easily so a bunch of weird stuff in 3d but something similar maybe.
!feedback
give monsters hats for the season >:D
or maybe just the beebles
so like
its Halloween so give them little pumpkins :DD
!feedback There should be a way to make Engineers (both Carbonizer and Gauss) attack a specific enemy with some sort of targeting system
@wide falcon i want eclipse runs to be a group game type as well. i like being challenged even more than just monsoon when i'm on with my friends!
!feedback
Not sure if this has been done but a gauntlet mode would be real nice.
No end reward, no timer, just survive. Post mithrix wouldn't work story wise so this is the next best option.
!feedback
How about an alternative to commando nade and suppressive fire that does 400% in the center and stuns everything within its blast radius.
!feedback
Since aspects are equipments, giving them extra abilities shouldn't hurt. We already have semi passives so I see no problem.
!feedback
maybe make the spikey balls that brass contraptions fire change color with the elite type
not only would it help with knowing whos firing at you, but it also looks kinda weird when its just the regular spikeys on a frosty elite
!feedback
Add the possibility to rebind Text chat on another key than Enter to allow binding Enter on other stuff
!feedback
Add Dio's Best Friend to buffs/debuff tab, so when we get it we can have a constant reminder that we have a second life.
If I had a dollar for each time I've seen someone, including me, die and then forget they have Dio in their inventory... I could buy a pretty decent meal out of that.
Gameplay-wise it would stay the same, this is just a small QOL change.
!feedback
Add an option to automatically skip the intro. Its cool, but I watched it once and now I just spam space to get past it as quickly as possible. Would be nice to just tick a box and get to the main menu faster.
!feedback in it's current state, desperado feels extremely weak. I propose that we change the tokens by making the stacks multiplicative instead of additive, and to balance this we will make it cap at 40k% so it can only be as powerful as a diablo. Also, to balance this further, you should increase the cooldown by 1 or 2 seconds.
!feedback it would be really cool if stages rotated between different skyboxes/color schemes, similar to https://thunderstore.io/package/FMRadio11/StageAesthetic/:
!feedback
For the upcoming expansion make it so if the host owns it all friends invited has limited access to the unlocked content (kinda like how if 1 person has an item unlocked it unlocks it for the whole lobby). This limited access only works in multiplayer when the host owns the dlc and gives access to Items, Areas, Enemies etc. but the people who don't own the expansion cannot play the new survivors or unlock anything in the expansion that is gated behind achievements for them self (disable expansion achievements for the people who don't own it). For example lets say they do the requirements to unlock an item they don't get said achievement. This allows the lobby to enjoy most of the content while the host can enjoy all of the content available and isn't limited just because a friend can't afford the dlc. It also allows a friend to try some of the new stuff out before buying it them self.
!feedback
[achievement][name: lunar merchant]
have [x] lunar coins at once/have spent [x] lunar coins in total.
x could be 100, 200, 500, i don't know exactly, but i think would be awesome to have some achievement related to lunar coins (stack or spent them).
Support enemies that instead of dealing damage to you, they support other enemies.
It could be healing everyone around them, or buffing them with some sort of buff.
They wouldn't be able to directly harm you, but an army of mobs supported by them would be significantly harder to deal with than an army of mobs without their support.
!feedback
!feedback
How about a 'horde' buff, which makes crowd control a little harder?
Horde buff is basically a buff reminding fury, which makes the enemies hit faster and maybe harder, but only if a good pile of them collects together and thus challenges the player at least a little.
!feedback
Peaceful Moment - Lunar Equipment
For a few seconds no attacks can be made, not from you or your enemies.
!feedback
Artifact of Suggestion
Essentially, I’m thinking sort of a mini Command with this one. Command is very fun, but I still want some uncertainty in my life. Thus, my proposal for the Artifact of Suggestion:
You can select the first five white items, the first two (maybe 3) green items, the first red item, and the first equipment you receive. Numbers can be subject to change of course. After that, item drops are random as usual.
This is more or less inspired by Wizard of Legend, which lets you bring an item you’ve unlocked into every run, so you can have starting “builds,” but it’s all random beyond that.
Maybe put the code somewhere else in the Bazaar, to tie it into Command to an extent.
!feedback
Artifact of the Traveler
Stages are randomized (excluding dream selection) but the moon teleporter will always send you to the moon. The same stage can't be teleported to twice back to back.
!feedback
As a combination of all the QoL ideas that have been stated, allow for next/back tabs to move between what you're looking at while looking at a log, and a sort option so you can see how many you've collected item wise, or how many enemies of a particular type or elite aspect you've killed the most of. And ofc, allow us to see the different models when they have the elite type because they are really awesome but hard to fully enjoy the art in game.
!feedback
Stages are randomized, and the primordial teleporter always spawns on stage 5
!feedback
game gets more rainy as the difficulty gets higher 
!feedback
theres no way to get lunar items outside of the bazaar on sacrifice, so i was thinking maybe have a small chance for an enemy to drop a lunar pod that you can buy
!feedback
Artifact of fate
The artifact randomizes every artifact that you have.
Option 1. It randomizes everything and you only go with that for the whole run.
Option 2. It randomizes after every stage and it doesn't turn itself off.
Endless apple pie(assumingly orange).
Use an apple pie to quickly and passively regenerate your health back. Spreads on allies in the area and the healing effects lasts for 7 seconds.
Recommendation: The pie works best on an empty stomach(going below 40-50% of HP passively regenerates it back faster, than if you were above 50% HP).
!feedback
!feedback
Random Keybind Option 
randomizes keybinds
!feedback
make the game tell you what the chance shrine does ive made many mistakes
!feedback holiday themed monster designs
!feedback Text chat on consoles
!feedback mithrix comments to you in last phase if you have no items something like "USELESS WITHOUT YOUR....Wait where are your baubles and trinkets?
!feedback
New survivor idea.
Not too sure of a name, but the method of obtaining goes as follows.
You can use any character with any artifact, but you have to beat the game on medium or higher difficulty with zero items or purchases to unlock it.
The achievement that goes with it could go along the lines of; "Wait, it was that easy?"
!feedback
New Captain's secondary ability: Pulse
Pushes most projectiles and enemies in front of you away. (Basically anything that isn't gigantic or boss.)
Deals NO direct damage but reflected projectiles can harm enemies, and you can use it to push enemies off the map.
Basically Airblast from Team Fortess 2, but for Captain.
*Side Note: I always thought of his secondary to be... nothing much. It's there, I guess. Every other ability he has is pretty interesting but his secondary feels to me like the devs didn't really have much of an idea what to give him as a secondary. *
!feedback
new Lunar item- !
all attacks proc a ukelele type chain attack and have normal proc rates. All damage dealt is divided by the amount of enemies hit per attack. Stacking increases proc chain count by +2.
damage to single targets(no nearby enemies to chain to) do normal damage. no real negative effect, but a fun gimmick that promotes crowd kill above all else.
This would gain much higher proc chain effects across all characters, but also reduce the effectiveness of all non-dot damage.
!feedback
artifact of Rampage
replaces weak enemies with tougher ones (lemurian= elder lemurian beetle=beetle guard lesser wisp= greater wisp etc) and strong ones with portal bosses (stone golem = stone titan imp = imp overlord etc) portal bosses would stay the same,enemies that don't have stronger varients but are too weak to be changed to a teleporter boss would be a elite
location: somewhere on the pillars that appear at the second phase of mithrix
!feedback
Red Item Idea: Nanotech Muramasa
Upon attacking, there's a 35% (+5% per stack) chance to cause enemies in a 10m radius (+5m per Muramasa) to get hit with rapid-slices for 125% damage (+100% damage per Muramasa) dealing 1 stack of bleeding.
!feedback
During single-player mode only, have Shrines of the Mountain have a sky or particle effect distinct from the Teleporter that will inform the individual player that there are shrines on the stage.
In multiplayer with 4 (or more with modded) players scouring the map they will find everything in a very short amount of time. A single individual would need to take 4 times or more to locate possible shrines of the Mountain on any given map given that the maps do not resize based on the number of players.
This will enable single player games to detect and activate shrines of the mountain, and will greatly help players unlock the 3shrine of the mountain unlockable through visual cues only.
!feedback
I'm sure this has been suggested before, but please make huntress's M1 more comfortable to use. Right now the auto-aim tends to snap on any target that's nowhere near your cursor (sometimes even offscreen) and you're stuck hitting a Parent instead of the 1hp elite lesser wisp you're desperately trying to finish off. The Huntress' homing shots are already compensated by their relatively low dps (and the alternate version's requirements in order to have it scale into big damage), I don't think that "not being able to reliably target the enemy you're tracking with your cursor" should ever be an intended mechanic. It's unnecessary frustrating and counter-intuitive for both newer players and more experienced ones.
Suggestion: make it so that on releasing M1 the cursor will reset to the target that's closest to the player's reticle. On holding M1, the reticle won't switch targets unless the current target gets too far from the reticle to remain targetted. That way, if you're hitting the wrong target, you just have to aim at what you want to shoot at and tap your M1 to relock onto it.
!feedback
Give Huntress an alt M1 & M2 that doesn't have auto-aim
!feedback
Cold Blood Infusion (name a work in process)
Rarity: Lunar
Effect: Locks your movement speed to 80% (-5% per stack) of character’s original speed, and in exchange gain +1 (+.5 per stack) base damage for every 1m/s lost in speed. (Edit - fixed the numbers, made it simpler.)
!feedback Integrate crowd play on stadia, allowing viewers of a stream to hop in and join you for your next game!
!feedback
With the lack of a chatting option on console, an emote system should work fine as basic communication.
Either that or voice chat cause that's probably the best form of comms you're gonna get on there. 
!feedback
Pet Snacks - Equipment
Turn any non-boss enemy into your ally.
Alternatively: Turn any enemy that isn't Elite or a Boss into your ally.
Side note: Enemies turned onto your side will give you as much gold as you would've gained by killing them. So you don't lose any cash.
Also these allies won't follow you to the next stage.
!feedback
artifact of Alba
Causes movement to become slippery as ice.
Enemies are more likely to be Glacial elites.
Rallypoint Delta will always be in rotation.
!feedback
Since a lot of people seem to find Huntress' autoaim somewhat braindead, I propose a change to the way Huntress works to accommodate a new passive. First, turn her autoaim into a passive skill, instead of just built into her character:
Ocular Enhancements
The huntress can lock onto enemies, allowing her m1 and m2 attacks to home into the enemy instead of directly aiming at them.
Then, we can add an alternate passive, similar to acrid. I propose it could be a "charging" mechanic, since she is a bow character.
Superior Fire
Hold down the attack button for attacks to charge an attack for up to x% damage over a 2 second period. (add an indicator to max charge like a sound effect/special visual effect on the bow)
!feedback
Can white item cauldrons appear more often on commencement, or even in the bazaar? Like the cauldron selection in bazaar could be randomized from a pool of all 3 cauldron types rather than always being 1 green and 1 red. I feel like I barely ever seen white cauldrons and the bazaar could use some more variety.
!feedback Sometimes characters can get stuck at certain locations or move out of bounds. It would be nice to have an option to return to first spawnpoint at the escape menu.
!feedback
As an actual downside to command, I'll just make one.
Whenever the menu opens there's a giant circle that shows up and anything that's in it gets double movement and attack speed as long as its open 
!feedback
A new shrine similar to the Shrine of Order, but instead of reducing all your items into one type of each tier, it takes one item from each tier and redistributes them as other random items that you already own.
Main point of this is that the shrine of order is a bit of a meme and usually a fun way to end a run. This mini version which only randomizes some of your items could actually be useful. It would kinda act like a 3D printer+scrapper all-in-one now that I think about it.
!feedback
i know these stats are pre release and subject to changes but
I don't think a % chance to instakill an enemy per hit is in any way fun, interesting, or in line with the level of quality of ror2's items. I wish this was reworked into something else
These stats are kinda wack. It's one of two scenarios : 1. why would i trade full crit for 5%/4.5% chance to instakill a normal enemy per hit? its bad on most non very rapidly attacking survivors, specially when most have a high damage skill such as ballista, punch, probe etc. and if you have full crit you usually wouldn't really mind taking down normal enemies. It seems heavily useful for perfected golems and wisps but that's just because they're total braindead damage sponges. At the same time, it has potential for being boringly overpowered, specially on survivors like mult. There's being ''situational'' like the well designed lunars, and then there's being this bland, where it feels boring on both scenarios.
Edit : As @blazing geyser brought up : It also ruins the direct crit synergy with multiple items
, so picking it up may as well be removing multiple items from the pool, at least the greens past 1 stack
ps : yes i know it's literally telescopic sight
edit 2 : on second thought, it seems like a lot of good effort was put into the item's visual effects and mechanics. For the sake of not wasting content, it could be a rework that changes the way it's activated so it's not just a bland rng chance.
!feedback
I love the idea of “tainted” void items but I do have one small concern. The dev thoughts refers to them as “sneaky”, which I assume means they can be told apart from the normal items in some subtle way. I’m worried that you will go the route of “slight color difference” or “hint of (X color) over the original design”, and that path would make it extremely difficult for colorblind players like me to actually tell, similar to the situation Binding of Isaac had with Lucky Pennies. It takes a lot away from the game for us, especially since there isn’t a colorblind mode in the game yet.
Something still subtle while also being accessible could be slight design differences (ex: the Ukulele mimic having 3 pairs of tuner knobs rather than 2), item’s shadow being its “true” form, or even a slight particle effect around the item.
!feedback
6th Day - Lunar Equipment
Significantly heal everyone in a large radius.
When used, all players near you will be healed for 133% of their max hp (yes, above max health. That health will be turned into temporary shield)
However, all enemies (including bosses) will be healed for somewhere around 40%-60% of their max health.
Before you say something like “People will use it to troll other players” we already have Glowing Meteorite.
!feedback underwater world
!feedback
Mobile Engi turrets should perma-sprint in combat so that they can use
. It would make for quite a nice buff
!feedback
Make "idle turrets" put down by Engineer, and turrets that are put randomly to be bought pickable. So you can pick a turret up, and carry it somewhere. You could also pass it to other survivors.
!feedback
Some of the original maps would probably benefit from getting visual updates. The game’s newer maps far surpass them in terms of quality, and it would be nice for the older maps to receive some attention to keep them from feeling too outdated.
!feedback
Add a toggle in settings to revert Milky Chrysalis's movement back to how it was before you changed it
Moving based on where you're looking is incredibly jarring and I never enjoy it
!feedback
Okay for an actually serious way to balance command.
Certain chests should give just their corresponding item type. Of course this is negated by some things but if you're willing to slow down your runs for any item choice then its on you.
!feedback
Artifact of Mirror
The stages are mirrored. What was on the left side of the map is now on the right side.
Alternatively: EVERYTHING is flipped. Including the UI and text.
!feedback
Quick feedback about the Corrupted version of Bustling Fungus:
Instead of keeping the same green aura and green particle effects for the healing how about a purple aura and purple "smoke" coming out of the survivor when the Corrupted Bungus is in effect?
https://images-ext-2.discordapp.net/external/K4J8lkuf3Lin3sL7eZzjigdRiLcInQeT3PZgrRchyws/https/cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33906904/e19cacacc51458949b0fb81060c9e96c7d513d3c.gif
https://thumbs.dreamstime.com/b/abstract-purple-smoke-effect-background-purple-abstract-smoke-139791634.jpg
!feedback
Visual damage on the survivors.
Have you ever seen REX, and wondered, if he's low-health, why is there simply no sign of it? Or, MUL-T?
Now, how about adding it? Bandit, when low health, will deplete short trails of smoke; fog for MUL-T; sparks for Huntress; and so on. That'd help some people which can't rip their eyes off the frontal-gameplay and prefer to play by healing the boys time to time. Or, just see who's hurt and in need of help.
!feedback
Buff bungus in a way that'll benefit other survivors a little more. Something I would suggest is knockback resistance or damage resistance when the effect is activated. This could be strong for something like MulT power mode.
I also love the concept of the void items a lot, I just feel Wungus and Bungus is very night and day of what you want. Making players genuinely think about what fungus they want would be great to be more in line of what the other items seem to be going for: making you feel like you are giving up something valuable but getting something great in return.
!feedback
I feel like when marking enemy's as engineer then the turrets should focus on the marked enemy, I feel this would be a good addition to the game and add an extra layer of complexity to engineer game-play.
!feedback
New Void tier item - Ghor's Soul
Corrupts Ghor's Thomes. Instead of golden chunks, enemies now drop warped soul orbs. Touching them may grant an item. Stacking increases chance of gaining item hyperbolically.
!feedback
Lunar equipment- Hellfire blast furnace
Status effects are converted into health proportal to max hp.
Extra health is converted into barrier.
!feedback
New Void tier item: Ring Of Thorns
Corrupts every Razorwire. Instead of sending projectiles each time getting hit, stacks a buff. After getting hit a certain amount of times (getting enough stacks of the buff) unleash big damage in the huge area around you. Basically genesis loop, but razorwire based and instant
!feedback
New Void tier item: Fumo Plushie (WIP naming)
Corrupts Tougher Times. Upon dying, restart the stage. Consumes the Fumo Plushie
!feedback
Use the "[player] has vanished without a trace" death line when someone dies to a Void Reaver or if they die to the new void lens-maker item
!feedback
Lunar item: Abandoned Collar
Standing near a monster and holding the 'interact' button for a few seconds allows that monster to be tamed. taming a monster consumes the item.
||(There's probably a better way to make the taming mechanic actually work, but that's not really the important part)||
Tamed monsters will fight for you, and will gain a massive increase in both health and damage. They will also inherit all of your items, and receive a copy of any items you pick up in the future.
Tamed monsters will follow you between stages, and any non-boss monster can be tamed... if you're prepared to deal with the consequences.
Tamed monsters are able to take friendly fire from you (although they won't be targeted by other minions or effects like ukelele. They also take reduced damage from their owner.)
If a tamed monster dies, there is a chance that it will randomly return on any later stage as a ghost, retaining all of its buffs and inherited items (including new items the player has picked up). This time, however, it will aggressively attack the player until it is killed. EDIT: once killed, the ghost will no longer appear. It can reappear if you leave the stage without killing it, however.
Tied around the collar is a small, paper note. The note is faded with age, but still quite legible.
"Please, take good care of him."
!feedback
Drones should not be able to pick up item drops, like health orbs from Monster Teeth, the ammo from Bandolier, and the gold from Ghor's Tome.
!feedback
one of the death messages is "{player who died} has broken every bone in your body."
maybe that should be changed to "{player who died} has broken every bone in their body."
!feedback
please stop the monsters from becoming immortal when grabbing dio's best friend in the void field
I think it's finally time to make a reverse focus crystal item as a void item: the farther away you are, the more damage you deal to enemies
Not going to post numbers, because they've never helped in the past; just like the post if you like the concept
!feedback
Either I suggested this before or it's been suggested before, I don't know or remember, but I propose a change to squid polyp to make it a bit more viable. At the moment, at least to me, it's just free green scrap. I propose to change it from:
100% (+100%) attack speed per stack. Lasts 30 seconds
to
100% (+100% base damage per stack. Last 30 seconds (+10 seconds) per stack.
Duration increase can be subject to change if 10 seconds per stack seems too high. Because at the moment, those little things just die instantly and provide no benefit except a couple seconds of enemy aggro.
(Edit was for spacing issues and slight stat correction issues.)
!feedback
Maybe add a visual guide to loader's gauntlets, to see whether or not it'll hit something before you use it
!feedback
Tease some new music
!feedback
random idea:
chris christodoulou astronaut down skin for commando
!feedback
Void item from focus crystal
Enemies outside the circle take extra damage
(The circle is significatively larger than the focus crystal, arround 3 times larger)
Devs might already have this idea anyways :v
!feedback
New aspect type - Distortion
Getting hit or hitting its traps (similar to malachites) your controls invert, the screen goes all warped and purple and your moves are shuffled out of order.
!feedback
Change Acrid's regeneration effects on their abilities to straight lifesteal. This encourages damage items and melee Acrid, turning him into a drain tank type of character. Right now the regeneration simply lacks any meaning past the first stage and since Acrid lacks any invulnerability or armor, they're almost always played as ranged dot type of character. (this has probably been said before, but pushing it up again. i like melee builds)
!feedback
Make it so that the mobile sentries are considered "sprinting" whenever they are moving. They don't meed am actual upgrade or anything, but just change their state to "sprinting" instead of "walking" so they can utilize sprint-based items like disciple or Energy drink
!feedback
Void Lepton Daisy (Wilting Flower)
At the same percent charge as leptons, cripple all enemies for a short time, if the boss is still alive, do a small amount of damage
!feedback
Void Soldier's Syringe: Geneva's Vaccine
You now shoot in a burst of 3 (+3 each GV) and do %10 more damage (+2.5% each GV). Cooldown is 4 Seconds.
Does not work with Utility or Special.
Basically, say you were Captain, and got 2 GVs. You would shoot 6 times in a burst. 
!feedback
Warped Thorns (void lepton daisy) (maybe name could be Rose Thorns or something)
Periodically shoot tracking thorns out of the teleporter that do 90% damage (either shoot a big burst of thorns at the same time a lepton would activate or shoot thorns very often) - only active while teleporter is charging
!feedback
A new void item idea.
Reckless Snail: On kill, regen for 2.5% of your maximum health per/second for 2s(+2s per stack). Corrupts Cautious Slug
Reason: It would make an interesting void item and also has a trade off. Do you want to play safe and use the Slug or play more aggressive and use the Snail. Also would have some synergy with items like Forgive Me Please.
!feedback
I have some changes for barrier items and not the mechanic itself, because let's be real, that been done to death here.
Topaz Brooch: Gain a temporary barrier on kill for 15(+15 per stack) health
My idea of Topaz Brooch: Gain a temporary barrier on kill for 1%(+1% per stack) of your maximum health.
Reason: Topaz is alright early on, but even with Forgive Me Please, it falls off later on. This should nerf the early game and stacks of Topaz a bit but make it a strong buff for later on and with more stacks.
Aegis: Healing past full grants you a temporary barrier for 50%(+50% per stack) of the amount you healed.
My idea of Aegis: Healing past full grants you a temporary barrier for 100% of the amount you healed. While barriered increase your armor by 25(+25 per stack).
Optional Change: While you have Aegis it decreases barrier decay rate to decaying to 1.66% of your maximum health
Reason: Now you don't have to add in the optional change, I just thought it would be cool. As for the Aegis change, unless you have an insane amount of Healing, Aegis is quite underwhelming. This change should make it a bit more exciting and rewarding to pick up. It also adds synergy to Topaz Brooch.
Overall Reason: I just think these changes are reasonable for these 2 items since they are kinda underwhelming at the moment.
!feedback
Void Red Whip
Gain the same Whip speed boost only while in Combat. Speed boost would be quickly lost when out of combat.
Meant for people that much prefer speed for dodging than looting
Addendum and details on how I would do "in combat" and other stats but make your own thoughts about the idea too: #ror2-feedback-discussion message
!feedback
Divine hourglass
Spawns a cyclone that does contact damage as well as a suction effect.
Each stack increases range, strength and (possibly) damage.
No, this isn't time related. Its just very sandy.
!feedback to push the amount of players,playing with freinds and 4 player coop pls let us buy an 4 Piece pack that cost a little less than buy every four pieces alone.
!feedback
Add sub-titles to stage variants so we can actually tell them apart, especially since it seems like we might be getting more of them.
Just having "Titanic plain" and "Alt titanic plain" is a little confusing.
!feedback
Toolkit[equipment].
Turn ANY drone, turret, and ally into a more powerful version(once per stage). Gunner drones become striker drones, and after may possibly even become the TC-280's(but it is a rare guarantee). Healing drones have a possibility to become emergency drones. Turrets become powerful just as well, gaining mobility and/or extended machineguns for double if not triple efficiency.
WARNING! NEW DRONES DO NOT RETAKE THE SOFTWARE UPDATE UNLESS YOU USE THE TOOLKIT AGAIN!
(Basically meaning that you need to use the Toolkit for the new drones in order to make them powerful. Reviving a drone if it was destroyed resets the effect.)
"I never trusted those items, man. I just modified my own tech, and lived off it."
!feedback
Allow players to exchange items with equipment drones. Sometimes it happens that I put into it something I wanted to keep, and took what I wanted to give. And that usually ends up in me getting all of my coins given away to the monsters.. Alongside with innumerable pieces of my Survivor's body.
!feedback Cause the teleporter to get infested and overun with lepton daisies depending on how many you have
!feedback
Void Tri-Tip Dagger (Quad-Tip Cleaver)
5% Chance (+2.5% Per QTC) to split enemies into fifths. Split enemies have 1/7th of the normal enemy's health and 1/8th of the normal enemies damage.
Void Tougher Times (Imagination's Greatness)
Every 10 seconds, kill/slow (IDK) 10% (+5%) on the stage.
Void Infusion (Acidic Skincare)
Each kill gives you %0.5 of your health as flat damage reduction. Max amount of given reduction is %12.5 (25 Kills)
DM me criticisms! <3
!feedback
Some unique dialogue between the Player and Mithrix if he holds Beads of Fealty.
Since they represent Loyalty to Mithrix he definitely could make comments on it in some ways.
!feedback
Allow Engineer to put his turrets separately, like Captain's beacons. You wouldn't want to put your healing turret that is currently fixing up someone in a bubble shield away from them, as it could be fatal. But, you surely want to heal someone on this part of the land just as well, so you can press RMB / LMB to put one of them specifically, not just randomly. This'd be very useful.
!feedback
ALLOW ARTIFICER TO FLY FREELY WHEN SHE USES A "JUMPER".
Please, it is quite an irritation when you use your jetpack and have to fly only one way as an Artificer after using a "jumper". The worst part of it is when you use a Hopoo's feather, and get stuck flying in a single spot before swarms of brass contraptions and ground monsters.
!feedback Can you make allies unable to remove merc's marks with their attack. Mark based abilities on Merc is almost impossible to play in multiplayer.
!feedback
Item Idea: Razormind of the Void (Void Item, Razorwire variant)
Description: Getting hits on enemies make razor like wires fire at said enemy for 300% damage per projectile hit. The projectiles can NOT fire at multiple enemies at a time, but instead focusing on the one your attacking.
!feedback Void fields should drop 1 corrupted item instead of the normal item
!feedback
KipKip Jr. | Red
The item works as a follower and it runs around the map picking things up for the player who has it.
The item comes in stages;
Stage 0: It picks up Ghor nuggets to level itself up at the cost of not giving you money. Other than that it doesn't do anything.
Stage 1: It still picks up nuggets, but you get half the amount, the other half goes to Kip.
Stage 2: You gain 100% of what it picks up.
Stage 3: Ghor nuggets have a 20% chance of turning into an item. The rarity chance is the same as a regular chest.
The movement speed increases per stack, it also depends on how many mobility items you have.
!feedback
A rare interactive that would act like a scrapper, but instead of scrapping items it would corrupt the items, or de-corrupt them (depending on what you put in there).
I don't know if something like that is already planned. But if it isn't, we should have a way to remove the corruption.
!feedback
Allow the game browser to save the filters you've made previously.
!feedback
Artifact of Permanence
Scrappers, printers and cauldrons are disabled, effectively making items stick.
As a fail safe, make sure its hard coded so items can't be removed 
!feedback
A little quality of life thing.
A loadout randomizer would be real nice right about now
!feedback
Artifact of Confusion
All your abilities are random and can also be abilities from different survivors.
It's basically artifact of metamorphosis but with abilities.
To add onto this, allow the lobby creation screen to save your settings for voting and what you name it
!feedback
New Loader passive: "Kinetic amplifier"
-All melee attacks become heavy, but have their base damage halved. (Optional: The damage bonus granted by the heavy effect is also increased slightly.)
-Electrical attacks grant a stack of overcharge for each enemy hit. Each stack increases base movement speed by 5% and lasts around 1-6 seconds depending on damage dealt.
-Melee hits immediately boost Loader forward at a speed of 4m/s(+1 per stack of overcharge), effectively increasing the damage of her next hit if she doesn't slow down.
-Fall damage resistance works differently; Both utilities and thunderslam grant immunity while active. While grappling, immunity is only granted if Loader's horizontal speed exceeds a certain threshold (This means that grapple tech like trimping is still viable, but you can't save yourself from a fall by just grappling anywhere). Otherwise, Loader takes fall damage like normal.
To summarize, this is basically Loader with the training wheels taken off. More emphasis is placed on her "speed is your weapon" playstyle, while reducing her innate tankiness and requiring more careful use of her abilities to both deal and avoid damage effectively.
!feedback
Add a winrate% stat per character
!feedback
Acrid passive idea: Acidic
Attacks that apply poison or blight instead apply (maybe stacking?) "acid", which starts off weak but progressively gets stronger as the duration continues which can kill if left on long enough.
!feedback Please give Directive:Harvest a wider projectile. As it stands, you need pinpoint accuracy to land it for a benefit that is usually way weaker than tangled growth
!feedback
Boss Item dropped by Horde of Many
Mirror Image [Causes a mild effect of a person trailing you]
When you activate an ability, it has a chance to activate again, maybe weaker?
!feedback
let me eat goobo jr.
!feedback aegis gives reduced barrier decay
!feedback
Give the chimeras separate codex names so people don't get confused.
Like instead of naming them all "Lunar Chimera" it should be Lunar Golems, Lunar wisps and Lunar rolley polley whatever they're called.
!feedback
Make more skins for characters. Make them so you have to unlock them though do not just give them to people straight away.
lunar rolley polley.. lol
!feedback
Interactible Idea: category multishop
Select one of the three item categories to recieve an item from.
It would be the equivalent of opening a category chest of the selected category.
This could help turn item categories into an interesting choice, rather than just a more expensive small chest.
!feedback
Rebalance Mithrix
So current issue for me with Mithrix bossfight it's boredom. Don't get me wrong, I really like bossfight, it's very intense and fun, but many people just stand on column at second/third/fourth phase or this 4 things in the corners in first phase or just fly over Mithrix and kill's him, and his range attack doesn't help (ALL THIS PROBLEMS ESPECIALLY FOR HERETIC) . And this problems makes fight not so fun that it could be. Why? Because Mithrix can just oneshot you, and for player much safest way to kill him is standing on column.
So what to do?
- Make Mithrix attacks not so strong
- Delete those columns
- Make Mithrix attack against flying survivors. Like he notify you and create small blue line from player to him, and second later line become big chain and slam you on the ground and stun. Of course with some taunts.
- On third phase create a barrier around this hexagon in the centre of arena, so player cant run far away.
!feedback
Since its all about chest why not an rare Enemy that is an chest ?
it looks like an normal chest but when you get near it it runs away and shoot at you from the distance.
it has high HP and an shield
it can also cloak itself and heal himself
it can use 3 ability's of elite enemy's at the same time
Its defence is an permanent pulsating ice field to freeze you when you are near by
the drops are rare
!feedback a new survivor who’s whole kit is focused around the drones you can buy in each map. I feel like drones really fell off compared to ror1 and it’s time they got some love. A character that has abilities that make drones viable would be sick, there isnt anything quite like having a swarm of drones clearing the map in the late game
!feedback
Beetle Gland is very boring, and compared to its logbook entry, its such a far cry.
Make it so every 8 kills a Beetle spawns and every 40 kills a guard spawns.
Beetles would be slightly stronger than normal beetles for balance.
!feedback
Scale his attacks based on item count not time
!feedback
It would be cool if more maps had secrets that offer a consistent reward, like the cave on Aqueduct and the preon chest on Rallypoint.
Small puzzle elements like that are fun, but more importantly they allow for more strategic decisions during a run. It would also be a way to add value to maps that are generally seen as worse than their counterparts, like Sundered Grove.
!feedback
make it so that engi's walking turrets always count as "sprinting" when moving so they get wungus
So I came up with a new survivor idea befitting the upcoming DLC's "Void" theme. Didn't know where to post it so here it is:
Hope someone who reads this likes my concept 🙂
--everything is still WIP just saying--
Survivor name: Arcanist
Passive: Malevolence
Using abilities other than normal attacks increases the survivors base atk by ~8%. This buff can stack up to 5 times and each stack lasts for 4 seconds.
Normal attack: Forbidden Bolt
Fires a medium range bolt of void matter that can chain over to up to 1 further enemy (only one bounce so 2 enemies hit per attack) dealing 140% dmg each.
First Ability: Arcane Nail | CD: 8s
Fires a Nail of void matter that travels in a straight line and at high velocity. The Nail can be charged to increase it's damage and range. When hitting an enemy the Nail will pierce, dealing 300-700% damage and stick to the enemy for up to 7 seconds, decreasing their armor/defense by 30% for the duration (does not stack).
Utility Skill: Spacial Rend | CD: 12s
The Arcanist performs a short lunge, briefly phasing out of existance and making himself invulnerable for the duration (1s) before re-appearing in a flash of arcane blades dealing 400% aoe damage to surrounding enemies. Dealing dmg against enemies who are pierced by Arcane Nails/Blades consumes them dealing 100% of their initial dmg as bonus dmg. When consuming Arcane Nails/Blades the cooldown of this ability is decreased by 4 seconds (doesn't stack).
Ultimate Ability: Arcane Excalibur
The Arcanist jumps backwards (similar to Huntress' Balista but not as far) before unleashing a flurry of 12 Arcane blades, dealing 110% dmg each. Similarly to the Arcane Nails these blades will also stick to enemies and can also be consumed by Spacial Rend.
!feedback
!feedback
A void item for Syring that decreases attack speed but ups the damage
!feedback
New Lunar Item!
I haven't came up with a name for it yet but it'd go something like this
+30% (+30% per stack) Damage while sprinting
-30% (-30% per stack) Damage while not sprinting
I feel like this lunar item would be good and would promote picking up items like energy drink and rose bucklers, and not all characters could utilize this item which I think makes it better because it balances it to be more situational.
!feedback
void item idea
cobalt shield: while standing still, gain armor and remove all knockback . replaces all rose bucklers
!feedback
!feedback
Idea for Mythrix to have different moveset/be able to use more weapons,
if you have ever been in the place where the blood shrines spawn in the final stage, there's different weapons there. for example theres a greatsword that we can find.
perhaps each run he could have a random weapon that he would use for the entire battle or he could have a different weapon in each phase.
the weapons he uses could also be changed depending on difficulty, so you would only encounter him using a certain weapon with maybe a harder move set in a higher difficulty.
considering that they already have assets of these things i think that this is probably already something that they would be considering on doing for a future update.
why do i think this would be a good addition to the game?
well this would make each run even more unique than they already are and would make the fight with Mythrix even cooler like imagine him having a greatsword or a katana, he could even get a shield or maybe dual wield two swords or something.
this would make it so that each run you would have to play against him in a different unique way, and it would be super cool.
!feedback
Maybe give malachite elites some kind of range check, so that a malachite wisp that got launched into stratosphere won't be an environmental hazard?
Same thing, but instead of replacing syringes, it replaces
's
+) On crit: Gain 4% base damage up to 24%(+24% per stack)
---) Corrupts Predatory Instincts
I feel this is much more balanced (maybe a different mechanic other than critical hits, though?) than a direct damage upgrade, and could be much more interesting than one, too
!feedback
Sacrificial Gauge(Lunar).
On use, drain your health to create a healing zone which heals your allies.
!feedback
Rarity: Void
Object: Purple shards of a crystal
Name: Focused Shards
Description: Corrupted Focusing crystal, every enemy you deal damage to in close range will send a flurry of crystal shards to attack that enemy.
!feedback
New Void tier item: Malaise Grenades
Corrupts Bundle of Fireworks
Picking up items creates a relatively big explosion that deals 2000% damage to every enemy
Doesent make sense its just a upgrade
!feedback
Rarity: Void
Object: IV bag
Name: Practitioners Siphon
Description: Corrupted Soldiers Syringe, Grants stacks of attack speed upon hitting an enemy giving up to 50% (+25%) at 15 hits.
(Edit: Changed Name)
!feedback
New void item: Blood-lust pirhana (corrupts leeching seeds)
Heal for 10 Hp (+ 5hp per stack) upon killing an enemy
!feedback
New Void tier item: Blistering Visage
Corrupts Gasoline
When enemies get next to each other (5-8 meters) in your view, they get a burning dot debuff. Stacks are added with each enemy joining the debuffed group, meaning 2 beetles will get debuffed with 2 stacks, third beetles coming close will make so everyone will have 3 stacks. Each 4 stacks enemies explode in post-anniversary Gasoline explosion. Stacking increases needed distance and damage from explosion.
I got a lunar item idea
This item would double the debuffs you deal, but double the incoming debuffs
!feedback
!feedback stop posting item ideas please, especially void and lunar item ideas because hopoo will only listen to me and none of you
!feedback
Add an artifact that reverses other active artifacts.
Thank you for coming to my TedTalk, goodbye.
!feedback
add beeble jumps
https://cdn.discordapp.com/attachments/760945335702388756/904376989211824198/literally_the_best_change.mp4
!feedback
A new void item approaches!
Name: Wicked Sprout
Corrupts: Leeching seed
Appearance: A couple of nasty black/purple buds and vines that reach out from some shriveled up seeds.
Function: Killed enemies have a chance to explode. This explosion does little to no damage and gives all enemies caught in it the "Ripened" debuff for 5-10 seconds. All ripened enemies will give the player a small but sizable amount of health. On top of that, ripened enemies have a higher chance of releasing another explosion. stacking increases Ripen's length and the amount healed on kill.
*Additional notes: The idea behind the Wicked Sprout is to replace the leeching seed's consistent but otherwise small healing potential with a less consistent but much more rewarding one. Think of it like a will o' the wisp or shatterspleen, but for healing!
Item woudln't be OP if tweaked right, and in terms of plausibility it doesn't seem too far-fetched considering the fact that we both have instakill and what is essentially free heal on the forbidden lenses and weeping fungus respectively. And seeing how the weeping fungus turns a highly situational healing item into what could be one of the most consistent and useful ones yet, I'm not worried too much about the item being too drastic. We don't even know how we'll acquire void items yet!
To address any worries about the item snowballing or becoming broken as the run goes on: Literally every item does this. You still need to actually kill the enemies to get the healing, and you are by no means immortal. You can already get god-level healing without Wicked Sprouts seeing some of the builds, it's not that much of a game changer. Just a useful item.
Possible worries: May overlap with monster tooth too much?*
And that concludes my entry! Thought I'd jump on the trend of writing entries for fanmade void items. Thank you for reading :)
!feedback
New void-tier item: Defiled Thistle
Corrupts: 57leaf clover
Appearance: purple/red-ish clover shapded plant with jagged/spiked leaves.
Effect: Increases the dmg of effects that have a chance to trigger on hit/death by 150% (+75% per extra stack).
!feedback
**Name: **Mirror Blessing
Tier: Red
Appearance: green glowing crystal
Effect: Every 30sec, all allies (drones,turrets,other players, and so on) AND YOU on the whole map get automatically an 1000% stronger healing effect, for 3sec long.
Enemy's just stop all movement for 3sec.
Effect Stacking: Every Stack increases the the sec by 1 for the negative and positive effect.
!feedback
New secondary for Engineer
Secondary: Take Flight - The Engineer throws an anti-gravity bomb directly in front of him, lifting all enemies within the radius into the air for 4 seconds. They then fall back to the ground and take fall damage worth 20% of their maximum health. Cannot lift bosses.
!feedback
Rarity: Void
Appearance: Cracked Nuke
Name: The Lost M.O.A.B.
Description: Corrupts Brilliant Behemoth, All explosive Items will now have a chance upon kill to drop cluster bombs.
!feedback
New skills for engineer
Primary: Minigun - The Engineer blasts his minigun, dealing 45% damage per shot. Fires 5-20 shots a second, dealing 225%-900% damage a second. The minigun overheats if used too often, causing his minigun to cease firing for a short period of time. (Start up = 3s. Time before overheat activates= 10s. Time before overheat disperses = 5s. 5 bullets being at the minimum speed, 20 bullets being at the maximum speed. Proc Co. - 0.5)
Secondary: Soar - The Engineer activates his jetpack, giving him the ability to stay in midair. The jetpack takes fuel to use. Fuel slowly regenerates passively but can be refilled quicker through defeating enemies. Can stay in the air for up to 10 seconds. (you can cancel soar at anytime. without defeating enemies, fuel takes 25 seconds to refuel at maximum usage. defeating enemies with your turret does not count towards your fuel gauge. defeating 1 enemies reduces the time by 1 second.)
!feedback
Item idea (yes, a void item).
Corrupts 57 Leaf Clover
Doubles the effect of items that are chance based.
Note:
Cannot achieve double crits with this item, will instead double your current crit chance.
If something cannot be doubled, it will affect the item like a regular clover, ie. Tonic.
Examples of what this item will do.
Double AtG missiles that shoot out if procced. Applies bleed twice if procced. If a Happiest Mask were to spawn a ghost, it spawns two ghosts of the defeated monster. Ukulele will proc twice on the same monsters if it is indeed procced. Doubles the chance to get an Aspect or monster log to drop. Doubles the gold obtained from Brittle Crown.
Does not affect Tougher Times.
!feedback
New primary for Mercenary
Primary: Claymore - The mercenary swings the sword around in a circle, damage all enemies around him for 350% damage and expose up to 3 enemies. If the button is held down, he will instead slam the sword, created a shockwave in front of him dealing 500% and stunning. (1 swing = in 2s. 1 charge slam = 4s. Proc Co. = 1.3)
!feedback
huntress needs jiggle physics
HA
!feedback
New item.
Name: IDK yet
Rarity: Red
Description: each item decreases your cooldown (for each skill) by 0.1 seconds.
!feedback
New "beach" themed 2nd tier stage and new boss called "Shrimp Overlord"
!feedback +5 Lunar Coins per loop for Mithrix as this would incentivise more people to do longer runs for more than just fun and make people cheat them in less due to being able to enjoy farming coins
!feedback
I think would be interesting if we can organize our items in 'tab' section.
!feedback
A belt with an elixir for every occasion.
Tincture Cincture (Uncommon): Using an ability with a cooldown reduces other cooldowns by X% (+X% per stack) the remaining time.
Stacking is exponential, so if it were 5% it would only be 22.6% at 5 stacks, 40.1% at 10 stacks, 53.7% at 15 stacks, etc.
This item rewards cycling between abilities, weaving them into your attack routines. Note that it affects remaining duration, so less time left the less effect it has.
Could also be a legendary with a high %. Could also be a void version of Bandolier.
!feedback
Make Bungus have an aligned(single) circle of HP, whether you have turrets or allies around and expand the healing field if the players are close enough.
"Remember, Teamplay is an important part of the game!"
!feedback
Buff Ghor's tome by having the treasures grant an immediate experience bonus when picked up in addition to the money they normally give, similar to opening a barrel.
!feedback
Artificer's alternate right click, Cast Nano-Spear, is kinda bad, especially when compared to Charged Nano-Bomb. It does LESS damage, has no AoE (although it pierces), and doesn't have the arcing lightning bolts that Nano-Bomb has. I propose the following changes:
Increase its max charged damage up to or slightly above Charged Nano-bomb, maybe 2200%ish
Increase its travel speed drastically so that it feels like you're throwing it really hard.
Love the character!
!feedback
Make a legendary that removes the negative effect of one lunar item but is not stackable.
I'm assuming a void DLC means more void-based enemies
if this is the case, and they're able to spawn in normal stages (as in outside of hidden realms), a void family event would be a really cool thing to see
!feedback
While we're at it just make a void related aspect cause why the hell not.
I suggested this before, so I'll kinda do it again.
Leeching Seed [Rework]
+) Heal for 1%(+1% per stack) of damage dealt to enemies; stacks linearly
*) Affected by proc coefficient
!feedback
Make Engineer's rockets actually come out of the thrusters which deplete bombs. Make the thrusters themselves twist or have a slight knockback so it actually feels like you're shooting out thermal harpoons and not just toys. Would be really nice to see, especially that I (think) there was an upvote for REX having a similar issue(it came out of the head, not the gun itself).
!feedback
Re-order the (new?) achievements in steam to all organized according to their survivor or with the item achievements. There's a good 20 or so achievements after the artifact achievements that aren't organized with their respective categories.
It would make looking at achievements in steam a lot easier if you were searching for one specific one, as well as just feeling cleaned up in general.
[edit] formatting
!feedback
Boss item idea:
Overlord's eye
When active, melee attacks from enemies cause them to teleport somewhere away from you.
Projectile attacks are also teleported away in the general area of enemies.
For the hell of it, it can look like an orbital but mechanically it wouldn't change.
!feedback
orange
Morticians Delight
On use, fires a harvesting projectile that executes an enemy under 20% hp, then break.
if used on an elite and kills it, it drops their aspect
if used on a boss and kills it, it drops their yellow item.
(edit) if used on a non boss non elite enemy, it will drop their monster log
this is a single use equipment which allows players a somewhat easy way to get a single yellow or aspect of their choosing. Once used on any enemy (including nonbosses or nonelites), it will break, allowing no more uses of the item.
"Fires an extractor that kills a low health enemy. kill a powerful foe to gain their essence"
!feedback
Shiny flaregun(orange).
Fire a single, bright shot from the flaregun and create an area which temporarily sets up enemies on fire and stacks it.
!feedback wow really dyno
!feedback
Have the default settings for matchmaking with Password-Protected ticked off
!feedback
!feedback
DIRECTIVE: Harvest buff
Injected enemies explode on death, damaging and weakening nearby enemies.
I imagine a stronger Will-o'-the-Wisp, just like how the ability is a stronger Monster Tooth.
Damage coefficient and blast radius increase proportionally to the amount of healing fruits dropped.
This could put the ability on the same level of AoE as Tangling Growth without overshadowing it (IMO) because it's an on-kill.
baseball
!feedback
How would it be?
!feedback
Can we get Steam Cards/Badges for Risk of Rain 2 like the first one?
!feedback
I don't know if someone suggested this one yet, but im too lazy to look. Anyways, let people hop onto Captains DIABLO Strike afterwards, instead of phasing through it. Perhaps add a life time or a max amount of landed "needles", just to compensate for optimization and what not.
Reason: It would get more strategy to using the strike itself as you can use it as a shield to block projectiles or stand on it so things like beetle guards will have a hard time trying to hit you. Also when pinged it stops the ping like it's an object itself. My point being, it would make it more cooler and somewhat more strategic.
!feedback
When we use Artifact of Command, and pick up an item and had to chose what we need, can we pls have numbers at them to show us quick in this moments how much of each item we have already ?
!feedback
add the DLSS 2.0 (Nvidia) and FidelityFX Super Resolution (AMD) to the engine, so at least the lag reduces when we make an "god run" against hordes of monsters, that die in masses in seconds......... we want to experience this in 60fps+ (yes many of us already disable many graphic options, even when we use an good gaming pc)
!feedback
Make Woods Shrines cheaper, they're quite expensive for what equates to a little more than 1 fungus and you usually have better things to buy
Hit ball with bat
!feedback
Rarity: Red
Name: Zeronian Reflector
Appearance: Green Shield with an emerald in the center
Description: After Killing an elite, ever projectile attack directed at you will deflect towards a random enemy, dealing +100% damage.
make that orange and have it only activate for 10 seconds
!feedback
Give healing drones some interaction with the player's healing items. For example, while healing a target, drones will force cautious slug and medkit to activate, leeching seed and scythe could increase the drones' healing per tick, barrier decay rate is reduced, etc.
That way, healing drones actually get better when you have more healing items, instead of just becoming obsolete.
!feedback
rarity:yellow
name:ball
appearance:baseball
description: makes you a mets fan
!feedback
the people want it
!feedback
It'd be neat to see active rag dolls for enemies, specifically for those made of multiple parts. That list being golems, titans, brass contraptions, Aurelionite, and chimeras. Some of the death animations for these are really well done, but get stale, since they're the exact same thing over and over.
Also, to a lesser extent, updated death animations for Clay dunestriders and templars, and Greater wisps would be very cool and appreciated.
Good examples of when this would make gameplay feel more immersive with active rag dolls
•) Basically every Artificer attack minus snapfreeze execution
•) Acrid's utilities
•) Loader's punches
•) Diablo strike
and many more
!feedback Blue Portals on Sky Meadows should send you to Commencement or the next loop depending on what the Primordial Teleporter is aligned to.
!feedback
Acrid's poison hose should be brought back
But
Instead of being a secondary, its the special alt.
!feedback
Item Idea
Rarity: Red
Name: M00N-7R34D's (Moon Treads)
Appearance: White Spiked Shoes
Description: After killing an enemy gain a +50% speed boost for 5 seconds, running near any enemy while the boost is active will slightly damage them.
!feedback
Item Idea
Rarity: Blue
Name: Accursed Scepter
Appearance: Blue Scepter with a Sapphire on the end
Description: Will Change the effect of your secondary ability, but every use of that ability will damage you for 10% of your max health.
!feedback
When we press tab we can see all the item we have, would be nice to sort this from low to high tier or from damage to healing item with two buttoms or as an setting option. It would also be nice to see the full stats of an item we have when we hover over the item with the mouse.
!feedback
Item Idea
Rarity: Red
Name: Practitioners Vial
Appearance: Black Liquid in an engram shaped test tube
Description: Kills on enemies will heal 20% of your HP, Kills on Elites will grant 50% HP, and Kills on Boss enemies will heal nearby players for 50%.
!feedback
Item Idea
Rarity: Green
Name: Cool Shades
Appearance: Just some cool shades
Description: ayo downvote if you're a loser lmao
!feedback
press esc see the menu and also have the log there to click on (to make it simple,we want to look at the Log when we play Singleplayer)
!feedback
Item Idea
Rarity: Red
Name: Scorned Ribbon
Appearance: Tattered Pink Ribbon with Black smoke
Description: Chance to turn an enemy friendly on hit for 10 seconds, said enemy will explode after death and return the ribbon along with 20% HP.
!feedback
An simple training level where everything necessary is shown ,without stress. So new players dont get killed 20 times in the first map without knowing what the do and quit the game forever......
!feedback
please make us pet beetles. in one way or the other. please they are so cute when they pathetically try to headbutt me while going "hyaaah!". i want to befriend them
this is a serious request, i dont care how you implement it. but i think it would be great (YOU CAN PET THE LOOTBUGS IN DRG)
Shrine of Slaughter
•) On Use:
-) Lose up to 10 XP levels
+) Gain 1 armor per level lost
+) Reduce needed XP per level by 40%; stacks exponentially
!feedback
For the mithrix fight intro when it zooms in for the cinematic its fine, but when it zooms out the camera holds the rotation, could this be changed to a zoom out on mithrix? Eg change the rotation to focus on mithrix?
ty been buggin me for months
!feedback
Some ideas for making drones suck less:
-General changes
While out of combat, drones orbit around the player in fixed positions, preventing them from being left behind (and from bumping into the player). When in combat, they can move freely like normal.
Increase the damage scaling of all combat drones to at least +3 per level, and/or add an item that increases drone damage. Their damage right now is low to begin with and very quickly falls behind the point where it's useful.
-Gunner drones
increase damage to 4x100% (up from 4x50%). Their current dps is appallingly bad, but with this and the scaling changes mentioned above, then their damage per attack will always be equal to half of a lemurian's health, which seems like a reasonable amount for them.
-Missile drones
Instead of firing at a single target for 4x100% damage, they target up to 4 enemies and fire a missile at each for ~300% damage. This gives them a more specific role as a crowd control tool, rather than just being a better gunner drone.
-Incinerator drones
Gain additional armor when attacking, since they tend to put themselves in really dangerous situations. Maybe also change their AI to prioritize tougher enemies, since that's generally what they're good at.
-TC-280
Give it some kind of defensive ability, since it often ends up getting pummeled to death by elder lemurians and brass contraptions. Maybe something that deletes projectiles, similar to a microbot? Or at the very least, give it armor and better health regen.
Ideally these changes should buff drones at least enough to make them worth their price and rarity. It doesn't really make sense that a $40 drone usually has less of an impact on your run than the contents of a $25 chest.
Basically it'd be baseball
!feedback
We all know that the player level is based on how much exp he has, but at an certain point the player level gets stuck because of to less exp.
i played most of the time to an game level of 99 and even there its cost to much time to level up the player.
So why don't give some exp+ for very rare and hard enemy variations ?
!feedback
Panic buyer
White
gain +100% movement speed for 3 seconds (+1 per stack) upon interacting with any interactable
!feedback
New "void" elite type and corresponding aspect
(I know this has been done like 100 times, this is just my take on it)
"Void" elites have the following buffs/abilities:
+33% movement speed
+33% size
+33% hp
After dying the enemie causes a void explosion that instantly kills players below 90% hp (triggers after a delay similar to void reaver explosions).
Aspect buffs:
+30% movement and attack speed
+30% size
+50% max hp
Killing enemies causes them to explode into glass shards dealing aoe dmg to surrounding enemies.
!feedback
Depressure Mines
- Base explosion radius slightly buffed for funsies
- Fully armed mine explosion deals 1200% damage (from 900% damage)
= Now arms over time instead of in stages - armed status affects their radius and damage as well
= The stupid glowing circle now represents their blast radius instead of their trigger radius. P. Mines will detonate on proximity with an enemy (as in the mine itself) (so it can actually hit multiple enemies when fully armed) - CAN ATTACH TO ALLIES
!feedback
Messege was too long to be put here so click the link and it should take you to my comment in "feedback-discussion".
!feedback What if artificer could cancel her Ion Surge part of the way through. This would let her position better, instead of being sent into the Stratosphere. Currently, Ion Surge is good because it gives her a get off me tool, because she doesn't have any other fast way to get out of danger. With this change, she'd be able to not only get away from danger, but also put her in the perfect position for the situation she's in. It wouldn't necessarily be a buff or a nerf, it would just make her feel better to play. Imagine if you couldn't cancel loader's grapple midway through. She probably would still be extremely mobile, she'd just feel worse to play.
(I edited this because I worded it terribly the first time)
!feedback give bandit a poncho
!feedback when players are inside Captain's OGM 72 'DIABLO' Strike radius there is a visible, unobtrusive timer displayed counting down to when the corresponding attack will land
!feedback
When you are about to exit (or maybe while you are actively exiting) the drop pod, rotate the camera to face away from it, so holding forward when the game starts doesn't result in you running back into the pod immediately.
!feedback
i know this was probably already suggested before, but i just feel like it would make a really good change.
Put the "Vanished" ending lines at the "a moment whole" ending. its extremely rare for you to get the vanished text in the current game, and i just feel like it would fit more in AM,W better. plus it would make it seem more like an ending.
!feedback
Occular HUD balance idea
Current Stats
• On Activation
+) 100% Critical hit chance for 8 seconds
-) 60 Second cool down
Suggested Stats
+) Critical Hits deal 300% total damage (3x multiplier from 2x)
• On Activation
+) 100% Critical hit chance for 8 seconds
-) 60 Second cool down
This would make the occular hud still useful past 100% crit with items, and give it interesting synergy with Bandit, Huntress, and crit builds
!feedback I think that's a good idea but I'd change it up a little bit:
Suggested stats:
-on activation
+) increases critical strike chance to 100% (maximum bonus of +100% crit rate).
+) any critical strike chance that exceeds 100% is converted into critical strike damage instead (max bonus of +100% critical strike dmg)
So for example if you found 1 lense makers you'd have 11% crit (10% + 1% base). Therefore upon activation you would get 89% crit rate and 11% crit dmg.
-) 60s cooldown
!feedback
Limit Loader's ability to trigger Scrap Barrier's barrier off of her Charged/Thunder Gauntlet.
It makes logical sense for Loader to be able to trigger Scrap Barrier off of Charged/Thunder Gauntlet, as you are punching, but the ability nullifies a portion of why that passive is on Loader. The passive barrier gain is (to my knowledge and game sense) on Loader to provide her more survivability when she's using Knuckleboom and being a melee character, similar to Acrid's regenerative or Merc's i-frames. Giving it to Charged/Thunder Gauntlet just lets you get away with gaining full barrier by punching through twenty enemies though.
Gaining barrier on hit with Knuckleboom is fine, as it rewards you for being up in the thick of things and smacking enemies around, but Charged/Thunder Gauntlet already grant insane burst damage and mobility boosts to Loader's kit. They really don't need to ALSO provide a full health bar of barrier.
!feedback
New loader special, instead of the pylon, give her the ability to pick up increased gold. Like a magnet that absorbs extra gold from fallen enemies.
!feedback
I think that there should be more skins for all the characters. It would be really nice if you got a skin for completing eclipse for a character or for doing well in a prismatic trial
!feedback
Most players make an loop after a long playing time, that means the lunar shop is only interesting for people know that the void exist and what an loop is and how to use it to make longer runs or god runs. So many of this god runners need to have an option to save the game.
So here the idea:
- Get in the lunar shop
- Get to an specific altar that cost 5 Lunar coins
- spend 5 coins to save the game (only 1 save slot)
4.now you can exit the game an star in the lunar shop when you want, but you only have 1 save slot and it makes sense to use this for runs that need more loops.
What new players don't know is when they read this, every time you go in the lunar shop you need to make the whole maps again to get to the endboss and the difficult timer DONT reset !
!feedback
Risk of rain is a great co-op game, but i think would be cool to have a PvP mode, like some sort of arena, instead of having to just go into a game with artifact of chaos because then you also have enemy spawns which ruins the experience in my opinion. I know theres a mod for it but that excludes console players from a cool experience.
!feedback
This sounds like kind of a nerf but it would be interesting if lunar coins had a cap of 20 - 25 total. The system wouldn't be totally abusable and it would make them a lot more valuable.
!feedback
Item idea
Rarity: Orange/Blue
Name: Fortress Burger
Appearance: Burger with tortoise shell buns
Description: Do +50% more damage for 10 seconds but move 30% slower.
Edit: Lets make that a Lunar Item
!feedback
Make loader's thunderslam area scale with height
!idea
Teleporter bosses should get phases for example a clay/tar monster who's armour breaks off the lower its HP is idk.
!feedback
just do !feedback
!feedback
Server suggestion: Ror1 character roles. I just want a HAN-D role man 
this isnt the channel for that, this channels for game feedback and ideas
!feedback inspired by the above
Clay Dunestrider gets less health but much more armor. After taking a % of its health in damage, it gets a stack of "Chipped", reducing armor a flat amount as its shell visibly cracks. This stacks for each %health-worth of damage it takes, cumulatively. Overall, it would have about the same effective health.
This would make Dunestrider's fight more unique and interesting, visually if nothing else. Additionally, even if a swarm of Dunestriders heal each other up fully, it doesn't completely reset or infinitely loop the teleporter fight. Because the armor loss is permanent, they'll never return to the same *effective* health they had before, allowing survivors to chip away at them even in the worst run (if they have the skill to survive).
!feedback maybe we could have elite aspects be Yellow tier and have them drop from Hordes of many? Or perhaps have them just as Yellow items and keep the rare drop chance so we don't have to give up our equipment for them?
!feedback
The amount of times a drone has pushed me off the edge, stopped my health radius from spawning, blocked my sniper shot is too high!
Can we just turn off collisions for all drones so we can shoot through them and never have any of these frustrating problems? (PS5)
!feedback Get people like this removed from the server
!feedback
Make equipment costumes and passive effects work from all your equipment slots. MulT would have 2 costumes and would make his ReTool a bit more unique and it would be useful for modding with elite equipment
!feedback
Wrecker - New enemy (Might need a different name.)
Wreckers are enemies that like Scavengers want items we use… but they cannot get them for some reason. They don’t spawn like normal enemies, rather each stage after 1st loop has a chance to have them.
Wreckers’ gimmick is that they interact with chests scattered around the stage. They will move them around, use them as weapons and even try to force them open - failing. They will damage the chests and make them more expensive to open.
TL;DR: An enemy that uses chests as weapons and can make chests more expensive to buy.
Perhaps the first Wrecker killed on stage will drop a Legendary Chest, just like Scavengers drop their bags.
!feedback
My take
Enemy-Ravager
Goes around picking up chests and using them as weapons. Higher tier chests do more damage, and multishops deal triple the damage of their tier.
When it attacks with a chest, that chest’s cost is marked up. When it dies, the chest it is holding will drop to the ground and open. Multishops will give all 3 items. Additionally, damage/healing/utility chests will give small chest buffs and additional buffs. Damagechests give attack speed, healing gives healing on hit, and utility gives movement speed.
Imo this creates an interesting risk reward between making it a tough fight but getting a free high tier chest or getting an easy fight and a quick free small chest.
hey that’s not very nice of you to fabricate dms like that ☹️
!feedback 
!feedback
Item idea
Rarity: Red
Name: Lil' Flamer
Appearance: Grey Bomb with a Red Smiley face
Description: Killing a group of 5 or more enemies in quick succession will drop a napalm bomb at that point, dealing AOE and DOT Damage to those caught within.
!feedback
Polished Moonlight - Lunar Equipment
(A mirror-like object)
For a few seconds, all damage you and enemies take will instead heal the target. However all healing you and enemies take will instead damage the target.
Basically getting hit by a Brass Contraption’s massive balls will bring you from 1hp back to full, while those 20 stacks of Bungus will drain your health faster than you could blink.
At least if we go with 1x:1x ratio. Where 1 point of damage will heal 1 point of health, and vice versa. That ratio could be changed if necessary. Like with the Hellfire Tincture, where allies take 0.5x the damage while enemies take a whooping 24x the damage.
!feedback
Item idea
Rarity: Red
Name: Nuclear Fishin'
Appearance: A Glowing fishing rod with a hazard sticker on the reel
Description: Chance to hook an enemy and reel it closer to you while poisoning it, if the initial hit from the hook kills the enemy then it will erupt in an irradiated explosion.
!feedback
Allow her to pick up and toss allies for quick transportation, or short-time carry them. Or, suggest 'a spot' that is interactable for such actions(unless the chaos artifact is on). Tossing one enemy into a group provides increased damage, depending on how many enemies are in the crowd.
And yes, this ability can also be used on enemies, unless they're too big or too heavy.
If they're heavier or bigger, Loader will attempt to shove/push them away from herself.
!feedback
what if leeching seed healed for 25%(+25% per stack) base damage
!feedback
Deskplant skin for REX.
The plant would be some kind of succulent (cactus maybe?) and the robot would be a pot with mechanical pieces attached, potatOS style.
!feedback
Well since I see a bunch of leeching seed buff ideas, ima just take a shot in the dark and suggest an idea for it.
Current Leeching Seed: Dealing damage heals you for 1 (+1 per stack) health.
My idea: 5%(+2.5 per stack) on hit to place a seed inside an enemy. This seed will slow the enemy by 30% and will deal 120% damage per second for 3 seconds. While the enemy is being damaged heal for 5 health(This means 15 health over time).
This will apply a debuff called "Growth"(I don't have anything better to call it) and it is not stackable but rather refreshes the debuff duration if you proc it again while the debuff happening.
Perhaps to could be either a void leeching seed or a rework for leeching seed.
Reason: Perhaps this may be too overcomplicated for a green or perhaps too overpowered, but this change make leeching seed unique if it will ever added as a change. Not to mention the synergy with Death Mark and even Corpsebloom. It also makes sense lore wise since this is a seed that you are planting into the enemy to leech off them. Hence the name leeching seed.
Anyways this was my take for a leeching seed change, and to tell you the truth, I don't mind the current Leeching Seed. I thought this was a cool idea.
!feedback
Messiah.
An effect that occurs and covers allies in Bustling Fungus whether they stand in the Fungus area for more than a little while. This effect allows the player to be temporarily buffed by the Bungus(as if it was cautious slug), and boost their regeneration.
"I mean, would you mind an improvised medic?"
!feedback
Track the highest Mountain Shrine stack you've achieved and whether or not you succeeded.
Would make for a fun stat to track in the logbook profile and I really gotta know that I failed at 13 Mountain Shrines.
!feedback give magma worm a 1-2 second grace period upon spawn to avoid situations where you take unavoidable damage when it first spawns
!feedback
Put an exhaust vent on the back of Loader's suit that leaves behind a trail of smoke. The trail gets longer and darker the faster she moves, and eventually turns into a flame trail once she reaches a certain speed threshold. (The flames are also purely cosmetic... probably.)
It would give Loader a clearer indicator of her speed, since the game kinda lacks visual feedback in that department.
Also, it would look cool.
!feedback
Item idea
Rarity: Red
Name: Finger Guns
Appearance: Ghostly Hands floating above your shoulders
Description: Will mimic your attacks but with 50% less damage. (Stacks will only give you more hands)
!feedback
Big burger
This lunar equipment allows you to toggle an affect that gives you a 75% chance to eat all projectiles that hit the front of your body, you also gain fatty layers which reflect all melee damage onto attackers. The downside is that you lose the ability to jump and move 1% slower for every second you use it. It looks like a big burger and your character becomes 20% wider.
!feedback
a small nitpick,
why not make acrids breath appear in rallypoint delta? it wouldnt make sense for the other survivors but hes the only one who breathes without a helmet
!feedback
Mimic Drones: Drones that will copy the effects of the last drone purchased, but with 100% more efficiency. (Cost will scale with the same price as the incinerator drone) (Higher fire rate or healing increased)
Edit: If no drones have been previously bought the mimic will default to the gunner drone.
!feedback
Generally I think the enemy variety in the game is a bit dull. I mean asides from a few they mostly just run at you and that is that. I think the game could do with some more variety in terms of how enemies attack or what hazard they pose. Maybe an enemy can attempt to dash out of the way of an attack or straight up block. Perhaps an enemy that supports others. Overall just more interesting behaviors.
!feedback
Here's my badass idea:
Engineer tomato launcher
Tomato launcher is a new m1 that fires tomatoes from Engineer's gun. They fire twice as fast and have twice the aoe as base m1. They splat onto enemies and slow them and it stacks with chronobauble. The tomatoes also look like tomatoes and are red.
!feedback
Bring back the Ancient Scepter from the first Risk of Rain game.
Description of the item:
Rarity: Red
Effect: Upgrades your fourth ability; this is unique to each character class.
This item does not stack.
!feedback
Red item: (no name yet)
All your skills gain the keyword "Agile".
Increase movement speed by +50% (+25% per stack) and attack speed now scales slightly with regular speed (kind of similar to little disciple). Scales better per stack.
(made with the thought that there aren't enough mobility red items)
!feedback
QOL change: Just buff acrids blight, I get that it stacks but I feel its too little at the moment. Just something about the damage doesn't seem satisfying.
Edit: Get this to 1k downvotes, I didn't realize what the hell I posted, I haven't played acrid for over 5 months.
!feedback
"Team Player"
Equipment
Cooldown time: 40
Activate to carry a enemy/Player. Left click to fire them, dealing 500% Damage. Players can leave the cannon anytime while enemies must wait about 10 seconds before auto-escaping.
Why the Player interaction?
Despite multiplayer, There really isn't alot of anything interesting when playing unless you have mods enabled. A Little item that lets you actually interact with your buddies would be a really nice change of pace.
!feedback
if an equipment or item that randomly friends some enemies is added in the future, make beetles pettable. (petting a ghost doesnt really make sense, but id be fine if that were implemented, as long as i could give my beetles a little pat)
or just make all the allies we can normally get like beetle guards or empathy probes pettable instead.
!feedback
Aiming Huntress idea
I don’t expect this to be applied to the character at all+ I’m using her as a basis, but I’d like to see something like this implemented on anything because it would be cool
Strafe requires you to aim, but gets stronger the longer your reticle is focused on a specific target. Maybe it gets faster and stronger or fires additional shots, and when the target dies you get some energy for a homing shot. The longer you were focused on an enemy, the more energy you get when they die. After you get enough energy for a homing shot, it gets released on a certain input(maybe an interaction button like Headstompers, maybe they get released on a utility use, etc)
Flurry would be similar but more AoE focused. maybe firing multiple arrows that can hit multiple targets, and you get more energy for focusing on 3 enemies at a time. At full charge, you send out a volley of arrows that can hit multiple targets or a single target. This passive ability would have a cooldown after a homing shot is released but not a cooldown on gaining energy.
I understand huntress is a starter character, but would be neat to see on another assassin-themed survivor
!feedback
Void item idea:
“Hemlock Blossom”
Consumes Lepton Daisy
During TP event, occasionally release a nova that applies “Enervate” debuff for 4 seconds (+1 second per stack) to all non-boss monsters. Enervated enemies lose 33% of their current HP for duration of debuff, but get it back at the end if not killed.
!feedback
Here's my badass idea: Artificer ice cream wall
The ice cream wall will be twice as wide but half as short as the base wall. It does 42% more damage but is slower to activate. It will look like ice cream and if an enemy touches the ice cream part they gain the fat debuff.
!feedback
Give Huntress and Commando a passive or something, but as they are starting characters have it be unlockable through challenges.
!feedback
Allow us to customize keybinds per character
!feedback
Here comes my badass ideas ,
Corn greanade unlock for commando. it explode into corn pellets that deal the butter debuff. butter debuff slows enemies and makes them 12-25% wider depending on corn size. Corn also does 250% damage.
!feedback
Add lob (physics) to loaders grapple. It would make her more skilled and she would have a higher skill cap
!feedback
Mercenary special: Shadow rage
-For three seconds, gain increased movement speed. Windup animations on attacks are greatly reduced, but actual attack speed is unaffected (this is meant to allow for faster attacks without messing with m1 extension).
-Hitting an exposed enemy increases the duration of the effect by 1 second. Has an absolute max of ~7 seconds and can be cancelled manually by hitting R again.-During the effect, all attacks will deal zero damage, and procs (except expose) will not activate. Instead, all damage and proc effects will be stored and applied simultaneously once the effect ends for a huge burst of damage.
Intended to be like a controllable version of Eviscerate, with higher damage potential at the cost of iframes and consistency.
!feedback
An option to save your default difficulty setting and survivor so whenever you load a new run up, your default is already selected for you
!feedback
I honestly think Ballista feels more adequate for Huntress' default skill slot, with arrow rain as the unlockable skill.
• Ballista is the single target damage focused ability on a survivor whose theme is about being high dps ||yes i know her dps is low||.
• It actually fits her " one shot one kill " theme suggested by one of her unlocks. Absolutely nothing else in her kit is high enough damage to suggest that or work with crowbars very well, and that unlock isnt even the one that unlocks ballista
• takes less skill to use effectively and doesnt have these weird quirks like being used at walls
• it would be a better teaching experience as the second unlockable survivor by offering something different that commando doesnt have, which just so happens to be one of the most important aspects of a survivor's item synergy in this game (crowbars and bands, burst damage, etc)
• would help new players actually feel her damage is higher, specially if her overall dmg output was buffed
im not saying it "should" be changed, this is mostly just feedback, but i'd welcome it as a change in a huntress rework
!feedback
Make Skills that scale with movement speed less awkward at high speeds.
Artis Ion Surge for example makes it take longer to get to the height you wanna be at or just shoots you into the sky and you get teleporter back down which makes the skill less reliable while getting very little benefit from it scaling with movement speed.
!feedback
TL;DR: A dangerous version of Irradiant Pearl which is easier to get.
Mortal Shell - Lunar Item
(A broken piece of pottery)
Desc: A great, short-lived power.
When you pick this item:
*You’re healed for 100% of your health. (not stackable, applied only on the first stack.)
*Your max health is doubled (not stackable, applied only on first stack.)
*Increase all of your stats except armor and (optionally) base damage. (stackable)
However
*You lose armor. Meaning you take more damage with each stack. (stackable)
*No healing. Ever.
When you pick this item, any sources of healing stop working on you, your shields will not regenerate and your health is carried over between the stages. If you finish a stage with 65% of your health remaining, you will start the new stage with 65% of your health.
!feedback
Workshop Support
It would be much, much more convenient for the community, as well as for people new to the game to access mods if we had a Steam Workshop.
I understand you may not have enough resources to create one or maintain one, but this could serve as a spark to build up the casual community around the game and be a great boon to sharing mods.
This would also be an excellent way to address the repetition of Risk of Rain without requiring a ton of development time or money. Independent modders could create a lot of maps, characters, items, changes, and so on as they please.
Would also provide a level of security against shady behavior and improper activity done by game modders, as unfortunate as that is to acknowledge.
I didn't see this suggested above after scrolling for a few minutes.
!idea
Providence should be a DLC character. Either unlockable or secret. I just thought of this for fun and then thought it could actually be cool. All of this is mostly stuff im coming up with on the fly. Except for the ult. I know what I want that to do.
Left click could just be a string of sword swings. 3 or 4. I dont know if he should be slow or quick. Im thinking slow with lots of mobility. Like his right click could teleport behind the nearest enemy and do a powered slash. His shift could be a teleport. Similar to huntress' base shift. To make it different it could make you unhittable/invisible while you choose a spot to teleport to within a certain radius. And his ult is. Obviously. Summon a magma worm! The cd would have to be like 5 min, so its a once per level sort of thing.
Its definitely not a perfect idea. Like I already think the right click is meh. But I just really like the character, and think itd be a rad addition. A lot of potential.
!feedback
!feedback
Cheese moon....
!feedback
Add a day/night randomizer
And when you shoot enough at the moon, a special thing happens. 
!feedback
New Item
Name: Strange Magnifier
Rarity: White
Appearance: An ornate magnifying glass
Effect: Increase teleporter zone radius by 10m (+10m per stack).
!feedback
Holiday themed maps
Valentines in Abyssal Depths
St. Pattys on Sirens Call
Halloween on Sundered Grove
Thanksgiving on Scorched Acres
Christmas decorations on Rally Point Delta
New Years on Commencement
!feedback
New item
Name: idk yet
Rarity: red
Appearance: a water purifier
Effect: makes future void items turn back into their original forms, all void items you have remain the same
!feedback
Have the Squid Polyp apply the slow that the mired urn applies. This will allow the squid polyp do something else and count towards Death Mark
!feedback
Allow Captain to see his beacons in the circles. That'd help out the miss input for the beacons.
!feedback
Commando skin - Cosmonaut(fully white spaceman) | Astronaut(spaceman but with orange pieces). Supposed to be a tip-off to retro stylistic and be self-explanatory first prototype of the "Commando" suit(that's what they said).
!feedback
on the topic of skins, red sword for the merc's mastery skin
!feedback
Green/forest camo skin for Huntress.
!feedback
Simply just make an item that increases damage by 6.5%
Organic Shield [Lunar]
Made from your own flesh. Give half your blood to receive a longer life
+) Gain 100(+100 per stack) base armor
-) 50%(-50% per stack) max health; stacks exponentially
I know the downside is the same as glass, but I thought it was worth a shot throwing out anyways
!feedback
Allow abilities such as Arrow Rain's targeting hangtime, Ballista, and Eviscerate to be paused, not ended, by dash/teleport abilities.
For example, Mercenary uses Eviscerate. Halfway through, he uses Blinding Assault to move to a new location. Eviscerate then resumes at the new location for its remaining duration (if there's a target in range).
This would help keep the mobile survivors mobile, and prevent a hovering Huntress from being a sitting duck. As a bonus, it becomes a new tool for aiming their specials in case something gets in the way.
!feedback
Deputy skin for Bandit.
If you ever were so sure that Bandit is an-all-bad-outlaw and stuff, how about getting him a nice outfit, that possibly in an alternative universe, or after his duties decided to become a Deputy of a Sherriff? Or, rather, make him a Sherriff himself? It just seems like he has a hell-lot of experience for that job, and guts big enough to counter any outlaw activity in the future.
!feedback
A new Elite type that'd be called primal, it'd make enemies into primal or more realistic versions of the said enemy (I.E, Beetle guard's would be a horned beetle or some other version and for Lemurian it'd be a dragon with a short flamethrower like) and if they drop the Aspect of the Beast the play would gain 20% movement speed, 15% health regeneration and 30$ attack speed
!feedback
!feedback
Allow pillar of design to alter your character's look. It can be a change between Default and Mastery skin, just making your character look like they were collected out of glass shards or tar, or just an umbra. That'd be a fun effect to witness, besides just a slight push which doesn't even do much.
!feedback
Tar(lord) skin for Captain, representing a pirate captain, around which flies a sphere of defensive microbots(assumingly redrawn or painted to look more or less like a parrot). The hand cannon on this skin looks like a literal hand cannon. Now you can rival them Templars.
Or pretend you're their Captain with the happiness mask. Just don't let it go overseas with your effort.
!feedback
Void Skins: Character skins that have some aspect of the void attached to the main aspect of their model, i.e. Engineers Turrets, Commandos Guns, etc.
!feedback
Enhance the atmosphere of the environment.
Risk Of Rain is a game not only about constant murder but lore, too. It would be more impactful to see something additional on the locations.
Maybe more animations? It was quite exciting to see items work pop-up and work together. Seeing tougher times disintegrate, or Will'o'the wisps being thrown was nice. Maybe just idle character animations, to make them look more-or-less alive.
Ships that have landed countless times don't have any value or purpose of their own.
Every time you re-visit a location, it feels.. Lacking. Something's missing. That may be just me, but, why do the same tunes feel as if on-loop? Always-young-trees, which never drop leaves or snow that just stays there, without any existence of any possible snowstorm.
Why not make it more impactful? More alive? You're not the only thing that moves, the land, the environment, all of it should have the ability to move just as well, as many things in life do. Wouldn't that be a good decision for most things?
!feedback
I'd love to see more environment hazards other than some exploding pots, flying rocks, and high cliffs. I want to dodge magma geysers in Abyssal depths, be on the look out for falling stalagmites at sirens call, and maybe even keep away from slowing mud in the Wetlands.
!feedback
Change fuel cell to a red item that gives you 10 more charges for your equipment.
!feedback
New item.
Rarity: green
Description: when you get one of these items you get +0.5 health when you kill an enemy, you can get two which will mean you get +1 health each time you kill an enemy, but if you get more than two it doesn't increase again.
!feedback
For the love of god PLEASE change artificer's utility
!feedback Bring back construction stone golem by giving stone golems a chance to spawn with his construction tape, sign and hat
Don't know if it was suggested yet but I didn't see it, so what about changing the lfg posts to match whatever platform roles you assign yourselves.
!feedback
!feedback
A meme suggestion, but make him the alternate final boss for the upcoming dlc 
Reason: It funny, and he did get yeeted to the void by the devil, so he is ready to seek vengeance.
!feedback
There's exactly 2 things I know about Corpsebloom: Nobody uses it cause it sucks and it doesn't have anything to do with corpses (unless it's intention is turning YOU into a corpse?)
So maybe change that up a little. Not like any1 would miss the old version lol.
New effect:
Decreases healing by 35% (+15% per stack).
When nearby players or enemies regain health, stores 200% (+200% per stack) of regained health points as "life" inside the corpsebloom. Stored "life" can't exceed a maximum of 1000% (+500% per stack) of players max hp. Once the maximum amount of "life" is stored, the players next attack will fire an additional energy orb that creates a zone dealing aoe damage over time equal to the amount of "life" stored. All characters within the zone can't regain health. The zone's aoe increases with the amount of item stacks.
(Amount of current "life" is visualized with the corpsebloom that is placed on the player model accumulating green-red-ish energy particles around it which start to glow brightly when it's fully charged.)
This version may sound very complicated but works actually very simple I just worded everything extra detailed to avoid missunderstanding.
The anti-healing effect of the zone works with deathmark for survivors who don't have debuffs in their kit. It could also simultaneously "buff" less desired items such as (for example) Rejuvenation Rack or be combo'd with N'kuhana's Opinion if your current run is blursed (cursed/blessed) with too many healing items. The anti-healing effect also laughs into clay dunestrider's face and is essentially the direct counterpart to Deskplant.
Thx for taking the time to read this you're very cool 🙂
Edit: also I forgot to mention you could try a funny tank build with a billion infusions and then have a massive aoe killing zone if that's something you're into...
!feedback I think integrating some character mods into the base game would be a great way for non-pc players to experience some of the quality that the community has made, with creator permissions and agreements of course.
!feedback
some type of anchor related name
Lunar
Doubles moveminet speed
Halfs jump height (Also halfs wax quail distance)
!feedback
would like to see some RoR2 merch at some point. just really want a beeble plush that i can pet when im feelin down :)
oh and it would also be another way to support you guys, i guess.
!feedback
life sized acrid plush
!feedback
Some way of seeing a detained Acrid before his unlock in the Void Fields, similar to the Rex and Artificer unlocks.
!feedback
Allow camera to see Mult-T front face, just to see cosmetics of items and stuff. most other survivors allow this, but for Mul-T keeps turning head away from camera so can never see it directly.
!feedback
lower the slow mode to 5-10 seconds in the lfg channels as 1 minute is overkill.

!feedback
get with relogic and do a terraria crossover 
!feedback
How about letting players see various warnings from your suit, whether you gain high speed and are about to fall, or are low-HP, etc?
!feedback
Add a color/effect mixing system for survivor's attacks.
Something that gets suggested a lot is for elites to have recolored projectiles that match their elite type, but I don't see as many people suggesting something similar for the player.
The idea would be that certain items and effects would add visual changes to your abilities that could be combined.
Some examples: Crits would turn your shots red, shaped glass would turn your shots blue, so crits with glass would combine and turn your shots purple.
Proccing a ukulele adds musical note particles to the muzzle flash on your weapon, and gives the projectile/tracer itself a lightning bolt effect. Behemoth adds an engine trail to projectiles (and maybe even alters the projectile/tracer itself to look more rocket-like, but that would be a lot more work), etc.
Since items can already change the appearance of your character, I just think it would be cool if they also made your abilities look different too.
!feedback i think the desktop icon for the game should be changed to look like a chest, at present it doesn’t really look like anything at all whatsoever and i think a chest would be really representative of the the gameplay
!feedback a risk of rain 1 port to mobile; instead of arrow keys for movement you can use a circle pad on the touchscreen, and other buttons on screen for skills and equipment
!feedback
Slightly increase red printer spawn rate
Currently the player have close to no control over red items build and red scrap is quite useless because the red printers almost never spawn. Red scrap is only useful in the final boss stage to replace less useful reds with good whites.
Increasing the numbers of red printers a bit (maybe something similar to yellow printers) could help this and add a bit of control over red items build.
!feedback
I know, i know it's common topic, but...
Oh pleeeeeease, just give us steam cards, i want my whole profile be completed with juicy lvl 5 RoR2 badge...
!feedback
maybe make logbook droprate vary with enemy
im trying to get overloading worm log without having to play command and stacking clovers for 50 stages, and its not entertaining
!feedback
Allow Captain's shock beacon to be stuck in the Alloy Worship Unit and constantly shock it for decreasing it's defense. Would be real handy.
!feedback my take on tweaking 
1. Massively increased cooldown
Optionally : make tonic's cooldown only lower while it's inactive
- Would make perma uptime tonic way harder (or impossible) to achieve
2. Massively increase the duration (40-60+ seconds)
- Paired with the long cooldown, it would encourage using the item normally and sparingly more
3. Make Tonic Afflictions more powerful
They are not very substantial and worth caring about when used sparingly for a regular run unless abysmal RNG. It's like a single irradiant pearl, its really not a big of a deal. Maybe increase it to at least 7.5%
3. Perhaps slight improvements to distance itself more from other damage equips in power? (Ex : Tonic atm is just +100% +70% attack speed multiplier, which is not that strong in comparison to some other equips on many survivors, when you consider most have multiple skills attack speed doesnt do much, and that other attack speed items are not multiplicative)
The only downside i see is being able to spam tonic for a period with fuel cells, but you can already do that on mithrix and no one calls it OP because of that without gesture, and you can already do similar things, such as this across the entire team for a shorter period with gorags opus, or some FMP combos
!feedback
Item Idea
Rarity: Red
Name: Will of the Fanatic
Appearance: An ornate Necklace of Religious design
Description: Enemies nearby an enemy you are attacking will share 50% of damage taken. (Shoot one, hit all)
!feedback
A "Shocking" rework(Pun entirely intended). Anyways, I have some ideas for the Shocking debuff since it's just an over-glorified stun.
Rework: Shocking now last for 3 seconds with the 10% max health cancel. Shield recharging is disabled while the target has Shocking. If the target has shields, Shocking will deal 10% of the total shield the target has damage to the shield(i.e a target with 1000 shield will take 100 shield away. The 100 shield can be recharged and it won't take it away permanently).
Taser Change: CD 6secs => 8secs
Shocking Beacon Change: Proc Time: 3 secs => 5 secs
Optional Change: Overloading elites have a chance to Shock you for 1.5 seconds.
Reason: Like my other balance ideas, perhaps this is too powerful to an extent, but to me, I see this more as a niche. I would like more incentive to take Shocking beacons and I guess you could argue there is already incentive given Diablo strike existing, but that seems a bit lame that it's really only useful for that. I do have bias tho since I am a Captian main. I'm getting off topic, my point is that Shocking needs a bit of love and this change can deliver that change to make Shocking not too op but not too weak.
!feedback
Engineer’s pressure mines would feel better and more consistent to use if their damage and and range ramped up over time to 900% instead of activating after a few seconds and acting borderline useless with a wasted charge before then.
!feedback
(Inspired by Heart of the Void - A Lunar item from a mod which I don’t know the name of, as I have quite a few mods installed.)
Hail Mary - Lunar Equipment
(A dark-blue shard of crystal)
Desc: Activate it to blow up and deal a lot of damage in a large area. This kills you instantly, but if you fulfill one of the specific conditions you will be revived with full health.
These conditions are:
*Kill 1 teleporter boss.
*Kill a few elite enemies (Somewhere around 3-5 should be good, but it could be raised/lowered if needed.)
*Kill a lot of enemies. Any enemies. (I think 10+ should be good.)
If you achieve any of these, you will be revived after the explosion.
Side note: While you should die immediately after using it, the explosion should not come instantly but after a few second delay. It will not only make using this more tense, but should also make it a bit less cheap - as there will be a period of time where enemies can get out of the range or die from other causes.
Also this equipment will ignore Tougher Times, but it will not ignore Dio. If you fail the suicide bombing then Dio will activate shortly after.
!feedback
Backscattering Hall(location).
- Home of the refrained memories -
Detailed desc:
This location presents out of itself a 'hall', which is supposed to be shown likewise a hall of a castle, or an actual hall full of memories. These memories can be portrayed by paintings, logs, items, or just your walkthrough. You can IMPACT your gameplay by transferring back in time, and seeing the siege of the Rallypoint Delta, and even partially participating in it like in a survival-themed siege. See what happened to the Artificer(example), or just temporarily become a monster so whether your allies proceed, you are being marked as a 'special' monster which will have the skills of the very monster, but will be friendly and would be able to do more help than harm, etc.
Of course, the drawback is self-explanatory if you get a jellyfish.
Short desc:
Basically, a hall that works like Newt's Bazaar. But, it allows you to have something additional to it. A different take on locations that can or will show background stories of them(Rallypoint Delta siege), or become a monster for a stage.
Who knows, maybe you'll even get to see what Umbras have to live with, that is your doppelgangers, and where were they kept all along?
All of it is just sketches, as this location is supposed to add something new to the gameplay, yet don't go too far from it. Though, this idea was put in a hot hand and far-fetched other than these several sketches.
!feedback
More unlockable survivor skins! Rewards for doing specific things as them, for instance playing them for a certain amount of time, beating eclipse 8, winning the game as them a certain amount of times, etc. i just want more customization for looks of characters.
!feedback
Weapon cosmetics!
Commando: Rifle
Huntress: Crossbow
Mul-T: Minigun
Engineer: Pirate Cannons
Mercenary: Excalibur-esque sword
Rex: Venus Flytrap
Artificer: Tome/Spell Book
Loader: Gorilla Arms
Captain: Shotgun w/ Laser att.
Bandit: Spas-12/KSG
!feedback
A New skin for each survivor that you have to beat the game monsoon with all artifacts on
(this is a joke, but I wouldn’t mind something like this…)
!feedback
This might be overkill, but I'd be ok with it being recolors and not fully new models
Can we get a new skin for each character when you've beaten any artifact? For instance, a see through/pearly + shattered skin unlocked when you beat
, a purple (much smaller) aura when you beat
, etc.
!feedback
Itd be cool if Rex's Harvest move had pierce and did a DoT effect since the enemies basically have parasite plants growing inside of them
!feedback
Gold Bar - White Item
(A bar of gold)
When scrapped: give cash instead white scrap. Has no other use.
Alternatively: Start next stage with some cash (more stacks = more starting cash). 1 stack (or more) is removed each stage.
!feedback
Captain's alt utility (||Diablo Strike||) should be a solid object
!feedback
Option in graphic settings that disables the visibility of items on the Survivors. Maybe togglable item visibility menu?
!feedback
Update game to Unreal 5 in the far future if possible maybe
!feedback
make acrid wear the raincoat as shown by coffeerow
https://cdn.discordapp.com/attachments/559901517985873921/910993808618037268/IMG_2042.png
!feedback
Yes I know, things are subject to change, but I would like it if the raincoat is more of a chance to negate debuffs and how much you want the chance to be and if u want that to stack is up to you.
Reason: I think negating debuffs 100% chance is a bit too strong imo. Of course it's stupid of me to complain on something that's not release, but that's just my take on raincoat.
!feedback
Prevent other players from proccing Mercenary’s expose debuff. Currently its not fun to use Mercenary’s alternate abilities due to allies constantly proccing the expose debuff, making them underwhelming and reducing the effectiveness of Mercenary significantly in multiplayer.
!feedback
Raincoat should not be 100% chance to negate debuffs as that basically eliminates the usefulness of the Blast Shower equipment entirely. Maybe have it be a % chance that can stack, also allowing it to have synergy with clover
obligatory "yes, I'm aware its not out yet"
!feedback
Make Blast Shower clear all cooldowns
!feedback
I would love it so much to have the option to save a run and quit(for single player games). I am not looking for a save scum option, just to take a break without having to keep the game open. A feature frequently met in many modern roguelikes.
!feedback
Add cross-platform (I know you probably get this a lot)
!Feedback
Some kind of reward for beating the game with all artifacts.
i dont care if its a new skin, another artifact or just a useless little badge in the corner, just ANYTHING would be a good reward for pulling off this challenge.
(k now that i think about it this might not be a very good idea 🤷♂️)
!feedback
On PC, pressing escape to close scrapper menu
!feedback
A green item that powers you up(like additional movespeed or armor) when you have 4(or 5) or more buffs. Its additional stacks give more duration, but when it activates it would be quite powerful. Kinda like the opposite of Death Mark.
Reason is simple: It buffs and provides whole another build to some stuffs like Warbanner, Stealthkit, Warhorn, Medkit, Wake of Vultures, Brainstalks, etc. It also synergizes with several equipments.
!feedback
Slight Warbanner rework
Current: On level up or starting the Teleporter event, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30%.
New: On level up or starting an event, drop a banner that strengthens all allies within 16m (+4m per stack). Raise attack and movement speed by 20% (+10% per stack).
(Starting an event would include the vents in void fields, the pillars in commencement, and the start of fighting Mithrix)
!feedback
Stacking Warbanner effect through overlapping fields.
!feedback
Paper airplane - equipment item
You just throw a paper airplane and it can be recollected
!feedback
Allow Acrid's primary to apply his poison effect to give it a slight bit more oomph and to make blight better without giving some special application case specifically for the alt-misc
Aspects should work like bens raincoat but only for its elite type. example Fire aspect allows the player to be immune to blazing debuffs
!feedback
!feedback
Change the sparks on Artificer's nano-bomb to ignore targets that are standing directly in the bomb's path, so that they don't waste crowbar damage.
!feedback
Clay Dunestrider's Siphon shouldn't deal 1500% extra damage to you if you get a ghost version of it via Happiest Mask. Mf does like 150 damage per second to you
!feedback
Charge blade in ror2
!feedback
More boss items for bosses, instead of being guaranteed a beetle gland from a beetle queen maybe you have a chance for a different yellow, like an item from a stone golem that gives more defence and turns part of your character into stone and maybe a better version of this item from aurelionite.
!feedback
A joke item that is either completely useless or has very little viability. Instead of including it in the item pool it could be found in some stage as a little secret or obtainable via command artifact
!feedback
A joke suggestion but port the equipment, Thqwibs, to RoR2.
Reason: I know they already exist in the game and having them as an equipment for ror2 means proccing on-kill effects and FMP exist, but hey it would be fun to see a bunch a Thqwibs melt enemies.
!feedback
Raincoat stacks kinda lame. Mb more stacks for it gives % increase to your buff duration instead of hp per stack?
!feedback
Blacklist Ben's Raincoat from enemies when using artifact of evolution (but not from void fields) Debuffs are key for late game runs and all enemies being inmune to debuffs makes suviving late game just impossible if you cant do something as simple as aplying bleeds for example
!feedback
Rename the void fungus thing to Hustling fungus, cus i mean cmon hustling means moving fast
!feedback
Clear - New Difficulty
An “Easier than Easy” / “Peaceful” type of difficulty. For those that just want to travel around the world without getting bothered by enemies.
- No enemies. (Not even bosses, even the final boss. Reaching Mithrix will immediately trigger the escape sequence.)
- Chests are free and they always drop a Command Essence - allowing you to pick any item of any grade. Basically a better version of Artifact of Command.
- Teleporter is instantly recharged.
- Newt Altar is always active, and everything in Bazaar is free.
- Player is immortal.
- Can’t unlock challenges/achievements. No actual progression can be made on this difficulty.
Side note: Clear as in “Clear Sky” No rain no pain.
!feedback
A hard cap on the number of TC-280 Porotype drones for the director.
One is already very expensive for the player, but three in a single stage is prohibitively expensive and consumes 42.8% of credits in singleplayer. I'd suggest a hard cap of 1+p. Where P is player count. So in singleplayer you can get 2, in duos 3, so on so forth. This falls inline with the +50% system of credits in multiplayer.
!feedback
I would LOVE an FOV slider. Whenever I'm playing my fav mans mercenary and I get frost relic, it's SUCH a breath of fresh air to have the camera zoom out to see much more.
!feedback
Give engineer a new special where they have a mech with an upgraded attack and abilities and stats
It would cool to see like a double jump or a hover jump or something
It wouldn’t have to be a mech-mech it could like a motorcycle or something
!feedback
Item Idea
Rarity: Red
Name: Conflagrate Core
Appearance: A flamethrower attachment w/ a wide cone shroud.
Description: Every 5th kill will send out a directional cone of flames where ever your aim is. This will leave the ground ablaze and set any enemies on fire.
(Stacks will increase the spread)
!feedback
“Store” level-up activations (warbanner + any future additions) from teleporter experience to activate on spawn once you’ve transitioned to the next stage.
Ex: If you level up twice when you activate the teleporter after completing the stage, drop 2 warbanners when you spawn into the next stage.
!feedback
Harvest rework. Harvest right now is a cool idea but Tangling Growth is just way better for every situation Harvest could be in
-Harvest's mark debuff now is a unique DoT (this DoT only does damage and doesn't heal)
-Harvest has a slightly larger AoE
-Harvest's projectile is faster
-Fruits now attempt to evenly launch themselves out from dead enemies towards all survivors currently alive (Ex: Rex kills a Marked Elder Leumarian which causes 4 fruits to launch towards himself and the other 4 towards the other Survivor). This would prevent a single person accidentally taking every fruit and would make collecting fruits easier
-Harvest now disperses out different types of fruit with unique effects. Each fruit has a different model instead of being a recolored orb
-Cooldown increased to 9 seconds
Harvest Fruit variations:
Green Fruit: Heals you for 20% (used to be 25%) of your max HP and can stack with ANY colored fruit
Red Fruit: Heals you for 10% of your max HP and temporarily increases your damage by 20% for 5 seconds. Damage increased by 5% the more Red or Green fruits you consume. Duration also increases by 3s the more Red or Green fruits you consume. Capped at 20s duration
Yellow Fruit: Heals for 10% of your max HP and increases your attack and movement speed by 25% for 5 seconds. Attack and movement speed increased by 5% the more Yellow or Green fruits you consume. Duration also increases by 3s the more Yellow or Green fruits you consume. Capped at 20s duration
Orange Fruit: Heals for 10% of your max HP. Grants additional barrier equal to 10% of your max HP and increases your Armor by 5 for 10 seconds. Armor increases by 5 the more Orange or Green fruit you consume (capped at 75 Armor). Duration also increases by 3s every Orange or Green fruit consumed. Capped at 30s duration
!feedback
just to see how many people enjoy the changes for commencement
(like for yes I enjoy, dislike for could've been better, stop for I would rather loop)
!feedback
Make the teleport charge quicker after killing the boss on big loops. Charge time reduction after killing the boss very quickly(maybe)
I like going into big loops but i hate standing there afk for 90 seconds after oneshoting the boss, something like cutting down the charge time with every loop or something. And maybe killing a boss in +-5 seconds halves the charge time.
!feedback
make the Newt ghost do something
Killing Newt is pretty difficult in a standard non-meme run, so it would be cool if it actually did something since he just disappears when you move to the next stage
!feedback
Add some sort of one shot protection against overloading enemies. The initial shot can take you down far and then the overloading bubbles will finish you off and I think it can be unfair.
!feedback
Item idea
Rarity: Orange
Name: The Rumbler
Appearance: A Solid steel block with a T handle on the top, and a piston on the bottom.
Description: Activating will send every nearby small enemy flying away from you, whilst damaging large and boss enemies.
!feedback
Similarly suggestion, I guess.
Pogo stick.
On use, makes you jump several times in a row and deal short area damage, sending small enemies flying and simply damaging the bosses.
OR.
On use, makes you fall down as if you used H3AD stompers. But, everytime you land ontop of an enemy, it recharges or sends you back flying, up until you run out of enemies or until you decide to stop hopping by pressing the activate button again.
!feedback
Soda visual change for Commando to let him have a soda cap?
Credit to angelyc#6685 for the drawing.
https://cdn.discordapp.com/attachments/559901517985873921/882272815259222057/commando_drimk.png
!feedback
Rarity: Red
Name: Shock and Awesome
Appearance: Two Stones, one of Electricity and one of Light
Description: These two stones will activate after a number of kills have been completed. After said kills have been accomplished there will be a 50% chance to activate either effect. Either to create explosions from living enemies or to generate a chain of electricity between targets.
!feedback
Green Item: Intergalactic Healthcare
"Having more gold increases health regen and decreases barrier decay by X%"
Regen increase/decay decrease is based off of the price inflation of the current stage, so the amount of gold needed should increase with every stage, but should stay consistent with the amount of gold you begin to make as your run progresses. Just having the item will provide a small flat health regen/decay decrease until you reach the minimum required gold for the item to start fully taking effect, (so its not completely useless when you first spawn into the stage.)
Stacks linearly, didn't include increase/decrease values yet because its just a concept and it may need rebalancing.
!feedback
Shield drone.
Recharges your shield whether it's down, or gives you one temporarily ontop of your life bar. Technically, Duct Tape packed in a single drone.
Cut your sleeve? Shield drone. Damaged your armor plate? Shield drone. Your ally is nearly dying because they have Transcendence and cannot heal from your bungus? That's right. Shield drone.
!feedback
I've seen some ideas for survivors to have different funny stuff added to their skins, like acrid having a raincoat, or commando having a soda cap. Perhaps instead of just changing the skins, or adding new ones, maybe add accessories that need to be unlocked for each character but are easier to unlock than skins, fir example acrid's raincoat could be unlocked by removing X debuffs with blast shower, and unlocking captains commando's soda cap by having X energy drinks. Maybe this was already suggested and ive just missed it, but it must have been a long way back
!feedback
Turn the chest lights off on an opened chest (as to not get them confused)
!feedback
if possible, let pinging a monster make that monster a target for the disposable missile launcher when you fire it
!feedback
Commando's frag grenade is actually very bad. I suggest a rework:
Buff dmg from 700% to 1400%
Buff radius to +25~50%
Nerf cooldown from 5s to 10s
No longer can hold up to 2
This way, I think the frag grenade becomes more relevant, sinergysing better with the bands in exchange of a longer cooldown.
!feedback
Make Commando's grenades perk actually have a grenade belt skin. Otherwise, where is he taking them out of? His cuirass? Leather pads?
!feedback
Shrine of order rework:
Instead of compressing all of your items into a single stack in each tier, have it evenly re-distribute items so that every item has roughly the same number of stacks.
!feedback
Not sure if this has been asked by someone before, but what if we had a sort of training mode or sandbox mode? We could give ourselves items and experiment with new things without having to start a run to see how that item works. We could also spawn in any enemy or boss we want so we could learn the patterns and attacks of that enemy or boss.
Plus I feel like it would be super fun to stack 100 clovers and atgs together to crash the game
!feedback
The first 1-2 cells of Void Fields can be literally just standing around waiting for the cell to charge if the cell is on top of a hill and Mushrooms/Stone Golems spawn.
I had an idea for a simple fix:
Force the first monster spawning to be a flying type monster and then you always have something to shoot at.
!feedback
Item idea
Rarity: Orange
Name: Molten Magnate
Appearance: A Fiery Idol with a red gem at the center
Description: Send out a wave of lava along the ground, pushing enemies backward and igniting them for massive damage.
!feedback
Can the mushroom platforms on Sundered Grove not be the exact same color as a chest please
Glaive should increase by a bit more damage if the hit kills the enemy.
Maybe by +15%, since base is 10%
!feedback
Overloading orbs should take longer to detonate. This will allow medkit to kick in for the base hit, so that you can heal back that missing health instead of a hit from an overloading being a death sentence
!feedback
make it so that players can be revived once per stage
and maybe add a coop exclusive item that makes you able to be respawned more than once in a single stage, with a cap of 3. thought im not quite sure about how common it should be, as if it were white it would quickly become scrap material due to its cap and maybe be too common, while if it were green/red it would probably be kinda useless compared to most items of the same tier. however i do think an item like this could work, maybe somebody else can come up with a better idea.
Huntress' Strafe should do minimum 300% base per shot. My reasoning is that if she attacks twice per second, this gives her the same DPS as Commando. She gets less procs per second, but more damage per hit. Not saying it's great, but it's a decent bandaid fix for the time being.
Flurry should also deal 150% per arrow. This would make a non-crit attack deal 450%, or about 350% dps and that would increase 900% base per shot for crits.
An effective +50% dps increase if you get max crit which, in my opinion, is a good side grade.
!feedback
Change the beetlejuiced debuff stacks to decay to lower stacks instead of being completely removed as it expires.
!feedback
Monk-E
Ooga booga bot
Smashes all
Jumps high
Looks like monke
!feedback
Not sure if this has already been suggested, but there should be a achievement for getting the Heretic and perhaps unlock him as a selectable character with slight changes that make him viable/playable from the beginning if thats something that wouldnt hurt the game
!feedback
make players revivable once per stage and rework dios a little based on that.
the item would work normally in singleplayer but in multiplayer it could instead give the player one extra revive, capping at 3 revives per stage.
dios is already rare due to it being a red, and having an extra life in singleplayer is quite nice since death means the end of your run. in multiplayer, however, it doesnt matter as much since, as long as at least one of your teammates stays alive, the run is not over. you DO stay behind, however, but if reviving were to be added, and with the said dios rework, you would have 1 or more chances at life per stage, instead of maybe one per run.
players who are underpowered can in this way have more possibilities to keep up with the level scaling instead of watching their teammate completing the stage.
dios is already pretty rare per se and doesnt feel nearly as helpful in multiplayer, at least to me, so an extra revive each stage seems like a decent rework for it.
!feedback After unlocking heretic the first time, make it so you can play as her normally from the menu screen. The fact that you have to schill out around 10-20 lunars every time you want to play as her is pretty annoying to say the least. Also, rework shadowfade so its not the most boring skill in the game maybe?
!feedback
equipment: prototype pocket teleporter
effect: randomly teleports you out of danger or at least in an area with way less enemies
!feedback
Rework articifer so she's actually has a dodge and a primary ability
!feedback
New item
Quality: Red
Effect: +20% of your HP in shields (+20% per stack) shields start to recharge 2 seconds sooner, when shield is broken you gain +30% movement speed until it recharges again
!feedback
Integrate ItemStacksMod into base game.
!feedback
Just a general UI suggestion, but when multiple boss enemies spawn (horde of many, or multiple boss class enemies), have a number saying how many boss enemies there are
!feedback
An idea for Desperado, well a few.
- Maybe half of the desperado stacks you get carry over, like a snowball type effect, maybe less.
- Kill effects spawned by desperado give more stacks of desperado, like say a will o' wisp procs from desperado, any enemies killed by it give another desperado stack
- (This one is a meh) maybe desperado gives a slight damage boost to everything else
!feedback
an item that temporarily doubles the effect of one or more of your items. maybe one would work better
the item is always buffing something, but it switches to something else every 10 seconds or so.
could be a red perhaps
!feedback
Item Idea
Rarity: Blue
Name: Trainers Adrenaline
Appearance: IV Bag
Description: Every kill will give you a moderate speed boost for 5 seconds, granting increased jump height and mobility, BUT running while the buff is not active will damage you for 1% of your health for every 0.5 second you run.
(Cancelling the run before the 0.5s mark will not prevent the damage)
!feedback
loaders fists
right now loaders fists are more or less identical with spikefist actually having damage
my proposed change for it is this
spike fist is now a direct grapple meaning you bee line to the target you grappled.
!feedback
Sky Meadows: Remove collision between flying rocks and flying enemies to prevent them from (and boss mobs) flying out of range. Alternatively, a kill field for enemies out of bounds could somewhat alleviate this issue.
!feedback
Fedora Hat - White or Green Item
Take less damage from enemies above you.
Stacks hyperbolically, like Tougher Times.
(The item will activate when the bottom of the enemy's model is higher than the top of the character's model.)
Side note: The Bandit should wear this on top of the hat he’s already wearing - creating a pillar of hats.
!feedback
“Dying” to a Void Reaver implosion while holding a Dio’s causes you to revive in the Void Fields
Edit: Downvote to hell, I clearly didn’t think this out lol
!feedback
Make a callback to the RoR1 Dancing Golems in the UES Contact Light stage by having a hidden area in Commencement with a bunch of Lunar Chimeras "dancing"
!feedback
Item Idea
Rarity: Red
Name: Soda Hat
Appearance: A red hat with two holsters for drinks on either side, which holster two energy drinks (like the white item), and a straw into each drink that leads to the your character's face.
Description: Heals 10 HP per second while moving, plus an additional 5 hp for every energy drink you have.
Since it's pretty confirmed that we're getting an imp/red plane DLC eventually, can we get an imp-based worm boss please
I beg, Hopoo D:
!feedback
Void Item Idea
New World Omnikit (corrupts all Old World Stealthkits)
Appearance: A spherical void rock with several chunks broken off and hovering nearby. Embedded within the rock are two displays on a front face (one showing heartbeat the other, glass slightly shattered, showing 3 purple dots with various fluctuating bars), an injection port with two bottles of fluid connected to it (one red and one blue), and a tube that connects into the wearer's arm where the fluid flows into.
Description: ~~Upon falling below 30% HP the wearer gains +30% attack speed, movement speed and +50% damage for 5 seconds. Every kill during this period accumulates a stack of bloodlust. Gain 5 seconds of benefits at the end of this period depending on the number of stacks as the Omnikit processes their blood, but lose 15% movement speed while 'quenched'. ~~ Upon falling below 25% HP the wearer gains +30% attack speed, movement speed, and damage for 5 seconds. Every kill made during this duration grants a stack of bloodlust. At the end of the spree gain increasing benefits in healing depending on your number of stacks, while suffering a minor 10% movement speed debuff.
0 bloodlust stacks grants 75 armor 100
1-5 stacks grants 50 armor, 5% HP/s (25% over 5 s)
6-15 stacks grants 25 armor, 7.5% HP/s (37.5% over 5 s) 10 HP/s
15 stacks grants 50% hp instantly, with extra becoming overheal
100% HP instantly
These two 5 second periods are followed by a 40 second cooldown (-20% per stack).30 second
The gist is for it to be an aggressive alternate option to the stealthkit that won't necessarily beat out the utility of invisibility. The better your spree the more 'instant' your rewards are, as healing beats armor most of the time imo.
!feedback
Obstacle Idea
Void Geysers: In the Void Realm, Black cell vents will shoot void energy upwards, anything caught within the blast will be banished from existence.
Essence of the Soul [Void] {Corrupts Will o' the wisp}
+) On kill: charge 1 soul
+) Upon reaching 25 souls, create an explosion around the player that is 26 meters wide and deals 3000%(+1000% per stack) base damage
!feedback
Item Idea
Defensive Nailgun [Void] (Absorbs Razorwires)
-Upon taking damage charge 1 (every 2% damage absorbed) up to 15 (+5 per stack) each stack shoots out 3 nails that does 200% damage each
-reduce your damage taken by 2% per stack
-After losing up to 20% hp +5 per stack you shoot out a burst of nails on the last enemy that hits you
Shifted Scales [Void] {Corrupts Repulsion Armor Plate}
+) Upon taking damage, Gain 1 armor up to 20(+20 per stack)
•) When out of danger, rapidly lose gained armor over 5 seconds
edit: changed from corrupting razorwire to corrupting RAP
!feedback
Unlock any kind of spawning barrier past loop 2
What I mean if it there's a cap with how many monsters can spawn for a boss event remove it. If there is a limit to how many elites there can be at a time, let them be free.
I want chaos to reign, and for nothing to stop the spawning director.
By this point in the game, basically nothing can directly kill you.. but I want to feel like the game is trying.
!feedback
Item Idea
Flowering Vines [Void] (Absorbs Razorwires)
-Upon taking damage, vines lash out and whip up to 3 enemies within 25 m for 50% (+50% per stack) damage, healing you for the damage dealt.
!feedback
Great Hunger [Void] (Takes Razorwires)
When you take damage, 3 enemies UNDER 10% HP will be visually dragged into yourself via shadowy ropes and absorbed by you within 25m. Does not affect bosses
Stacks: Potential enemies absorbed +1 | Radius increase by +5 meters | HP threshold of being absorbed increases by 5% hyperbolically
!feedback
I would love a more in depth sound customization.
It's annoying when I can't hear enemy sound cues because my items are too loud, and the only way to fix it is to scrap my items.
!feedback
Infusion rework:
Killing enemies permanently increases maximum HP by 1 (+0.5/stack).
Can add up to ~30 HP per stage (+~30 per stack), with no overall limit.
[OPTIONAL:] Completely "filling" an infusion also increases base damage by 1 (+0.5 per stack).
These stats will probably need to be tweaked and tested some more, especially the possible damage increase. But the general idea is that each stack of infusion would effectively grant the player one "mini level-up" on each stage instead of a flat HP increase, making it a lot more impactful long-term.
(Edited for better wording)
!feedback
captain's Nuke Rework (DIABLO Strike)
Make Captain's Nuke Charging Speed scale based on the cooldown in half, I.e; Its now 30 CD and the nuke now charge for 15 second instead of a flat 20 sec charge.
That way, it make cooldown reduction items more viable with Diablo's Strike thus making it more useable in early & late stage, in late stage, you'll already have items that are just broken therefore making diablo strike useless at some point and its that rare that we would have a ridiculous amount of alien head & purity which would completely reduce DS Charge to 0.5sec ( 1 sec cd cap )
!feedback
Make captains Diablo strike activate partially off of attack speed
!feedback
Make scrap have a chance to jam/remove a printer entirely, or have a chance to consume MORE THAN 1 scrap when using a printer or cauldron. Scrappers are op as shit and need some tuning. There needs to be a reason to minmax around the downside of a scrapper I'm order to offset the fact that item scrap white is better than backup mag. I prefer the jamming idea (it's thematic
) however I am aware this would be thought in multiplayer for balance. Maybe it could lock it for just one player, though that could be hard to code, idk.
!feedback
delete the #ror2-feedback-and-ideas channel
!feedback add this song to the official ost https://youtu.be/QbIckU4sXBM
I was gonna upload this to my 2nd channel instead but im too lazy to switch accounts right now
!feedback
Alternatively, have scrappers break after 20-50 items scrapped instead of a chance.
This will make it actually a decision instead of getting lucky.
As for printing, I'm not sure. A couple ideas are
• increasing the cost every x amount of prints
• only allowing for a certain amount of prints depending on rarity (20 for common, 15 for uncommon, 10 for boss, 5 for legendary.. something like that)
• have printing time take longer every print to discourage long printing sessions
!feedback
Add windows 11 support
!feedback Trailer song for the DLC? https://www.youtube.com/watch?v=yU1pBSe91KQ
Risk - Trafton
Filmed / Directed / Produced by Neville Caulfield
with Mercedes Paré
For more info and updates on Trafton, follow links below:
Instagram - https://www.instagram.com/traftonmusic/
Facebook - https://www.facebook.com/traftonmusic/
Twitter - https://twitter.com/traftonmusic
Spotify - https://open.spotify.com/track/6XTsEOEbBLGgYE...
!feedback possibly make topaz brooch have a stronger effect early game? It currently only has a real use after the 5th stack, which you only stumble across early game if you have minecraft speedrunner luck or find a printer
!feedback Trailer song for the DLC? https://www.youtube.com/watch?v=KByREO4gB0M
Among Us has us addicted! We've been playing it none stop so we had to team up with some of our favorite creators to make this Among Us animation. If you did enjoy this Among Us song and want to see more Among Us animations with our own Among Us music, then hit that like button YOU IMPOSTER!!!
🎵 Listen on Spotify, Apple Music, Amazon and more! ...
!feedback
A new red item that grants all your minions 1(+1 per stack) random elite aspect.
Nerf bans raincoat as since it gets rid of all debuffs it would also get rid of bands cooldown which is a debuff
!feedback
The item didn't even come out yet and you want it to be nerfed
!feedback
Corrupted / Void skill variants of existing skills, via items or mechanics on maps
!feedback
Commando
M1 - Short burst fire of 3 bullets.
M2 - Powerful beam that phases through several enemies / blasts them away.
Shift - Dive roll faster / slide using your thrusters faster or longer.
Utility - Prolonged burst fire from BOTH of the SMG's / grenade belt toss which exploded a wider area for doubled damage.
(In-case this becomes a thing.)
!feedback
A flamethrower for Mul-T would sound like fun imo
It could look like a blowtorch since that might fit Mul-T
!feedback reduce the downwards distance of bulwark's ambry and a moment, fractured - it takes a bit to get warped back up and i cannot for the life of me find a reason to ever fall for that long
!feedback Lunar Item idea, some kind of magical blindfold (pending name) which increases attack at the cost of weapon accuracy, on a survivors primary skill only! on Melee characters such as Merc the primary attack will simply have a chance to "Miss" and by that I mean the attack will "hit" the enemy but it won't recieve any damage because...well it Missed and this "Miss" mechanic will also affect Huntresses primary instead of jus decreasing accuracy because while it isn't a melee attack it does auto track enemies.
!feedback
What if Blast Shower removes debuffs and applies them to all enemies in a 30-50m radius? The cooldown could also be increased to 30 seconds but Royal Capacitator also only has a 20 second cooldown
!feedback
New Lunar Item
Increase damage dealt by Primary with 50% (+25%). Reduce all other damaging abilities' damage by 25% (+12,5%).
Stacks hyperbolic. Utility/cooldowns unaffected. DOTS like Poison and Hemorrage also unaffected
!feedback amongus crossover?
!feedback
scrappers have a random chance to break (33%-25%)
if you threw in more items than it produced scrap before it broke, you will just lose the items
!feedback some Mithrix fight ideas, 1. Mithrix reacts to you having Lunar items, for example if you have at least one he goes "How did you get that thing, Vermin?" or "you direspect my craft" Also I think it be fun if his lines would change a bit depending on the character you play as, for example if you play as Huntress he'll say "Not fast enough" if you die to him. and say he kills you when your Rex he'll say "A freak of nature"
!feedback
I think some sort of tutorial, or at least giving more hints and tips to new players would help them a lot. The only thing the game really tells you is what button you need to press to use a skill, and that the “Difficulty always increases with time. Play fast.”
When I first played this game I felt a bit lost. While a lot of mechanics in RoR2 are pretty simple and self-explanatory (kill monsters, get cash, buy upgrades) there are few others I had no idea what they were doing until I literally had to google them. Like the Newt Altar, Lunar Coins or the Cleansing Pool.
I had no idea Cleansing Pool was even a thing until I browsed the wiki for a few hours!
Other mechanics I was completely oblivious to until I stumbled upon a random reddit comment that said you could find a teleporter by looking at particle effects that happen only around the teleporter.
Basically give new players a bit more than just “Play fast!”. Having a popup with tidbits like “Teleporter can be found by looking for special particle effects that only appear near a teleporter.” or “3D Printers will take Scrap or a random item of the same quality you want to make. Find a Scrapper to have better control over what is taken from your inventory.” would help new players a lot.
Another thing that would help them would be expanding the logbook to include the Interactables (chests, shrines, teleporter, etc.), with information on what they’re doing and optionally some more lore. The entries could be unlocked by simply interacting with the shrines.
This would not only help new players learn what does what, but also show them which thing they haven’t seen yet. (Cleansing Pool can only spawn in specific environments and even then it has around 10% chance to spawn there. Good luck getting new players to learn what it does without googling it.)
||!feedback||
Dio's Best Friend buff idea: Stacking Dio's adds extra invinc time on res (+2s/stk) -or- When you res, kill all enemies within an X(+x) radius
!feedback
Replace the overlay effect of Burn/Ignite with actual flames like how it was in the very early versions of risk of rain 2
!feedback
Whether characters use a dio, make them have a permanent debuff for a single stage, alongside a hint that they are recovering.
For Bandit it could be that his hat falls backwards and flops as t is hung by a string and held on his neck, as his second eye is revealed in purple(lights out) or dark-blue(desperado) colors, depending on skill pick.
Commando could be more exhausted, and as an example, Loader would try and exercise her hands as her shoulders might be sore.
The debuff itself doesn't have to be crucial, it's put to be somewhat "punishing". Or rather, appreciating in a stage if you make it to the next stage.
!feedback dio's gives temporary all stats up that fades over X minutes upon being revived
!feedback
Keep Dio's the same as it is
!feedback
New item idea
Name: Ragerol
Rarity: White
Effect: Gain a decaying base damage boost for [Time][+Time per stack].
Stacking the item before the effect ends adds on to the current duration.
May need a unique functionality with Engineer turrets.
Would turn into a grey item at the end of the effect that can still benefit stacking to prevent printer abuse.
!feedback
Make Dio revive all players after all players have died.
!feedback
Make an option to have the Teleporter Zone White because partial colorblindness can make it difficult to see sometimes.
Particle accelerator:
Red
Hitting an enemy with your primary attack shoots a terrain piercing beam that targets the enemy furthest from the enemy hit for 75% damage.
Any enemy in the way of the beam will be pierced and take damage.
The further the beam travels, the higher it's damage will be.
!feedback
!feedback
Reaching the highest Eclipse rank with a character should be rewarded with something.
My idea would be a achievement for beating Eclipse 8 with each character along with a skin to show off that one has mastered this character.
Anyone who dislikes that has a certified skill issue
❤️
!feedback
@north remnant
@open hound
|| Anyone who agrees is certified wrong (source : devs)
t. beat eclipse 8 on 5 characters, 3 of which where i beat e7 and e8 in my first attempt||
eclipse is dumb and stupid and the modifiers are nosensical that completely screw some survivors while barely harms others
if you're gonna lock rewards to eclipse (you shouldn't), make it be eclipse 4 or something
!feedback
Ability Change Idea
Second special Bandit ability (r) Desperado
If you collect items for this ability
for example: 2 Purity or Brainstalks + Crowbar / to quickly accumulate tokens of desperado.
When you start teleport events (+ with the swarm artifact enabled)
you find that the attack range is not enough and monsters spawn faster than you kill them.
However if you start collecting items to increase the attack range, then the increase in tokens of desperado is already greatly reduced.
This happens, because with one shot you can instantly kill plenty monsters, but you will receive tokens of desperado for only one monster that you killed with the ability
In total + 1 token.
I suggest that after killing with this ability, all monsters that you killed after that within 0.1 - 0.2 seconds will also give tokens of desperado.
!feedback
I really want to see Wax Quail apply to hopoo feather?!
!feedback
An option to make zones clearer and easier to see, perhaps by giving the entire circle some kind of constant, transparent texture, like a grid, or something more solid. And the ability to change their colors.
Just accessibility for people with colorblindness or similar issues.
(Teleporter zone, void cells, pillars etc)
!feedback
make it so teleporters can't spawn inside the cave in depths, because if a magma worm spawns, you either have to stay inside and fight in a cramped arena, or go outside the zone and waste precious time. It's currently the one thing I dislike about depths
!feedback
A quick reset button on the kill screen would be pretty handy
!feedback
Hello everyone! My husband and I have played RoR2 for quite a bit which has prompted me to bring forth a few issues we have noticed with the game.
- Multiplayer -
My suggestion: Possibly make the launch search longer than 1 minute. It is very difficult if lobbying up with 2 people in the lobby to find a full 4 person lobby. We constantly have to join quick play at the same time to join the same lobby so others will join. If my husband hosts it or I, and we're both lobbied up already, only one person will join and very rarely we find a 4th that way. We typically have to back out of the lobby if we want a full team, which takes 30+ minutes to achieve.
Husband's suggestion: Server list, where you can see the lobby's and choose based on the amount of people listed. - Once over powered with items, the game crashes. We love to play with Choose your own items, Monsters drop items, and Monster spawns are doubled. We have been able to successfully get insanely over powered with stacking items even legendaries. Unfortunately, this causes the game to crash especially if you do it in the void. There a few different crashes. We get CE-34878-0, the game will fully freeze, or it will freeze yet audio will still play, black screen. We'd love to do very long runs before obliterating as shorter runs are not as fun on Monsoon. It's much more of a challenge to get OP on that game mode but makes it kind of pointless when the game crashes and the session is also not recorded in game logs.
- Another issue with Multiplayer. If the leader of the party backs out, whether it's in lobby or in game, it will kick you out back to main menu. Once that has happened, it won't successfully join on an invite to a lobby. The only fix is to restart the entire game. This also happens if you quit a game.
These are the issues we have encountered. Thank you for taking the time to read this and I hope it helps!
!feedback
Idea for a lunar equipment item
Item Name: Distorted mirror
Cooldown 60 seconds
Active for 20 seconds
Description:
An item that copies all current buffs, but debuffs are also copied from allies, including drones (with the exception of Elemental Rings Ready, Elemental Rings Cooldown, Null Safe Zone, Hidden Invincibility)
📌 Does not copy buffs and debuffs copied by the same item from an ally
📌If an ally loses buffs or debuffs, due to death (or debuffs when using
Blast Shower) they also disappear from you
📌It works well with Equipment Drone, because it makes sense to give him equipment that imposes personal buffs
Such as:
Jade Elephant,
Ocular HUD,
Super Massive Leech,
Spinel Tonic,
Milky Chrysalis
P.s: The duration activity of the equipment has been increased from 8s to 20s, because you do not see negative effects and buffs on your allies and when activated only for 8s, you may not receive any effects
!feedback
Item Idea
Name: Old Lord's Right Hand Sword
Type: Equipment
Appearance: A giant greatsword with a golden handle and a thick, sturdy blade.
Description: For 10 seconds, the might of this blade increases your damage by a small amount of the enemy's max HP.
Effect: For 10 seconds, 5% of the max HP of the last enemy you hit is added to your damage for your next hit. Cooldown of 60 seconds.
(Numbers probably need tweaking, was a fun idea I had while doing a bands' focused run)
!feedback
If this is a issue ("The fact the modifiers might not effect people while with others it screws them over") prehaps the modifiers should be made to challenge the surrivor in question, like not to completly screw them over challenge them in the skills they excell in maybe. I'm unsure.
!feedback most of the damage effects seem lacking in a particle effect, maybe it'd be a good idea to make it somewhat like the borderlands special FX
!feedback
Make the ping system "smarter"
Specifically, if a "move here" ping happens to land near an object of interest, then that object should simply get pinged instead. Also, pinging the same multi-shop multiple times in a row should cycle through the items it's displaying.
One of the most common uses for pings is identifying items from a distance, but it can be kind of finnicky to do from really far away.
!feedback it would be nice to see a way to revive your friends. Currently, the worst part of multiplayer is the pacing imbalance that can happy when you die (basically, when you die you're more likely to die again because of lack of items, levels, etc. while everything else keeps getting stronger)
Here are two ideas I have to fix this:
1- dead players can be revived by staying over their dead body for a period of time. Players who try to revive their friends are given the "marked" debuff, which makes them more often to be targetted.
i think this would be cool since it plays into risk vs reward. The time it takes and area of charging can be adjusted to make it not too forgiving.
2- a universal interactible that can appear in a few specific spots (similar to newt alters).
I think this would be an easy way to make revives possible without breaking the current flow of the game. The interactible could be used multiple times, but get more expensive each time (could use lunar coins). In my eyes, it would revive all players on use. It would also not be usable during the teleporter event (unless its inside of the bubble), making teleporters more frightening.
tl;dr : add a revive system because dying early can hurt a player's experience with a run.
!feedback
not sure if anyone else has suggested this but change drones so that when you stand still they don't ram themselves into your survivor over and over again, they make anything to do with standing still (bustling fungus) absolutely useless
!feedback
Character idea rocket thrower
1st ability (LMB) Fires unguided missiles
Damage-190%
Reload - 1 sec.
Explosion radius 3.5 m.
"Proc Coefficient" - 1
P. s.: Can stack up to 5 charges
P.p.s.: Missiles fly slightly faster than missiles from the "AtG Missile Mk. 1" item
2nd ability (RMB) Pulls out a shoulder-mounted earth-shaking cannon and fires it
Damage-350%
Earthquake damage-70%
Reload - 7.5 sec.
Explosion radius - 3.5 m.
Earthquake radius - 5.5 m.
"Proc Coefficient" - 1
Earthquake "Proc Coefficient" - 0.5
P.S.: the Projectile flies in a long arc
3rd ability (Shift) Jumps forward up 2.5 meters and freezes before the first shot or for 1.5 seconds
Reload - 6 sec.
4th ability (R) simultaneously releases a swarm of mini missiles aimed at nearby enemies
Damage each missile - 100%
Amount of missiles-15
Reload - 17
The explosion radius of the missiles - 0.6 m.
"Proc Coefficient" - 1
!feedback
Perhaps some kind of skin for getting to a certain wave on each survivor in the new gamemode
(Check #announcements)
!feedback
Have character skins change based on certain skill choices. Like Commando getting a grenade belt with alt special, loader getting spikes on her fists with alt secondary, things like that
!feedback
Double Headed Spoon - Red Item
Have a small chance for your attacks to count twice.
This item would allow you to:
- Get a DOUBLE crit, dealing 4x damage instead 2x.
- Proc items twice.
- Stack bleed and other stuff twice.
- Basically anything that is "Oh hit" is doubled. Except this item.
!feedback
New acrid special: "Miasma"
Lob a piercing projectile that deals 100% damage and poisons. Projectile is affected by gravity.
Upon hitting the ground, it will explode and create a toxic cloud that lingers for several seconds.
Any allies that enter the cloud will receive the poison-coated buff.
While poison-coated, any attacks dealt to nearby enemies (within ~13m) will inflict a weaker version of Acrid's currently-equipped poison effect. Doing so will also consume the buff, but it can be re-applied by simply standing in the toxic cloud again.
*Attacks that would apply poison normally (such as bite or neurotoxin) will not consume the buff, however. Regular poison also overrides the weaker version applied by poison-coated attacks.
This gives Acrid an alternate special that synergizes well with blight and melee builds, while also being an interesting support option.
!feedback ok hear me out new lunar
Resonance engine
- changes procs to multiplicative
- every proc adds another multiplier to it
DOWNSIDE! : each proc does damage to you