#ror2-feedback-and-ideas

1 messages · Page 42 of 1

buoyant needle
#

!feedback

re-useable missile launcher! (lunar equipment)
It launches a massive missile that, while flies slower than missiles from atg and dml, and it does significantly more damage.
+On-hit each missile has a 90% chance to do 4000% damage
-Has a 10% chance to fail, causing you to go blind for 3 seconds. In addition if it fails then there is a smaller chance to also give you the fire debuff for 10 seconds.

but, this lunar dml isn't over yet! In addition if you find multiple you may stack them causing multiple of them to fire at the same time but they can still jam and each of them has a their own independent chance of jamming.

basically its just a better dml with an stacking gimmick and a downside.

untold cedar
#

!feedback
Rex robot skills changes

Directive Drill: Lasts 0.5 seconds longer
Directive Disperse: Max of 2 stocks and cooldown is reduced to 4.5s (this is HIFU's idea)
Directive Harvest: I already wrote the rework about it above lol #ror2-feedback-and-ideas message

golden knoll
#

!feedback

A variation system which would let players stay on pace after the player's death: At the next stage, a guaranteed Shrine spawn with activation for moon coins 1LunarCoin or 2LunarCoin (spawn only if players died before the teleport event), which will give all deceased players +30 armor (-23 % damage) and will change the money gain multipliers for players who were alive in the previous stage and those who died on it.
My version: for each surviving player, the amount of money will change from a multiplier of 1 to a multiplier for all sources of obtaining money (1- (0.25 * the number of dead players at the previous stage), and for those who died at the previous stage (1+ 0.25 * surviving players)
Sometimes there are situations when my friend dies at the beginning of the stage and we agree to give most the chests to him, but still there is a temptation to improve own build, and with this system there will be an artificial limitation that will not allow this balance to be further aggravated
@stray wyvern I think what you suggested will be unbalanced, because if it costs too many regular coins, it will knock down the pumping of the rest of the players (in any case, the one who pays for the resurrection), and if it does not cost much it devalues the Dio
And with moon coins, this will also devalue Dio, because those who have been playing for a long time have 200+ moon coins,
if it is expensive (10+ coins) newbies will not be able to use this function

deft acorn
#

!feedback

The addition of FSR/NIS being added as a shader for those who do not have the ability to run the game smoothly.
Have seen instances where I am scaling the game with an external program and the FPS has doubled in some scenarios.

Image Comparions Here - #ror2-feedback-discussion message

NVIDIA Article for NIS - https://www.nvidia.com/en-us/geforce/news/nvidia-image-scaler-dlss-rtx-november-2021-updates/
AMD Article for FSR - https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution

AMD GITHUB for FSR - https://github.com/GPUOpen-Effects/FidelityFX-FSR
NVIDIA GITHUB for NIS - https://github.com/NVIDIAGameWorks/NVIDIAImageScaling

upbeat kindle
#

!feedback
Increase the lunar coin reward for obliterating: 5 is too low for beating the game. I say make it 5 on drizzle, 10 on rainstorm, and 15 on monsoon.

Also maybe scale lunar coin drop rate based on enemy strength similar to how sacrifice does, meaning bosses and elites drop coins more often. This would make lategame looped runs give a ton of lunar coins, which would be a good reward for getting that far.

The tryhards who can beat the game on monsoon consistently or reach high stage counts wouldnt need to cheat in lunar coins to use all them cool lunar items anymore.

pulsar plover
#

!feedback
[Void variation of Rose_Buckler, the Daisy Dagger]
Chance(10%) to increase damage (30% increase + 30% each stack) after a kill for 5 seconds. Consumes Rose Buckler.

Reason why this item is specifically only active in combat is due to the Rose Buckler's use as an escape tool, making this item an item to turn the tables or stand your ground rather than flee combat. Tweaks could be made here and there to balance it out, but overall I think this is a sound idea.

little barn
#

!feedback
void glass? 😳

amber fiber
#

!feedback
Void versions of the Heresy items that gives a different set of abilities

worldly violet
#

!feedback

MacOS.

little barn
#

!feedback
Add a hidden glass toad somewhere secret just because we have the frog, why not the toad?

sage zephyr
#

!feedback

change the way you charge the rescue ship.
as we know, at the moment its pretty much a teleporter event. and while i dont mind too much, im not a big fan of the fact that so many things in this game -void fields, pillars, etc- basically work the same. i would say to maybe make the ship leave almost immediately once you reached it or perhaps make it so that you have to interact with it in a certain way. just to make things a little more varied. commencement before the anniversary update was a more flat, boring stage, and while i very much appreciate how it has been changed, i feel like the intensity of the new version + the boss itself are enough to hype up a player- no reason to make the ship charge, i think.
maybe theres something i dont get, no idea

little barn
#

!feedback
Hero: Praetorian
Theme: Protector, slow movement but high damage resistance
Weapon default: Short sword and Shield. Weapon alt: Pole Hammer
Passives: +25% damage when within 10 meters of an ally (Stacks). Alt via weapon change to Pole Hammer would be +5% Damage for every enemy within 5 meters. Lower jump height and slow movement speed.
Sword and Shield.
M1: Slash for 100% damage with a 120% damage thrust finish with 10% bleed chance.
M2: Bulwark - raises shield and grants +150 armour for himself and + further 50 armour for every ally within 2.5 meters. 4 second hold time for 15 second cooldown.
Pole hammer.
M1: Slower sweep attacks for 130% damage and 5% chance to stun.
M2: Broad 180 degree frontal sweep for 150% damage with stun and knock back.
Utility 1: Haste - Buffs movement speed by 35% for 5 seconds for an 10 second cool down.
Utility Alt: Taunt - +50 armour but all enemies within 100 meters will aggro onto praetorian for 10. 20 second cool down.
Special 1: Banner - Place a Banner to create a 20 meter radius effect area. Whilst praetorian is in the banner area, himself and all allies get +50 armour for every ally within the effect area. Praetorians movement speed is reduced by 50% for 3 seconds when he leaves the effect area. Drones and turrets would not grant armour stack. 1 use per level
Special Alt: Ballista - Call in a ballista strike for 300% damage and stun. Remains on enemies not killed and debuffs for -20 armour and -10% movement speed per ballista. 60 second cool down.

distant sandal
#

!feedback

Legend, Worn Trophy: on level up, recover 50% (+5% per stack) max health and release a nova that deals damage equivalent to your level (lv×300% maybe?). You gain 20% bonus experience from all sources (+10% per stack).

Right now there's only warbanner that uniquely interacts when you level up, and I felt it may be neat if we had other items that did the same form of mechanic.

modest grove
#

!feedback

Reduce the brightness of portals in Rallypoint Delta.

little barn
#

!feedback

I think it's quite well known by now that void items are at least tied to a void currency of some kind. I think this isn't too good of an idea, because if every DLC adds a new currency, we're eventually going to run out of room on the left side of our screens

to remedy this, I think there should be a new Realm Currency. Realm coins would be used for any situation where you wouldn't use gold coins. This would include lunar items, void items, and any more item rarities the devs decide to add via DLC.

The good news about this is that systems where you would gain lunar coins will now also let you buy void items, and vice versa

the bad news is people who cheat in, farm for, or generally gain coins outside of playing the game "normally" will have a lot more advantage in every situation, however I don't see this going away if we have a separate currency for every DLC, so I see this as a given evil until something is done to make it harder/impossible to cheat in coins

vague hamlet
#

!feedback

Commencement: When triggering the escape "zone" during the escape sequence, teleport all active Gunner Turrets around the dropship.

gusty fox
#

!feedback

Completing Eclipse will reward a third skin for the character since it's 1 step above Completing regular monsoon which rewards mastery

vague hamlet
#

!feedback

TC-280 Prototype: The missiles apply Shock.

fallen rock
#

!feedback
The devs have said before that they believe Eclipse is unbalanced in concept, I believe that is due to how they made 8 blanket modifiers for every survivor which will inherently affect each survivor differently, REX for example gets shafted as hell with Eclipse 5 and 8, and multiple survivors have problems with eclipse 3 while Loader and to a less extent Artificer never see the downside to it.

My proposal is to make character specific Eclipse modifiers, maybe not for all 8 but some should be different for each character.

Maybe something like Engineer only gets one turret at a time, Artificer’s M1 only has 2 charges, Loader takes reduced fall damage rather than no fall damage, etc. these are just ideas but I feel like using these character specific modifiers will not only make eclipse more balanced but also more interesting for the player as it is more directly impactful to you and your character

solar leaf
#

!feedback
A simple QOL, but in the moon detonation. When you finish the charge or the moon is about to detonate, can you had a purple tint to the bright flash a light.

Reason: Since the anniversary update, the implosion of the moon now shows a void-esque explosion, instead of the old bright light explosion. It feels inconsistent that the light is still white. Granted, this may hurt the eyes of the player under some certain circumstances, but I just want to fix this inconsistency.

swift lodge
#

!feedback change the proc coefficient on rex's m1 from 0.5 to 0.7

karmic haven
#

!feedback
Something Frenc cooked up in #ror2-feedback-discussion, which would help make Cybernetic Enhancements feel more unique outside of being affected by Wax Quails:

Whenever you make a kill as Merc, your extra jump from Cybernetic Enhancements is reset, promoting kill chains even more and allowing for sick aerial combos

golden knoll
#

!feedback
Idea for a red item

After receiving damage of more than 15% of max HP, the player takes damage = 60% (from the monster's attack immediately) and an effect is imposed on you with a duration of 2 seconds, which deals damage = 40% damage / 5 (+ 5 per stack) per tick in total 5 (+ 5 per stack) ticks.
After receiving the effect of delayed damage, the item cools down for 4 seconds.

This item pairs well with Repulsion_Armor_Plate Repulsion Armor Plate, Planula Planula, and Razorwire Razorwire, so these items don't become less useful when increasing difficulty without having to take the Jade_ElephantRose_Buckler Armor Boost items, although armor makes this red item even better.

This item may need to be fixed, but in my opinion it will look good in Risk of Rain.

forest pivot
#

!feedback
Reposting a popular feedback as bot was down causing it not to go to top-feedback despite reaching number

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.

little barn
queen plover
#

!feedback
Stage Hazards please
Would go a long way towards keeping the game fresh
As of CUM we have a grand total of…2 actual stage hazards, those stages being Abandoned Aqueduct and Sky Meadow. Aqueduct requires you to go “out of bounds” before tar starts sapping your life awayand it also has those tar pits but they kinda don’t do anythingwhile Sky Meadow has those gravity pools.

Here are a few ideas:
Titanic Plains: Destructible Boulders
Based on the log entry. Maybe each stage has like 2 or 3 boulders that can be destroyed, and a few seconds later they get remade and crash down into the same exact spot, smashing anything unfortunate enough to be around when that happens. A hazard like this could be pretty complicated, so an easy way I think it could be implemented is just having a ton of dirt and debris kick up when the rock reappears instead of having one actually crash down. Along with an aoe indicator ofc

Wetland Aspect: Greater Shrine of Blood
Just a pillar of blood on commencement but it drains any entity within range. If you manage to fully satisfy it maybe you get a damage/kill based healing item, but that won’t happen easily. Attacking it and breaking it of course prevents the aforementioned events from occurring.

Rallypoint Delta and Abyssal Depths: Stalactites
Tried and true video game stage hazard. Rallypoint ones can be shot down(or may drop randomly as you pass)and do a little bit of damage to whatever is in range+slow them for a few seconds. Abyssal Depths ones could be much larger, taking more shots to come down and dealing higher damage (with maybe a stun)instead.

I’m no game designer but I am a gamer 😎 so I can tell you that being able to interact with the stage keeps me engaged. I tried to think of hazards that affect players and enemies, just like the ones we already have

open tartan
#

!feedback
Make the glass frog interactable. Its effect: +1 non-interactable glass frog appears in future playthroughs. Same time, same room, hanging out together. Maybe if you get enough they could have a little glass pond with little glass fronds.

boreal slate
#

!feedback
increase the damage radius for hooks of heresy just slightly, currently it's a bit finnicky to use and is especially annoying on anything faster than a clay dunestrider. Also if the player finds a sentient hook and a hook of heresy in the same run, would be kinda fun to have the hook be colored purple and black to look like hooks of heresy

brave otter
#

!feedback maybe we could have mouse controlls be binded to arrow keys for better aim MULT, and allow dpad movement for controllers

vocal marlin
#

!feedback

Show H3AD-5T v2 cooldown on as a debuff above your health, the same way that Runland’s and Kjaro’s band cooldown are shown

lofty gazelle
wind ermine
#

!feedback

maybe add some kind of Character Randomizer on the character select screen that chooses the character for you?

golden knoll
#

!feedback
Idea for a red item

All projectiles fired have double their speed (exponential stacks).
Helps survivors with projectiles miss less often
Also applies to homing projectiles
Bundle_of_Fireworks AtG_Missile CeremonialDagger Nkuhanas_Opinion Resonance_Disc

sage plover
#

!feedback

please for the love of god add some kind of lag countermeasure. I am really tired of playing online with a friend just to have our investment in a run cut short by a random disconnect. Or add some way to rejoin the game after disconnecting.

queen plover
#

!feedback
Slight buff to huntress, make her m1s shoot faster based on your movement speed

loud plinth
#

!feedback
a buff to mercenary's damage output
it could be that im just bad at mercenary but as far as i can tell his damage output is outdone in many ways and given the fact that he is the survivor with the highest skill cap (and in my opinion also the most fun to play) i think the reward should be a bit greater
im unsure how his damage should be buffed since i dont know enough of how those things work yet but i do think something should be done to buff it
example:
i played mul-t 18 times and did 3.5 mil damage during this time (this was during my real beginner phase so it was on all on drizzle but the captain and mercenary werent played on drizzle)
i played captain 13 times and did 1 mil damage during this time
i played mercenary 37 times and only did around 2 mil damage during this time
i am would say im semi consistent with the mercenary, by no means am i a master but i do know how to play him. on rainstorm im able to get to stage 3 basically every time and to stage 4 a good chunk of the time as well but I just can't kill the later enemies quick enough. it might just be me but i dont think it is

corrections:
i did play mercenary on drizzle but that was only until i beat the final boss
i got captain's damage wrong. its closer to 2 million now (at around 1.7 million)

pulsar plover
#

!feedback
How about some gimmicky challenges where you can unlock skins? I've got a few ideas, for example..
Throwback: As Acrid, Bandit, Commando, Engineer, Huntress, Loader, or Mercenary, beat the game or obliterate while only collecting items that first appeared in, or are similar to those in the original Risk of Rain. This would unlock a skin that makes all of the mentioned survivors look like their classic iterations, or a sort of voxel style skin. I know this is a little unbalanced, but it's mostly for fun.
New Age: As Artificer, Captain, MULT, or rex, beat the game or obliterate while only collecting items that first appeared in the sequel. This unlocks a skin similar to Throwback if the voxel style is chosen, or it unlocks a skin based on an alternative beta design of the survivor if classic iteration is chosen. Another unbalanced one, again, mostly for fun.
Collector: As Artificer, complete 3 artifact trials in one run. This would unlock a skin for arti in a style similar to the terrarian of bulwark's ambry; tan-ish grey main color, purpl-ish accents. Mostly thought up on the basis of a pun between artificer's name and artifacts (low hanging fruit, i know.)
Keep in mind these are gimmicky challenges, and mostly thought up for fun.

little lava
#

!feedback
Red Rarity
Golden Blow
A Gold fist with circuitry running through the knuckles.
Upon killing a boss-type enemy, gain a bonus to damage to the next attack you deliver. The buff will only disappear once damage has been afflicted to an enemy.

little lava
#

!feedback
Something about loaders base attack seems weak at the start of the game, should there be a buff in place for her punches?

vale kiln
#

!feedback
No name yet
Lunar Item
See the contents of Lunar Pods but 50% chance its not the right item

vale kiln
#

!feedback
No name yet
Same Lunar item
See the contents of chests/pods but it might not be what you expect

merry flint
#

!feedback

the purpose of category chests are kind of defeated by the fact that you cant control when ur gonna see a category chest, so its still virtually random. || also unrelated, but for this reason they shouldnt be anymore expensive than a regular chest if left in the state theyre in||

maybe allow recycler to change the category type if used on a category chest

or allow for trishop terminals to contain an item from each category

alpine granite
#

!feedback
make it so ATG missiles and fireworks dont launch so high up initially
currently in areas with roofs missiles can be kind of useless and just launch up and hit the roof

turbid garden
#

!feedback

Make Primordial Cube more interesting by making it absorb nearby enemy projectiles. Maybe if some projectiles aren’t close enough to be sucked in, they could be slingshot around the black hole in another direction, Interstellar-style

little barn
little barn
#

!feedback

Stacking artifacts
This would only work with some artifacts.
Swarms: doubles spawns and halves health, again (maybe reduce sac drop rate for balance)
Spite: twice as many bombs
Soul: +1 wisps
Frailty: fall damaged doubled, again. Maybe some other effect
Glass: times 15, 20, etc
Evolution: +1 items
Vengeance: +1 umbra

For the other artifacts, maybe some other effect could be put in place. I just thought this was a fun idea to make artifacts more interesting and extreme (I know this isn’t gonna get super positive feedback lol)(inspired by a message in #general and fw_artifacts mod)

rare meteor
#

!feedback

Sculpturer's chisel, takes crowbars. (Oaoaoa void item)

Convert 10% of enemy's health into RUINED / CORRUPT health. This gives a status effect that slowly expires, HOWEVER! During this status effect, your damage is doubled. Scales up with amount of crowbars, and works only on the enemies above 90% HP.

little barn
#

!feedback

Add a keybind to turn off in-game HUD fast. In multiplayer it can be next-to-impossible to turn it off in options during a battle which you want to capture on video or screenshot.

prisma shell
#

!feedback
Personal Shield Generator should give a bit more hp and become a lunar tier item.
it's the only white item that you really want to skip under any circumstances (except with transcendence, but even then it's hardly impactful) because it has properties of a lunar item, often putting you into unfavorable situations where you need to tank a big hit with one shot protection but 5 seconds ago you lost your shields and they haven't recharged yet. Making it a lunar would mean that you make white item pool less bloated (still containing trash like focus crystals and rusted keys, but having a bit of bad items is good to make good items feel even better), and giving it a better hp boost would make it feel impactful with transcendence. Should it have additional positive/negative effects as for a lunar items? I don't know! Let me know in #ror2-feedback-discussion. But don't ping me

rare meteor
#

!feedback

Lemdog, corrupts Bison Steaks.

Gain 10% of additional health. BUT! Whether you use blood shrines, your HP(combined with stacks) gains 5% of additional health ontop.

sage zephyr
#

!feedback

add some harmless critters or enemies that do not hurt you directly.
little birds or bugs, or maybe more birdsharks would be a nice way to give the planet more life.
as for enemies, i would say something that temporarily alters the terrain in one way by creating hazards- like maybe a beetle that shoots a liquid that lowers your stats by a little if you stand on the puddle for too much time, for example.

all enemies hurt you and i mean that is valid but more variety would seriously be nice to see.

oh and of course, make the friendly critters pettable :)

the beetle spitter is just an example so if you are going to upvote/downvote this suggestion just do it for the point i am trying to get across and not this specific enemy idea

stray wyvern
#

!feedback

In the dlc, we know that there will be at least one new void-based enemy. Because of this, I think it'd be cool if we got a void family event (or something of that caliber; could even be an "invasion?")

mint mist
#

!feedback
Please for my sanity is there a chance the drone ai could be changed to move just around the player instead of sticking to them so healing drones aren’t up my anus the second enemies aren’t around

old rapids
#

!feedback
Red Item: Survivors Guilt [insert noun here]
Description: Allows you to run away from your problems with great efficiency.
Gain a sprint speed boost that increases the lower health you are. 2.5% (+1% per stack linear) speed boost for every 1% health lost (not counting shield unless you have Transcendence or Shared Design).

coarse rampart
#

I vote for a character with an RPG or rocket launcher

golden knoll
#

!feedback
Idea for an artifact
Title: Mountain Artifact (not final version)

Simulates adding to the lobby +3 people
Allows you to get bonuses for playing with 3 additional people, but the game gets harder

  • bonuses from the mountain shrine will get much better
  • when killing a teleport boss, +3 items are always dropped
  • much more chests
  • there are many more monsters
  • difficulty changes faster
  • chests become more expensive
  • increases max HP for bosses
  • with destruction Beads of Fealty gives much more Moon Coins
    etc. (all bonuses and cons of playing with +3 additional people)

I think this can be done by adding +3 phantom people to the formulas with * playerCount *, but I don’t know if the formulas for the single player game change.

golden knoll
#

!feedback
Minor tweak to Captain's ability

I think it would be cool if at the site of the impact from the OGM-72 'DIABLO' Strike burns the ground like Lunar Blaze by Lunar Chimera (Exploder) or Fiery Spore Bomb by Mini Mushrum

spare glacier
#

!feedback Expansion on drones, like able to recycle them, printing drones, maybe split up them by tiers like items, also more drones? ||role definitely checks out ||

main goblet
#

!feedback
I know this has likely been suggested before, but can you please add chat scrolling. I often see something in the chat, like a family event message, or i wish to see if a blue portal is naturally spawning, and would like to see it again. Or i miss something like that and I wish to see if it's there or not.

woeful musk
#

!feedback make commandos helmet a bauble head

little lava
#

!feedback
Item idea

-Equipment
-Bowling Gong
-A Large brass disc with about half a foots width
-Roll a gong along the ground, the first enemy hit will stop the gong, being damaged. Enemies around the impact will be stunned for 5 seconds.

old rapids
#

!feedback

Alt Primary for Rex

Seed spit

Description: 1% HP. Spit a slow moving seed for 150% damage, if 10 or more seeds hit an enemy, trigger a stunning explosion for 500% damage.

Uses 1% of current HP to fire a slow moving seed in a straight line, once the seed hits an enemy they gain the Seeded debuff, for 7.5 seconds, and if they get 10 stacks of that debuff, trigger an explosion for 500% damage and stun the enemy hit for 3 seconds. Seeded enemies killed give 3% max health back per stack of Seeded.

old rapids
#

!feedback

Alt Secondary for Huntress

Laser Kunai

Description: Agile. Toss 3 tracking blades at your enemies for 3×75% damage to slow them. Critical hits toss 4 blades instead of 3.

Carries 6 charges. Tosses 3 kunai that lock onto the targeted enemy at much longer range than the Glaive or Primary, dealing 75% damage per hit and slowing enemies down (equal to Weaken or Chronobauble) for 3 seconds. Critical hits fire out 4 kunai and slows for 5 seconds. 10 second recharge time for each.

grim spire
#

!feedback Maybe a Lunar coin counter outside of games somewhere in the main menu or something similar to what is in game

little barn
old rapids
# old rapids !feedback Alt Secondary for Huntress Laser Kunai Description: Agile. Toss 3 t...

!feedback
A revision of the first one, now with more knowledge and solid feedback

Huntress, Alt Secondary

Poisoned Kunai

Description: Agile. Poisoned. Toss a handful of 3 quick seeking blades for 3×150% damage. Critical strikes toss 5 blades. Killing an enemy with the blades will give one charge back.

Tosses out 3 blades for 0.75 proc coefficient each or 5 blades for 1 proc coefficient each on crits. On hit, the target gains the debuff Poison Tip, which does 75% dps for 5 seconds. It recharges whenever a Poisoned enemy dies. 12 second cooldown. Can be used while sprinting.

flat cypress
#

!feedback

Make Mithrix unfreezable and make Freezing attacks apply Slow80/Ice slowness when it can't freeze an enemy.
Mithrix shouldn't be this cheeseable imo.

ember crypt
#

!feedback
Concept for a new lunar item:

Name - Sanguine Spine Snapper
Appearance - Glass denture with glowing red vampire fangs on the upper jaw.
Item description - A smile so brilliant it can (and will) kill...

Item effect:
Cursed. Decreases natural health regen to 0 and decreases wearers healing effects by 30% (+15% per stack).
On kill gain +2 max hp and increases base dmg by 1% (+0.5% per stack) of survivor's max hp.

Why?
-Great synergy with Shaped Glass, Transcendance, Infusion, and introduces new build possibilities for funny "how much hp can I get" builds. The opposite of the old "stack shaped glass and heal above OSP threshhold with 1 attack" builds.

special traits:
Cursed: deactivates One-Shot-Protection.

fallow arrow
#

!feeback Ricochet, Red, all rockets bounce off of hit targets twice searching for a new target.

little barn
#

!feedback

all right, all right. i know you guys hate it when someone suggests something for the DLC, but this is more of an all encompassing idea that happens to fit well with a certain raincoat.

what if you made items like raincoat that have one effect just get removed from the item pool after you get it? this would solve the bad stacking argument, and it could work with many item ideas, having just once stack.

rare meteor
#

!feedback

Seeing many complains about the Raincoat, I assume we need rain. After all, the name of the game is Risk of Rain.

slender oyster
#

!feedback
golf minigame with commando grenades.

crimson moon
#

!feedback
Arrow Rain change on Huntress:
instead of dealing 225% over time, and applying a little slow over that duration, have it deal the total damage and apply a long slow affect to all enemies in the radius.

fallow arrow
#

!feedback
make squid polyps have a chance to activate on kill

slender oyster
#

!feedback
mechanical mobs
all sorts of machine-gun four-legged things mixed with mechanisms, fast-running spore assassins and so on, the setting of all this is like a REX character.
By "like a REX character" I mean exactly the concept of the symbiosis of a machine and mushroom (or a plant as in the case of REX)

and I also have an idea about a map related to this topic

map: "shroomechs incubator"
the map that may appear at the third stage consists of caves full of mini-factories living in symbiosis with mushrooms among which the seller of shroomitems (several common and uncommon items that you can only get it from this seller and have a theme of mushrooms / plants or mechanisms or their symbiosis) survives, living in a house surrounded by a small concrete wall and turrets built of junk that was at hand, the seller himself looks a little better than the inhabitants of the local fauna, semi-mechanismus, half-mushroom, offering items for which he asks a special price in his modest shop - mech parts, these mech parts are not difficult to find, but it is more difficult to pick them up for yourself, because these parts have leaders of local mushroom gangs to whom the seller sells them, and if he needs them, then with the help of force and people like you, he takes them back to himself, but if you decide to kill the seller, then it will not cost you so easily.

If you damage the seller (the seller has 500,000 hp and 100 armor when he behind the counter), then he will hide in his small bunker, then watching you from the periscope. After 4 minutes have passed, having changed into stronger armor (the seller in this state will have 2250 hp (+500 per level) and 11 damage (+2.5 per level)) he will get out of the shelter and chase you until he kills or is killed. If you kill him, you can pick up one of the three items he offered for free.

visual hound
#

!feedback I absolutely love how this game looks, plays, and how customizable every round is. because of this I have a suggestion, if you guys can get together with the guys who made "Noita" and make a 3D version of that like you did with the first risk of rain. that would be one of the best game dev collabs ever made. specially if you can make it multiplayer, with all the different wand combinations that would be insane. the environmental effects would be really fun to explore. if you guys made a kick starter for it I would be one of the first to send money your way. I am very curious if you guys are even interested in the idea of that, let me know what you think.

compact sierra
#

!feedback it's not an idea, but a appreciation feedback post to our amazing community manager SeventeenUncles for doing such a great work

north remnant
#

!feedback
Change the "Mercenary: Ethereal" achievement to be unlocked via whatever else that isnt so luck based where one has to play with the right seed to massively increase ones chances

little barn
#

Captain's shotgun should have a stat that has something along the lines of "stunned and shocked enemies receive more damage"

this would make the taser actually useful in a lot of situations, because you could tase an enemy and then blast then for a good chunk of damage, while also not being bad early game, because this would bring the current 8x120% up, which is a nice increase.

edit/side note:
before writing this, I thought captain's primary base damage was much lower. I thought it was 8x75%, not 8x120%.
As of a short conversation in fb-discussion, I realize that this buff would be extremely powerful with the current shotgun (1200% base when you shoot a tased enemy). Because of this, I also suggest nerfing the base damage to 100% from 120%

this will still allow for 800% per shot, which is still great considering it's a primary, but then is allowed to be raised higher than current as a reward for combo-ing.

tawdry torrent
#

!feedback
There have been a ton of suggestions for how to fix huntress's damage, I guess I'll throw my hat in the ring.
Basically, what I propose is to just make her primary (and maybe glaive, not sure how to balance it) function differently depending on whether or not she's sprinting. So,
While sprinting:

Her attacks work the way they currently do, full auto with a homing effect but relatively low dps.
||Also maybe sideways sprinting?||

While NOT sprinting:

Her bow can be drawn back by holding the fire button, slowly charging it up and greatly increasing its damage the longer it's held (Or increasing the number of arrows fired if using flurry). However, movement speed is slowed while charging the bow and the homing effect is removed, requiring you to aim manually.

Also, a small tweak to her utilities to go along with this: Using Blink while charging her bow will maintain the charge whereas Phase Blink resets it, making Blink a better repositioning option if you intend to rely on the charging mechanic.

grim spire
#

!feedback alternate turret option for engi that does half the damage of normal turrets but shoots twice as fast. Would be good for dot/proc bases items and builds.

fallow scarab
#

!feedback
Allow the game to be paused in multiplayer if you're the last player connected; this would allow players to not be punished if they have to do something else or want to take a brief break.

little barn
#

!feedback

Allow the game to be paused if all players pause in multiplayer, this will allow for friends who are playing together to get off for a little while if their mom made cookies

feral dock
#

!feedback
Or a vote for timeout feature

loud plinth
#

!feedback

new equipment item that looks like golden bell
name: resonating bell/ornate bell/gold bell
description: when used, every elite monster within a 60 meter radius will lose their elite properties for 5 seconds
cooldown: 35 seconds

the reason i think this could be a very good equipment is really just because i think it fits in risk of rain 2 and because i think elites are a pain in the ass
i made a quick little model in blender which ill upload a picture of in #ror-art-and-content since describing appearances through text kind of sucks
ill edit in the message link here as well so that, when more things are posted, one doesnt need to scroll all the way back up to the picture
#ror-art-and-content message

pulsar plover
#

!feedback
All the drones have a light blue outline on their hud icon, save for the missile drone, who has a sort of glow effect on their icon.
What I'm asking is for this inconsistency to be fixed, as it'd be nicer to have every icon there to have the little borders.

wind ermine
#

!feedback

(repost because for some reason it didnt go to top feedback when it hit over 50)

A quick reset button on the kill screen would be pretty handy

boreal slate
#

!feedback
Please bring back arms race it was so cool and made command runs so fun please i want to have a buff drone swarm please please

vocal marlin
#

!feedback

Let me pet the turrets as engineer

rare meteor
# loud plinth !feedback new equipment item that looks like golden bell name: resonating bell/...

!feedback

Thinking about this brought me to these results, perhaps it could work otherwise and not be as "game-breaking" as it seems to be.

Contemptuous Bell(Orange, 60s cooldown).

On use, slowly 'evaporate' the elite status from enemies around you. Can be spread in-between enemies on kill(works like Gasoline).

  • The effect does NOT spread on Bosses, "greater" elites(being Malachites and Celestials) as not to sweeten your life beyond recognition.

This would help in tough situations when you're fighting HORDES of overloading enemies without items that are good enough or are playing with Artifact of Honor, which'll be useful in the early stages.

woeful musk
#

!feedback add milfrix to the game

tawdry torrent
#

!feedback
Loaders' m1 should backhand enemies when she gets a crit, for maximum disrespect

(Also more unique crit effects and animations would be cool in general, even if they're just cosmetic)

little barn
#

!feedback

I would absolutely love it if there is a global leader board for the new survival mode coming in the new DLC. I think it would add a great competitive aspect to the game, and give veterans something new to strive for.

little barn
shrewd iron
#

!feedback
Voidcrabs, it would be really cool just to have more ambience in the Void fields, not what the new update will add in, but for Void Fields, Maybe make it a bit more related to titanic plains, since it has the giant rings as well iirc, but Void Fields needs a small QOL change for ambience, I'm not sure if it's supposed to feel as empty, or blank as it does to me. Since the Void Fields has some Kelp Things on the sides, maybe some sea life could be seen roaming through the kelp, (and some lil baby void crabs would actually kinda fit in with the Void Reavers since they look crustacean to me) unless i'm blind in they're already there

red adder
#

!feedback
Gup must return

cedar citrus
#

!feedback

Chronobauble is extremely OP right now and is in a dire need of a rebalance. It slows down enemies, making them unable to touch you at all. The way I'd rebalance it would be to:
1% (+0.1%) chance to slow enemies down for 0.5s (+0.1s per stack)
How do you feel about this? I think it'd be a reasonable way to nerf one of the strongest items in the game

EDIT: Decreased the chance for 2% -> 1% and the duration from 1s -> 0.5s to make it less overpowered

vivid helm
#

!feedback

What if Captain's drones fired along with his M2?
Like, it'd have the "lock enemy down" function at the start but the more the run progresses the less relevant it becomes (especially with drones), so if the drones fire along with you it keeps having a function later in the run.

pulsar plover
#

!feedback
QoL change, add an option in the settings to lower or completely disable screen effects. (screen effects being brainstalks trigger, magma/overloading worm proximity stuff, etc.)
Sometimes, late into a long run, so much stuff triggers and it can be disorienting. If minecraft has a screen effects slider, than why can't RoR2 have one? If you don't feel like you feel disoriented by the effects or don't need to compensate for them, don't mess with the slider. A simple accessibility feature is all I'm asking for here.

old rapids
#

!feedback
Allow players to unlock Heretic as a default character (with an alt skin) if they complete the game on Monsoon with her.
I personally Love playing heretic but hate having to spend a minimum of 8 lunar coins (usually many more if I dont run command) and have beaten the game as her quite a few times, I'd like the ability to use another skin for her (the default skin looks cool, I feel like an alt skin could be awesome and colorful) and pick her from the menu rather than achieving her in every game I want to play as her. Or add some weird challenge to complete as her (Complete 50 stages as Heretic, beat the game in under 30 minutes as Heretic, etc) in order to unlock her.

stray wyvern
#

!feedback make the deskplant in the center of it's aura a bit bigger. It's so small that it almost looks like it's a bug lol

cedar citrus
#

!feedback

New Lunar Item: Warped Glass
Effect: Grants a 25% increased movement speed BUT disables jumping

cedar citrus
#

!feedback

New Lunar equipment: Condensed Star
Effect: Fires a star that does 100% damage at first, but after 300 seconds, deals an additional 27000% with a 100% chance of proccing. HOWEVER, using it brings you down to 5% HP and grants slowness
Cooldown: 439s

cedar citrus
#

!feedback

New Survivor: Blaster
M1: Fires 5 shots each dealing 600% damage. Has a 38 second cooldown
M2: Slams on the ground in a large radius doing 10% damage and stunning for 4 seconds. Has a 3 second cooldown
Shift: Gains 500% movement speed for 5 seconds. Has a 25 second cooldown
R: Grabs a big gun and shoots forward dealing 400% damage per second for 10 seconds. Has a 50 second cooldown
R (Alt): Grabs a small gun and shoots forward dealing 10% damage 500 times over 10 seconds. Has a 50 second cooldown

(The high cooldowns are to compensate for the damage)

rare meteor
#

!feedback

Add lemdog.

olive sundial
#

Add artifact of What The Hek: selects random artifacts every stage, could be MAAO could have none, either way sounds kinda funny

loud plinth
#

!feedback

artifact of repetition
limits the run to 1 type of stage (except from unique and hidden stages such as void fields and every 5th stage will also still remain with sky meadow)
of course getting to mithrix will still be possible but the normal stages such as titanic plains or sundered grove will have a chance to be your set stage

could be fun if you get abyssal depths since then itll be a guaranteed legendary every single stage
definitely will understand if this gets downvoted into downvote hell since it can also make runs extremely repetitive, especially those maao runs

tawdry torrent
#

!feedback
If a scavenger spawns as a teleporter boss, then it should be restricted to pre-set loadouts similar to a twisted scavenger, and have a hard cap (or outright blacklist) on how many tougher times it can have.

I think it's fair that world-spawned scavengerss are occasionally a little overpowered, they're intended to be dangerous and unpredictable-- but it really sucks to have your run softlocked because the teleporter boss is an unkillable scav.

prisma shell
#

!feedback
Completely redo mercenary's mastery skin
Oni's cons

  • ugly red
  • sword is still blue
  • for some reason heavy military helmet used on agile character???
    -generally atrocious (even nose goblin acrid looks better)
    Pros:
    -uhhh mmm eeehhh none
    Cool suggestionssss:
    New model that leans into a more ninja-esque style!
    Tabard? Tabard with visor? A cool mask like anbu guys had from from hit series naruto? Something in style to Foot ninjas from TMNT? All sounds pretty cool n plausible
    Also more smooth shoulderparts for armor and some cool stylish belt maybe maybe
    So far as color goes, something monochrome could fit well, full on black-grey pallette with bits of teal/purple/white n stuff, not concerned as far as it's not super flashy (like being full red, yuck)
    so yeah it's like the only skin I see consistent hate on in the community and I know for the fact people on the team can do better
little barn
#

!feedback

give artificer a new utility. I don't care what it is, and it doesn't even have to be on par with snapfreeze, because...

this will shadow buff nano-spear and make it an actual possible pick for Artificer. It isn't as strong as snapfreeze (and honestly that's probably for the best. imagine snapfreeze as a secondary lol), but it would allow for something else interesting in the utility slot

sly drift
#

!feedback
So I just bought risk of rain 1 and am loving it and thought the time keepers secret would be cool in risk of rain 2 maybe as a item in the void dlc

stray wyvern
#

!feedback

make acrid's eyes on the albino skin glow red. Currently it's hard to tell that they're even there, and it would be more consistent with their default skin.

little lava
#

!feedback
Item idea

Rarity: Green
Name: Assassins Step
Appearance: Black Shoes with a padded Bottom
Description: Enemies are less likely to target you, even when up close.

(This would help some people if they didn't want to get into an encounter and needed to heal up, or if Bandit players really need that backstab)

little barn
#

Galvanic Rounds [Uncommon]

+) On using a skill or equipment, fire an electric round that stuns enemies for 1 second and removes 5 armor from them for 5 seconds
• Projectile bounces around until it has existed for 20(+10 per stack) seconds or hit 5(+2 per stack) enemies

-) Only 5 projectiles can exist at once
-) The ability to spawn in a projectile has a 1 second cool down

Getting hit by multiple projectiles does stack the armor reduction

hollow lodge
#

!feedback bring the rest common enemies from the first game back would love to see more variety in the enemies

open tartan
#

!feedback
Toxic Worm (Uncommon): “Poisons up to 1 (+1 per stack) enemy within Xm (+Xm per stack). Jumps to a new host on death.”

Bringing back an old favorite with a new twist. Poison doesn't kill, allowing new victims to draw close, and keeps up with scaling health unlike the RoR1 version.
shrewd iron
#

!feedback in monster logs for each of the monsters put it where they spawn, this will be really helpful if you're trying to find some specific monster to kill for a specific alt skillOverloadingWorm and will just be an enjoyable QoL change

little lava
#

!feedback

Pickles...

verbal oak
#

!feedback
have an artifact that randomises your items every stage(just like metamorphis does it with surviors but with items).

untold cedar
#

!feedback

Alt skin Rex should have green vines when sprinting and green colored attacks (ex: Green Bramble Volley, Tangling Growth, and Seed Barrage)

stray wyvern
#

!feedback

Artifact of Potential

Artifact of command, but with the new dlc void potentials instead. I think this would strike an interesting balance of a normal run's randomness and a command's run building, and ultimatey be a different experience. I personally would find this fun

modest grove
#

!feedback

In multiplayer, display current ping in a corner or have an option for it.
I enjoy multiplayer in this game. Having several hundreds ping is annoying but I got to the point where I can endure it and play decently.
But Mithrix fight is something else. Since I have no idea when should I time my prediction, I pretty much have to rely on luck when I'm fighting him, especially when he does pizza attack.
The difference between 100 ping and 300 ping becomes significant when one hit usually leads to death. Having the ping displayed on screen would help this quite a bit.

grave badge
#

!feedback

During the ending cutscene, you can see stars shining through the planet. Note this issue is not present during the opening cutscene which has a similar shot of the planet.

frank root
#

!feedback

Mini Mushrums should not be a boss for the teleporter. Yesterday me and my friend spent a solid ten minutes trying to kill a single malachite Mushrum. They just kept on healing before our guillotines kicked in.

little barn
#

!feedback

selected skills should change the appearance of the character. what i mean is if you had strafe selected as huntress's M1, maybe the bow would have a different model to if you selected flurry, or if maybe rex could look more/less overgrown the more plant or robot type skills you had selected. think it would be a pretty neat touch to the game.

rancid saffron
#

!feedback
an incentive to work through the eclipse levels with each character would be nice (maybe an unlock or a skin?)

little barn
tawdry torrent
#

!feedback
Some kind of directional attack system for melee abilities
...Or whatever you'd call it, other games have something similar but I don't recall the exact term. Essentially, melee attacks (primarily m1's) would have slightly different behavior depending on the directional input being held.
For example:

-Holding W would give the attack a short forward lunge, reaching a few meters further and increasing damage slightly, but also making the hitbox narrower.
-Holding A or D performs a sweeping attack that hits a wider horizontal area, potentially hitting more enemies with a single swing but with less damage or forward reach.
-Holding S could be more defensive, hitting a larger area overall but being much slower.
(It's also worth mentioning that these are just general suggestions- each melee survivor would likely have to be balanced differently.)

This system isn't terribly complicated (nor should it be, imo) but having more control over your melee attacks would lend itself to a lot of extra depth. For instance, Merc could use the sideways sweep in combination with m1 extension to give his dash a wider effective hitbox, or make it reach further with the forward lunge. Loader could use lunges to fine-tune her movement while grappling, Acrid could combo the large reverse attack with his bite or third hit to create a slow but powerful AoE, etc.
While this isn't totally necessary and probably won't get a ton of votes, I do think it would be cool to play around with and would make melee primaries more engaging. (fwiw this could also be an alternative to adding an item that increases melee range, which many people have suggested)

tl;dr holding different directions can slightly modify melee hitboxes and damage, potentially creating cool melee combo tech.

obsidian parrot
#

!feedback
I would personally love to see some sort of comeback mechanic for multiplayer, (you don't have to read this next part, up to you) ||as someone who loves playing coop with their friends, I find it kind of sucky for them, as someone with more time in the game I usually do better, it starts with me having more items and snowballs into a largest problem as the game progresses, this is not too bad, until they die, ||once you die it feels like the game is over for you, your friends get to play and enjoy the game and you are struggling. So what do I suggest: I have thought about many "fixes" to this problem, the first thing I have thought about is this.

After dying, upon being respawned on the next stage, you spawn with more items, or you start with items (only you can pick up) around you

Pros: A fast way back into the game, quite simple.

Cons: This could make stage progression faster than intended, or increase the number of items on a stage.

After dying, upon being respawned on the next stage, the chest cost cheaper (maybe only a certain number of chests are on sale)

Pros: The chests feel normal, progression feels consistent.

Cons: Again might speed up progression per stage, could be abused if they buy for others, or buy the more expensive chests (of course these problems could be fixed but might take more work).

After dying, you can get the boss items, I liked the idea @little barn had a lot, leftover items are distributed throughout all the dead players.

Pros: It lessens the impact on dying, also makes the living character less overpowered.

Cons: It could lead to getting items that are not wanted/ needed. Such as getting too many wax quails (recycling it would get rid of all the wax quails and could ruin your mobility)

Overall these are my current ideas/ thoughts, if you plan on adding this maybe some sort of activation on this addition incase people don't want it in their games.

tawdry torrent
# obsidian parrot !feedback I would personally love to see some sort of comeback mechanic for mult...

!feedback
Adding on to this, have dead players revive after the teleporter is charged, rather than on the next stage. The stage is pretty much over at that point so it wouldn't make much difference, but it would allow dead players to collect a few items that may have been missed.

Or better yet, add some kind of mid-stage revive system, something as simple as a mini teleporter event where you stay near a dead players' body for 30 seconds or so would probably work.

Frankly, it's a bit silly to try to balance multiplayer reviving to begin with; after all, the whole point of co-op is to work together. Besides, if you're playing in multiplayer then you're probably just trying to have fun with friends, and waiting 5 minutes for your friends to finish a stage and then lagging behind for the rest of the run is about as un-fun as it gets.
If people don't like reviving, then I'd suggest simply having an option to adjust or disable it when hosting a game.

south valve
#

!feedback
QoL change, using Artifact of Command in singleplayer game causes the game to pause during item selection UI (saves a lot of time and stress), the UI itself could be also bigger so finding desired item would be easier Command

alpine granite
#

!feedback
A small reward for completing a prismatic trial for the first time. Maybe just 3-5 lunar coins
It could only be for the first time you beat a specific seed or else it would be very easy to just cheat and get lots of lunar coins easily
I think this could add a fun incentive for casual players to try out each prismatic trial
Also, the trials have no other purpose that affects the game besides two unlocks

shrewd iron
#

!feedback why is there almost no trees and puddles in the game. They would be cool and add some ambience. Unless i'm blind and they're already there.

full mauve
# obsidian parrot !feedback I would personally love to see some sort of comeback mechanic for mult...

!feedback

to provide an idea of a possibly cleaner method of doing this, allow players in multiplayer to press a different button that would send the item to an ethereal chest of sorts instead of looting the item. That "ethereal chest" could be located in the Bazaar or next to where you spawn in the next stage, so that dead players can choose which items they want to loot out of it, and the alive players wouldn't need to pick up items that aren't useful for them if the other player is dead.

crimson moon
#

!feedback
allow people to join mid-run if there are empty spaces

wild sandal
#

!feedback
Leeching Seed Void idea:
On ability use, heal the amount of cooldown the ability has

tawdry torrent
#

!feedback
In multiplayer, have some kind of system to allow players to trade items with each other.
It would be really useful for helping players catch up on items if they die, along with encouraging more teamwork in general.
It could work either by trading items directly between players, or just dropping them on the ground. Dropping would be simpler but potentially creates some issues, so it's whatever hopoo thinks is best.

Another nice feature to go along with this would be some kind of quick chat menu to notify your teammates that you're looking for a certain item or category, just to reduce the need to mess around with voice/text chat.

brave otter
#

!feedback

a red item: every 10 seconds you have a 5 second interval where the damage you do increases your health temporarily by the number of damage you do

summer holly
#

!feedback

for christmas

  • Red Candy, for Sword EXP
  • Blue Candy; Spear EXP
  • Green Candy; Dagger EXP
  • Orange Candy; Fist EXP
  • White Candy; for order.
  • and Black Candy; for chaos.
turbid flame
#

!feedback
Retexture scrap as candies during the holiday season

austere oracle
#

!feedback
Add color roles for nitro boosters

stray wyvern
# summer holly !feedback **for christmas** - Red Candy, for Sword EXP - Blue Candy; Spear EXP ...

!feedback

idk abt this, but holiday events that are set on an internal clock or something would be cool if possible (that way there doesnt need to be an update every holiday).

For a reward, seasonal skins you can unlock forever during holidays would be cool (for example, for christmas maybe scrap's model could be replaced with a present, and then the challenge for the skin could be sometjing about having 'x amount of presents') I think that these potential holiday skins dont need to have much, as long as they had some sort of distinct aspect (santa hat, jackolantern head, birthday hat for the game's anniversary, etc)

maybe some stages could also get a few fun changes, like (using christmas again) some christmas lights on rallypoint delta or snow on a few more maps for the christmas aesthetic.

would be cool and spice up the game just a bit, and adding a few fun challenges for some nice holiday-specific skins would be a cool incentive to play a through a holiday season at least once

quaint sluice
#

!feedback

Make Mithrix Santa for Christmas

slender oyster
#

!feedback

alternative engineer primary fire:
sensitive grenades

  • charge up to 8 sensitive grenades that deal 110% damage each.
  • the accuracy of this attack decreases as it charges
  • shells explode on impact
  • grenades flying in an arc
  • you cannot direct an attack close to yourself
high flower
#

i just wanna repost

!feedback

Can we make wax quail apply to hopoo feather.

Maybe make it an artifact.

tall sonnet
loud plinth
#

!feedback

more customization for hud elements and on screen effects.
some effects such as the red vignette that comes on your screen when on low health can really distract you and cause you to panic, in fact its how i died today to mithrix because i couldnt see where i was supposed to dodge to anymore after i got flung in the air during his spinny attack which caused me to panic and get hit a second time.
and perhaps also a way to move certain hud elements around the screen and reposition them to your liking.
it would make it so that the hud can be customized to the user's preference which is in my opinion a good thing and it would allow for new people to get used to the game quicker since they can customize what goes where and all that.

frank moss
#

!feedback
Some more survivor skins would be awesome. I saw a mod that added some that were golden variants that unlocks when you complete all achievements relating to that character/unlock all their abilities. Small thing but I think people would enjoy the customization option

frank root
#

!feedback
Give skins for reaching important milestones in the game. We already have to beat the game on Monsoon, but in terms of skins there's not a lot. Here's some things I think should reward skins.

Devotee - Beat the Scavengers in A Moment, Whole
Speed Is War - Beat the game in under 20 minutes.
The Wanderer - Discover every single realm in one run (including hidden ones(You do not have to find A Moment, Whole or Commencement))
The Collector - find every item in the game
The Hunter - Get every monster log in the game
The Explorer - Get every environment log in the game
And More.

austere oracle
#

!feedback
Add an artifact that adds lunar items to the regular item pool, at like, 5%?

golden knoll
#

!feedback
Idea for a red item
Crowbar Title: Mr. F's CrowbarCrowbar
When the holder attacks an enemy that has more than 90% of its health remaining, the effect is applied to the monster: Increases damage taken by 100% (+ 100% per stack) from all sources for 1.5s

urban copper
#

!feedback

for the rolebot. maybe add a "jack of all traits" role or a way for those who have like 3 mains to not just have COMMANDO always be ontop.

tawdry torrent
#

!feedback
War horn buff/rework:

Activating equipment grants the energized buff (+70% attack speed) to all allies within a 16m radius (+X/stack) for 8 seconds (+4/stack).

Additionally, any buffs granted by the equipment will also be shared with allies within the radius. (This sharing effect may require an internal cooldown if it ends up being too easy to abuse).
(Edit: wording)

stray wyvern
#

!feedback

small little thing that could be cool: in character select on artificer, it would be cool if selecting all ion/plasma/"blue" skills would make both of her hands blue instead of one red and one blue. would be a cool little touch

austere oracle
#

!feedback
New equipment idea
Piano (maybe anvil)
Pressing Q summons a falling piano that lands where you stand when you press it 3 seconds later
Does 5000% in a 3m radius

waxen forum
#

Amen to this, brotha.

stray wyvern
#

!feedback

There's a weird discrepancy in the pricing of some of the interactibles. Category chests, which give you an item of a specific type (damage, health, utility), cost a little more than chests. However, they also cost more than multi-shops, which give you arguably more choice. Multi-shops give you 1-3 random item picks, guaranteeing that you see at least one item choice. This is much better than category chests which have you pick from a pool of items, but not able to see those items. While both are random, multi-shops are arguably less random.

I think this should be changed/fixed. Either lower the price of category chests only, or switch the price with multi-shops.

(In fact, someone in #ror2-feedback-discussion pointed out that equipment multi-shops cost double their normal barrel counterparts, while normal multi-shops cost the same. I'm not specifically asking for them to cost double, just showing the weird conflictions)

stray wyvern
#

!feedback

Artificer is in a pretty o-k spot, however I think the feeling of some of arti's attacks and skills could be better. Here's some ideas:

Primary

-Plasma bolt (alt m1) should have some better sound design; more impact sound, or enemy hit sound, or both! (default m1 could also get a tweak for this if need-be)

Secondary
-Both should be agile. This sounds like it would change a lot, but it really doesn't. Arti's m2 attacks are already agile, it's just that the first instance of it is not (basically, you can sprint while charging her m2s, but the first moment you click the button it will remove your sprint, so you have to press the sprint key again). This would make a second press of her sprint not required (the only way I could see this being bad is if you advocate for her to not be able to sprint during her m2).
-Attack speed should not effect the endlag of both m2's. Backupmags are strong on arti, but feel kinda bad when you can accidentally discharge a second after letting go of the first. It doesn't feel that great to be punished for holding in the m2 button for a few milliseconds longer (especially because players might be under the impression that arti's throwing animation won't be cancelled mid-way by another m2 charge).

Utility
-Remove the delay between pressing the utility key and ice wall placing. It can already be cancelled with shift, and scales with attack speed. Basically, a this would do is have it accessible immediately without the need of a shift cancel (this is a change i don't really mind not existing, so if you disagree, please let me know. I'm mostly inclined to remove this. I think her ice wall is pretty good qol-wise).

Special
-Make it easier to tell the end point of flamethrower. One way I think you could do this is by adding a gradient to her flame thrower distance, making it gradually change to a different color (blue->orange, orange->white, red->orange?)
-Adding some more hitsound feedback would also be good. It'd make it feel pretty good.

Misc
-Arti's run animation could get a touch-up. When jumping, she starts to lean back before awkwardly being jutted forward again as she touches the floor
-Arti's hover works strangely when force is applied to her. I feel like being able to combat this force even a little (or if she can already, then a little more) would make you feel less like a baloon tied to a rocket thruster
-Arti's jump also feels lackluster, because she's always hovering. One way I could see this feeling better is by taking the "burst" that happens at the beginning of her hover animation, making her jetpack do that when she jumps off the ground.

All of these are strictly QOL (or aim to be, so if you disagree please ping me in #ror2-feedback-discussion. I'm willing to edit some aspects of this.)

stray wyvern
#

!feedback

Distant roost is thematically very cool. Being miles above a large ocean, with weird birds flying in the distance and ancient unknown structures makes for a really awesome looking map. However, when I traverse distant roost, the gameplay brings down the awesomeness of it. I want to propose a few changes that I think would make it better overall.

-Significant change gameplay-wise to the addition of the extra island and door on default roost, as well as the door and tall landmass on alt roost. Currently, nothing happens other than the loot being spread out farther.
-For default roost, I think that there should be two different credit increases. One for the island, and one for when the door is open. Both can be added at the same time, if both are accessible.
-For alt roost, I think the credits should be increased from the amount of default roost since alt roost is bigger or more "compact" with a lot of winding turns and different levels. Additionally, there are also two different variations of alt roost (the door and the landmass at the very top of the
stage), which I think should also give some credit increases.
-Alternatively (or preferably additionally), there could be a guaranteed newt altar on the extra island of default roost and behind the door of alt roost. I pick these spots because they are able to be obtained even if the path to them is locked (the island on default roost can be traversed to with the right items/skills/knowledge of the level, and you can go around the landmass blocking the door on alt roost)

-Default roost's appearances overall. While roost looks really cool, some of the things in default roost are kind of awkward. specifically, the entire level (excluding the extra island) is floating in the air (while alt roost is not). Furthermore, the door on default roost leads to a small area with zero scenery, which makes it look pretty boring in comparison to the rest of the stage.

-Alt roost has this awkward area (https://cdn.discordapp.com/attachments/764316082009276466/919169470520496168/this.png) where the pillar is clearly meant to be a cool shortcut up, but there's a geyser anyways. I kinda don't know why this exists. It's cool having a ""shortcut"" to the next level, so I think this geyser should be removed. The main reason is most likely so that enemies can follow you up, but I think the better answer would be to make the pillar more accessible to enemies than to add two different ways to get to one area, side by side. It looks awkward and completely removes the need to use the pillar (which is otherwise a cool shortcut).

tl;dr make distant roost cooler gameplaywise to match it's cool theme

tawdry torrent
#

!feedback
Two small-ish changes to Acrid's leap:
-Movement speed should increase the amount of air control you have while leaping, or at least increase your ability to slow down in midair. It's kind of annoying to end up on the other side of the map because you slightly mis-aimed a jump.
-Leap distance shouldn't be affected by temporary movement speed buffs, like warbanner or berzerker's pauldron. While it's occasionally helpful, usually it just makes the leap feel really inconsistent and makes it even easier to overshoot your target.

spare glacier
#

!feedback Most generic Assault Rifle for Commando's M1. 90% damage (trade off for more RPM, maybe making it 100% wouldn't that OP, I don't know for sure), 14 shots per second (850 round per minute, default of most weapons on AR platform), reload every 30 rounds for 1.5-2.0 seconds. Every attack speed modifier split in half its percentage for bonus to the magazine capacity and attack speed (Example is Soldier's Syringe is 7% more ammo and 7% attack speed). Akimbo nerf guns is silly, that's why there is a lot of corpses of commandos around. Give guy a rifle, give him a chance.

frank root
#

!feedback Nerf the Lunar Scavengers

little barn
#

!feedback

thoughts on phase round projectile going faster with more attack speed?

loud heart
#

!feedback

Soul-catching Disk - Equipment

Throw the disk at an enemy and whatever enemy gets hit is trapped inside, on the next use the enemy is turned into an ally and released. (Doesn't work on bosses)

sage zephyr
#

!feedback

beetles made friendly by the item above should be pettable

loud heart
#

!feedback

New idea, the fatigue debuff. Fatigue is temporary but it decreases attack speed, damage and movement speed as it stacks. How it'll be used is up to the devs but this is the general idea.

quaint sluice
#

!feedback

The option to make and input seeded runs would be cool, similar to the prismatic trials. So I input "12345" and my friend puts in the same seed, he can play the same run.

I understand this would open up possible exploits, so you could make it so that playing with a user-inputed seed would lock the player out of certain item or achievement unlocks.

It would make races a lot more fun between players, see who can beat Mithrix or Obliterate first

EDIT: It's been brought to my attention that using console commands lets you do this, but having it as a vanilla option (maybe in the alt gameplay where the prismatic trials and eclipse modes are) would give console players the ability to do the same

wind ermine
#

!feedback

maybe make it so that when the lesser wisps die, their lifeless masks fall to the ground like in the first game?

floral torrent
#

!feedback

lunar items and lunar coins could get a much needed buff imo, there could be easier ways to earn lunar coins, buffing their appearance % in each run, another good buff could be a legendary or another lunar item which could eliminate the bad side effects of the lunar coin, similar to how void items change the base item as a full stack, maybe a void lunar item could "purify" the lunar items to be only positive changes

old rapids
#

!feedback
Crossplay

shrewd iron
#

!feedback!
This is really a QoL, when you view an item (and it says e to pick it up) It should tell us what it does, (this would really help new players figure out what a new item does) and it should also tell us the exact percentages of the item, I hate having to go to the wiki in the middle of the run when I want to know the exact percentages of an item so I don't waste an item on the item printer.

loud heart
#

!feedback

A little quality of life update, there should be an option to include "item stats" which can show a basic description of the buff an item gives. I don't mean stuff like Paul's, I mean numbers ajd percentages

tawdry torrent
# shrewd iron !feedback! This is really a QoL, when you view an item (*and it says e to pick i...

!feedback
Slightly different take on this:
Pinging an item should show its in-game description, if you already have the logbook for that item.
I get that not telling you what items do is meant to encourage players to try new items, but I don't see any reason not to show the description of an item they've picked up before. At that point you're just arbitrarily forcing players to memorize items for no real reason.

little barn
#

!feedback
Make corpse bloom usable and some fix for rex getting curses on E8

Commando's grenade can't detonate midair which makes it quite inferior to default special

Add some scaling to warbanners attack and movespeed values even if its a minute fraction of the first stack
its treated like scrap on multiplayer and there's no reason to get it on singleplayer either

rare meteor
#

!feedback

Relocator(orange).

On use, gain an ability to move monsters and objects around(like pots in abandoned aqueduct). If slammed against objects or a group of enemies, the tossed or controlled enemy explodes in an electrical burst that transfers throughout the crowd.

(Basically like a ukelele).

This ability can be used to slam enemies against each other, or quickly dispose of this single brass contraption you cannot lay your hands on. Its main use is to go with "on-kill" items for additional crowd control techniques.

safe prairie
#

!feedback
Make Mithrix more powerful somehow if you haven’t completed the pillars and make each pillar weaken him from this stronger state.

The Commencement skip can remain in the game as an option, but you would still be incentivized to complete the stage on characters that can perform it much easier than others (ex. Loader).

waxen forum
# stray wyvern !feedback There's a weird discrepancy in the pricing of some of the interactibl...

On a tangentially related note to @vestal mason’s earlier post, why aren’t these special chests automatically excluded from runs with the Artifact of Command enabled?

Literally the whole point of them being more expensive than regulars is them being partially more likely to drop random uncommon/legendary items as opposed to the latter: but seeing as Command literally lets you choose their resulting item(s), that effectively renders their whole purpose utterly moot.

Not to mention how it’d also remove the need to hyper-optimize gold tabulations, as shaving off that extra 5 gold really would go quite aways to making players’ runs (especially on stage 1), on average far more consistent and gratifying without the need to account for such things.

little barn
tawdry torrent
#

!feedback
Completing the pillar fights on commencement should reward the player with minor buffs that loosely fit the pillar's theme. Like soul increases movement speed, blood increases health regen, health/armor for mass, and maybe design gives damage.

I'm thinking these should probably be relatively small, flat buffs rather than multipliers, with the intention being to boost a run that's weak in a certain area rather than make a strong run even stronger. It also generally makes the pillars feel more useful and less like busywork, without massively impacting how the Mithrix fight is balanced, or punishing players for wanting to skip pillars entirely.

stray wyvern
#

!feedback

on the topic of pillars...

It was stated by a dev that each pillar is meant to represent a type of build that you have. However, in my experience, i usually get exactly four pillars. Despite all four types of pillars being for different builds, I'm forced to do the only four pillars there.

I think that there should be more pillars minimum on commencement, so that you have more agency on which pillars you want to do. It just doesn't make sense to me to have things curated to specific builds but force all builds to do all of them with no choice.

I think that the chance that no pillars of a specific type spawn is fine, but i want a choice of at least 6 pillars instead of having no choice in which ones i do.

spark crow
#

!feedback
Give Suppressive Fire either 110% damage per bullet, so that it does 10% more than primary like it did before
AND/OR
Remove the damage falloff, or lower it (if that's possible) on the skill.

Currently, it's barely, and I mean barely a dps increase, and that's considering that you perfectly cancel it at the end of the skill

waxen forum
#

!feedback
Provide players a Scrapper at the Bazaar Between Time on runs where the Artifact of Command Command is enabled to provide them a “reasonable” modicum of choice in regards to the items they can prioritize Cauldron reforging with over others.

Currently, it’s bizarrely MORE random in at least the sense that build-integral items sometimes might ALWAYS get touched before build-useless ones if RNG just so happens NOT to roll in the players favor there.

high flower
#

!feedback

New artifact.
Increases skill recharge time but decreases attack speed. (or the other way around)

stray frost
#

!feedback

prevent the game from spawning multiple copys of interactables that you only want to see 1 of per stage, thing being scrappers, shrines of gold to take you to gilded coast and clensing pools.

pulsar plover
#

!feedback
If you can get an elite aspect, you can unlock the ability to see all enemies that can be elites of that type in the logbook.
I.e. getting Her_Biting_Embrace lets you look at all available glacial elite enemies and getting Shared_Design lets you look at all 3 perfected enemies.
This would be just a neat little thing to commemorate the rare event of getting an aspect.

stray frost
#

!feedback
golden horseshoe (equipment)
base cooldown 120 seconds.
the golden horseshoe increases your proc coeficient by 1 and negates any negative luck from puritys for 10 seconds.

stray frost
#

!feedback
for the first dlc, I hope they add an interactable that converts your corrupted void items back into their normal counterparts.

tawdry torrent
#

!feedback
Artifact of frailty should cancel out Loader's fall damage resistance, at least partially (maybe she takes normal fall damage instead of double. She could get the full effect but I'm not sure that would even be playable).
It's kinda dumb that frailty is meant to make the game more challenging, but it doesn't work on the survivor who would get the most challenge out of it.

hazy pulsar
#

!feedback
Lunar Frying Pan (Lunar Equipment)
Base Cooldown, 60s
Spawns a random "food item" When eaten, has a random chance to:
A: Permanently Increase Movement Speed by 25%
B: Permanently Increase Proc Chance by .1
C: Permanently Increase Attack Speed by 25%
D (50% chance): Spawn a "Poisoned Food" That has a chance to grant A negative version of one of the above bonuses
Example: I get the Food that gives me extra proc (lets say, Clover-Garnished-Curry), and have the bonus. However, I then get a Negative Bonus, -25% attack speed (Sleepy-Sugary-Treat).

stray frost
#

!feedback
chronoshackle (void chronobauble)
on hit reduce targets movement and attack speed by 35% per 3 seconds per stack.

little barn
#

Fresh meat as bison steak void item? 😳

stray frost
#

!feedback
add a tragectory indacator to the sliceing malstrim skill from the hooks of heracy, something to see where the projectile will end up to help you land it, an example to compare would be mul-t secondary.

sharp pawn
#

!feedback
Have consumed Dio's Best Friends give you irradiant pearl stats. It'd give people struggling some chance to make a comeback, or you could intentionally die for the stats.

rose wharf
#

!feedback

For PS4 version, it would be great if menues could be navigated using the d-pad (especially the in-game item-selection menu where you want to make input quickly).

Also, when pressing X to select an item, the input often registers as a jump when the menu closes. It would be nice if it didn’t.

tawdry torrent
#

!feedback
"Artifact of judgement"

All items are as much as 4x as powerful, depending on tier (4x for white, 3x for green, 2x for red/boss, 1x for lunar). Multipliers follow the normal stacking rules for items.
However, you are limited to taking only one item per stage. Picking up another item causes the previous one to be dropped. Completing a stage causes your chosen item to be 'locked in' and it can no longer be dropped. Printers no longer spawn, as they'd be pretty much useless. Non-items like scrap and artifact keys do not count towards the cap.
I thought it would be cool to have an artifact that loosely emulates the balancing of other roguelikes like TBoI, where items are often much more powerful but you get far fewer of them.
(I'm not totally sure of how balanced the multipliers and item cap are, lower multipliers and a cap of 2 or more might be better. Maybe this is an argument for tiered/customizable artifacts.)

cinder steppe
#

!feedback
A fix for Sundered Grove's mushrooms being culled.
||I imagine it's already been found by the devs, but just in case, and cause I've seen it mentioned very little||

Sundered Grove's supposed to have glowing mushrooms that you can see from a distance to let you know where the Legendary chest is. However, they're added to the game's LOD system, leading to
A. They get culled when you're far away, and only pop in when you're close enough, which the entire point of them existing is to show you where they are from far away.
B. They don't show up at all on lower graphics settings.

This is the main thing that hurts the gameplay experience at the stage. I'm willing to bet if this wasn't broken from the start, people wouldn't have hated it nearly as much.
Because yes, searching two spots for the chest, not finding it, and losing so much time doing so is a really bad time. However, being able to check multiple spots in the distance at a cursory glance, quickly figuring out where it is so you can plan your route, that would actually be fun.

stray frost
#

!feedback
void lepton daisy
increase healing recived by 15% per stack, this value is doubled during tp events and void field cell vents.

placid inlet
#

!feedback

artifact where when you die your items are spread out amongst your team, but you don't get them back when you respawn.

stray frost
#

!feedback
void rose buckler
killing an enemy grants you +75 armor for 3 seconds per stack.

stray frost
#

!feedback
mountain shard (lunar item)
unlock requirement: fully charge a primordial teleporter with at least 1 mountain shrine stack on monsoon or eclipse.
when the teleporter is activated, apply one mountain shrine effect per stack accross all players.

rare meteor
#

!feedback

An illustrating blanket(Lunar eqp).

On use, sacrifice 5% of your health and "glass" it, disabling regeneration for those 5% for an entire stage. But, gain an alternative copy of yourself(nearly an Umbra with a different set of items) that can temporarily save you from great danger.

"If your world doesn't allow you to dream, use what you can, to move to another one."

rare meteor
#

!feedback

Re-coder.

On use, buy and instantly repair EVERY drone you have in your view, or part of the map you're looking at.

"They took my items, so I'll take their allies."

tawny steppe
#

!feed back

Character redesign (Artificer)

Artificer is kinda bad. She needs a FUN buff. what i mean is pretty much all survivors have something special and unique (Bandit's haemorrhage, loader's speed=damage, acrid's DOT and etc...) which have a big impact on the was the game is played. yeah sure artificer has a cool jet pack that lets u float but it isn't that fun or that good.

the best way to buff artificer is by giving her the aspect of elements which she can change, however some of these aspects are kinda weak because they don't scale well which is something that needs to be fixed. (sort of like MUL-T's retool). of course it shouldn't take an equipment slot because that would be a down grade if anything. this video talks about all the aspects and what they do (except for aspect of perfection):
https://riskofrain2.fandom.com/wiki/Shared_Design

Also, artificer should not just have them but get them by killing an elite and they drop the item then she may pick it up. I reckon for a better UI, u can only hold for and they way u swap is by holding down whatever button it may be and with the look stick for console players select it by moving to it, the icon lights up a bit to show u and letting go of the stick selecting it. For PC i wouldn't know what button is most player friendly, i don't play on PC, i'm not the right guy to ask. Also, changing aspects shouldn't change appearance like they normally do because it looks yucky.

to swap currently held aspects u do the same thing but the one selected gets dropped.

The reason I think this is the best way to do it is because it stays on point with artificer's elemental mage vibe she has going AND it brings something exciting to the table. totally changing the way she would be played rather than some flat damage buff.

frank root
#

!feedback
A new Red Item:
Eternal Candy
Use: When you kill a strong monster (Normal Elder Lemurians, Greater Wisps, Buffalos, ect) they will drop a candy. When picked up, you will gain a temporary Attack Speed buff (200%?) For 5 seconds.

crimson moon
#

!feedback
void rose buckler:
not moving increases your armor by ___ per stack

obtuse sigil
#

Bungus

old rapids
#

!feedback
New Survivor: Fortress
A tankier, more defense oriented survivor with skills to help tank and absorb hits.
Health: 200 (+75 per level)
Regen: 3 hp/s (+.75 per level)
Defence: 30 (+3 per level)

Primary: Frag Blast
A short range shotgun with 25 or so pellets dealing 60% damage each

Alt Primary: Shoot Em
A Sniper rifle, dealing 750% damage with a slow fire rate. If held down, allows the player to aim/zoom, similar to Captain's primary.

Secondary: Hold Still
Turn enemies in a cylidrical radius to stone (aimed like Arrow Rain or Seed Barrage) doubling fall damage and increasing damage from all sources, deals 110% damage per enemy hit. 7 second cooldown.

Utility: Brick Wall
Turns the player to stone, absorbing 95% of damage. All enemies target the player for the duration they are stone. Half of the stored damage will be released in an exosion that scales with attack speed in size at the end, minimum is 300%. Lasts 10 seconds, 25 second cooldown starting on use.

Alt Utility: Fortified escape
Player gains 500% of damage in defense and move speed triples for 10 seconds, 20 second cooldown starting on use.

Special: Barrier Break
Creates a shield on the ground that afflicts Cripple to enemies that hit it and makes them damage themselves. Lasts 1 hit per Defense Point (using Armor Plates would increase the number number hits it takes). Does not stop projectiles, just reduces their damage.

@ me in #ror2-feedback-discussion with suggestions.

wild spindle
#

!feedback Nr.1 Voice Chat as alternative to normal chat
We need voice chat with mute funktion on other players 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. This can playing with strangers making easier.

full mauve
#

!feedback

Overhaul the way that the experience formula works. Right now, you get levels very rapidly in the first 3 stages, but afterward level-ups slow down to a crawl to the point where after stage 5, it can take a full loop just to get 2 level-ups.

With the current formula, experience as a mechanic just can't be well-utilized due to how absolutely imbalanced it is. Just look at Warbanner; its original mechanic of activating when a level-up occurs is almost never utilized in the current game, and when it was the only activation method the item was completely useless. Something like Diary from RoR1 Starstorm wouldn't be able to work at all in the current game since the amount of experience needed for a single level-up after the first couple of levels goes up so exponentially high. A new formula could make it a much more interesting and worthwhile mechanic to play around and design around.

wild spindle
#

!feedback Nr.2 Better Chat
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. For all people who don't want to talk but can look at the chat all the time to see what other players want.

little barn
#

It'd be fun to see chests stop spawning as frequently past loop 2 replaced with more shrines of various kinds.
This would stop as much grinding, as money is literally infinite at this point, and shrines are the only interesting way to enjoy a stage at this point.

Also, more mountain shrines would be very pog

little barn
#

!feedback

give equipment drones some sort of attack aside from its eqiupment so that Ocular_HUD along with other equipments arent completely useless. maybe just a gunner drone level gun would be fine, but it needs something

old rapids
#

!feedback

New Lunar/Boss Item
Mountain Champion Crown

Automatically gives 1 (+1 per stack) CotM per stage.
(If lunar it could make less spawn per stage)

Unlock could be to complete a stage with X CotMs active.

stray frost
#

!feedback
mountain shard (lunar item)
unlock requirement: fully charge a primordial teleporter with at least 1 mountain shrine stack on monsoon or eclipse.
when the teleporter is activated, apply one mountain shrine effect per stack accross all players.

stray frost
#

!feedback
new difficulty: huricane
+100% difficulty scaleing.
no scrappers or 3d printers.
void fields only become accessable after the first loop/ when you reach stage 6 and onward.

tawdry torrent
#

!feedback
||Reposting this because Hit list broke||
Recolor the mushroom platforms on sundered grove, so that they aren't exactly the same color and pattern as a chest.
And since there was some confusion last time, yes, there is a chest in both of these screenshots and no, it isn't cloaked. They really do blend in that much.

high flower
#

!feedback
Change Dio's best friend so that when you die but come back to life you lose 10% of attack speed, movement speed, damage, etc

stray frost
#

!feedback
magic hat (lunar equipment)
on use consume all lunar items and this lunar equipment and get pearls or irradiant pearls at the same % rates as a clensing pool.
you must finish 2 stages while holding this equipment to use it.

rare meteor
#

!feedback

Whether your proc Dio off, make it proc your ON-DEATH(on-kill) items upon respawn, to give you a second chance after pushing away / killing enemies that might take down your OSP and then proceed to annihilate you.

untold cedar
#

!feedback
Happiest Mask should have better stacks. Having a +30 second duration for ghost enemies doesn't even matter considering they usually die via damage taken or get stuck and expend all of their time doing nothing. It'd be cooler if additional stacks increases their duration, chance of spawning, and maybe more damage

open tartan
#

!feedback
Increased the % chance of Happiest Mask, but with a ghost cap (+max per stack). This makes the legendary item more reliable, both from increased ghosts in early stages and decreased lag in later ones.

To make sure players don’t miss out on the thrill of ghost bosses when cleaning up the teleporter fight, prioritize generating a bigger ghost over the continued existence of a smaller one (basic < miniboss < champion).
cinder steppe
#

!feedback

Shrines of any kind should have a chance to be Lunar. The actual fraction of, I will leave to the devs but maybe around 5% and a limit of one per type per stage.

The Lunar Shrine of Combat, should more of less function like a pillar fight from the final boss stage with the variation that entails (Ie. blood, design etc) the monsters spawned would have higher chance of being elite and the perfected elite would be in that pool. It drops Lunar coins when finished a random amount between 2-5 (is my suggested value).

The lunar woodlands shrine (or the lunarlands shrine) would while you are in its effect give you a stackable buff that converts your HP into shields at 1:1 ratio, at level 1 it gives you 1 stack of the buff every tick at level 2 it gives 2 stacks and at level 3 it gives you 5 stacks. When you reach 100 stacks (which is the max) your buff turns into a perfected elite buff (as in the perfected effect) and lasts for 30 seconds. The shrine costs 1 lunar coin and +1 for each level above the first.

The Lunar mountain shrine would turn the teleport area into a void fields holdout zone where you take damage while outside the teleport area as well as giving you a mountain shrine effect, any elites that spawn during the event are more likely to spawn as perfected especially the bosses. When the boss is killed an amount of lunar coins equal to the number of items from the teleporter drops.

The lunar chance shrine (this one would depict the heretic) would cost lunar coins to purchase with a simple linear scaling, 1 coin for the first +1 one for each additional purchase. The shrine can pay out twice as per normal but it gives you two items of the same rarity when it pays out.

The lunar shrine of blood gives lunar coins instead of cash and instead of damage you gain the debuff from Eclipse 8 a growing amount of stacks. You still get coins based on the hp maximum you lose.

The shrine of order is already a lunar shrine so nothing changes.

A lunar potato

cinder steppe
#

!feedback

Item tier: Equipment
Duration until activated again
Cooldown: 20 seconds (when you have fired a projectile)

A gravity gun inspired equipment that allows you to pick up environmental objects such as pots and smaller enemies(based on weight)

While activated it temporarily replaces your m1 and m2 (or whatever you have chosen to bind them as) to function like the gravity gun ie. right click for pickup, left click to fire. When a projectile from the gun hits an enemy or the environment it functions similarly to headstompers in that it creates a small explosion and deals damage in relation to the speed of the projectile.

An additional idea: ||maybe it could even be temporarily powered up when hit by lightning or remove some of its cooldown||

The unlock name would be: "Is this plagiarism?"
the unlock requirement is: kill x amount of enemies with environmental objects.

stray frost
#

!feedback
new survivor: Gladiator

Passive (warriors birthright) reduce the damage and duration of DOTS and debuffs by 50% on yourself.

Primary(flail smack) swing your flail in front of you dealing 400% damage and ignoring armor. (1.0 proc co)

Secondary (bola toss) 5 second cooldown: throw a bola that does 350% damage, this attack pierces through killed enemy's and roots the first hit enemy that survives for 2 seconds.(1.0 proc co)

Utility (adrenaline potion) 12 second cooldown: gain 70% movement and attack speed for 7 second duration.

Special (spin to kill) 15 second cooldown: spin in a circle like a bayblade dealing 500% damage per second to nearby enemys for 8 seconds. you can't perform other skills during the spin and reactivateing the skill ends the effect early. you can also move during the spin. (0.5 proc co)

stray frost
#

!feedback
artifact of mystery.
when chests, scavanger bags, shrines of chance, teleporters, equipment barrels, etc drop items, you can only tell the color rareity of the item and don't know what it is until you pick it up. is that blue item from the lunar bud a transendence or a convergence, maybe even something else, you won't know till there's no going back!

sharp pawn
#

!feedback
Add a flash or ghost when invisible when enemies get an update on your position.

rare meteor
#

!feedback

('Tis a noname lunaquip).

Give an additional enhancement your character's characteristics every level up, like a strong permanent buff. But, the enhancements slowly stop applying with every item taken.

tawdry torrent
#

!feedback
"Antimatter crystal"
Void item for focus crystal.

Increases knockback against enemies within 13m of the holder. Stacks increase push force.
Also ignores a significant % of enemies weight value, making its effect roughly equal regardless of a monsters weight. (So it can push stone golems around without also blasting wisps across the map)
Basically a more defensive version of focus crystal. Knockback is also just a mechanic that doesn't get utilized much, and I think it makes the most sense as a void focus crystal since a knockback-increasing item could potentially be detrimental to melee survivors.

plush skiff
#

!feedback
small QOL: make bandolier have a snappy, satisfying reload click from a gun. Make it loud and stand out, so you hear it midfight, especially stage 3-6 where it can actually be powerful. Currently it is a weak sound of bullets being dragged along the floor, and its even hard to hear with only the music playing.
maybe also give a visual indicator near the cursor, like some arrows spinning around 3 bullets icon or sth. Mercenary players will thank you.

Make elder lemurians have a loud, distinct spawn sound, something based on the regular lemurian but still with enough high-end for the big boys. Their fireball attack is a nice example of good sound design.

Celestines spawn sounds are also rather subtle, however they are very easy to notice so it is less of a problem. Maybe give the "scream" more high end and make the sound less of a fade-in and more punctuated like the malachite spawn sound.

little barn
old rapids
#

!feedback
Change the way monsters scale with (especially with Dissonance + Kin)
As it is now going to higher stages gets boring. You just end up with nothing but laggy Overloading Worms, annoying Scavengers, or obsurd numbers of Void Reavers who become impossible to dodge without staying in the sky. I suggest adding Perfected Elites into normal gameplay after the 3rd or 4th loop and allowing the game to pick from all enemies, not just the 3 strongest.

austere oracle
#

!feedback
New lunar item idea
increase all stats by 100% (+50%).
You will die every 10 (-50%) minutes.

old rapids
shrewd jungle
#

!feedback
Heretic is expensive to play as and it would be nice if they had their own set of unlocks and skin. Would it be too close to Eden from tboi if you could just pay lunar coins to play as them from the character select screen?

thorny sonnet
#

!feedback
New Lunar Item Idea

The Gilded Design
All enemies and barrels drop +25% (+15% per stack) more gold, but all purchaseables are increased in price by 10% (+10% per stack).

An interesting item for getting more gold but all chests, drones, etc. are more expensive as a result, prioritizing higher value targets that you may want to avoid to buy them, however you get more chance to buy stuff overall if you're willing to chance it.

proud crater
#

!feedback

More novelty than anything but, here goes:

Fresh Bread (equipment)

• throw the bread to summon alloy vultures that attack anything within a 12m radius of the bread, applying slow for 10 seconds

•Or as a green or boss item:

having one stack of Fresh Bread spawns two alloy vultures to you, and they become more powerful the more stacks/loaves of bread you have. Starting off with 100% base attack and hp, but increase 50% per stack.

edgy breach
#

!feedback

On quickplay, have Password-Protected set to off by default. Not immersion-breaking but kind of annoying to do every time.

quaint sluice
#

!feedback

Probably said by others before, but the ability to save and quit a single player run would be nice. I love the game but I don't always have 2+ hours to play

near nova
stray frost
#

!feedback
as a bunch of people have wanted the ability to save their run to resume it later I have designed my idea on how to do so. make saveing your run only possible in a hidden realm only accessable if you fully charge the primordial tp and go into (what I shall dub) the archive portal. within the hidden realm archive between reality, there are multiple interactables, one to save your current run and quit back to the main menu, the other interactables would be which hidden realm you wish to go to before resumeing the stage loop, provided you had a blue orb/gold orb during your last teleporter, the final option is just to resume the usual stage loop. you choose to load up your last saved run from the alternate game modes screen. finally if anyone wants to, feel free to make fanart of the hidden realm, Archive between reality, and if you want to where the environment log should be located.

pastel girder
#

!feedback
Please tune down the damage of the minigun for the Lunar Chimera on the last stage. It feels grossly overloaded and much less avoidable than the other projectiles on the stage.

viral adder
#

!feedback Can you please allow dropping items for friends ?

wild spindle
#

!feedback Nr.3 Rage Quit punishment or compensation
When someone quits the other players must get something as compensation for him and the player who is quitting cant join any other session for at least for 20min. And the same Session he quits from at least for 10min. The compesation can be an exp+gold boost for at least 30sec or even 1 item drops for every player that is still playing. I dont know the devs can decide.
Why ? Because its unfair to the other Players that want to complete the game together AND we all hate Ragequitter.

wild spindle
#

!feedback Nr.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. Kick option banns an player for at least 2 hours from your session. the black list permanently adds an steam account on an list that prevent that some specific player can join your open for everyone session.

misty parrot
#

!feedback can you please make late game difficulty exponential my friends and i like to do big 5/6 hour runs but seeing as each item interacts with each other you get way too strong in the late game.

plush skiff
#

!feedback
Ben's Raincoat looks a bit OP right now as it basically nullifies some lategame threats such as malachite heal block (besides their chunky damage) completely. Something that would make this item slightly more balanced is that it removes 1 debuff every 4 (-50%/stack) seconds, activating instantly if off-cooldown. After on cooldown, it would remove the most recently applied debuff as this would last the longest. This might make you prepared for malachite golem lasers or alloy vultures, with one-hit attacks, but are worse against malachite clay templars or blazing titans that apply a lot of small debuffs.
It just would be a little less care-free, as you cant get hit a lot and instantly heal back to full with 34 harvester scythes. If you're a bit careful youll still make full use of the item.

I would still keep the health bonus, it makes it very viable early-game.

Also, it SHOULD NOT work with the bands in its current state. Otherwise ill only play Mul-T double rebar from now on.

red adder
#

!feedback
Can we get a Gup role for the server?

tawdry torrent
#

!feedback
Rework berzerker's pauldron:

-Reduce the strength of war cry's effect, but have it increase with stacks. optionally, have it also grant bonuses to damage and/or CDR (which may or may not stack, not sure)
-Stacks no longer increase the duration of war cry.
-While war cry is active, killing enemies adds ~1 second to its duration. (The effect also decays faster over time, preventing it from being active indefinitely.)
-To accommodate this, give pauldron an internal cooldown which scales off of the length of its previous activation.
Berzerker's pauldron has always been a pretty underwhelming item, despite granting a fairly powerful buff. It would be cool if it actually felt like a proper berserk mode, letting the player go on a rampage as long as they keep killing things. The addition of damage and CDR buffs would also make it a lot spicier, especially for slower burst survivors; Heavy hitters like Arti and Loader are really good at activating pauldron, but ironically don't benefit much from its current effect.

wind laurel
#

!feedback
MAKE THE DLC GUD!

misty parrot
#

!feedback add an item that increases exp gain as exp is softcapped lategame due to linear increases for exp gain while it takes exponentially more exp to level up

little barn
#

Luminescent Leviathan [Void] {Corrupts Behemoths}

+) On hit: Leaves nuclear fallout cloud that sickens enemies for 25%(+25% per stack) total damage
+) Cloud is 10 meters wide and lasts for 2(+2 per stack) seconds
wild spindle
#

!feedback Nr.5 Different Pings as an communication alternative from voice or chat
Now you can make go here/attack here , it would be nice to hold an specific key to make "don't go here" "don't attack this" or "dont take this" Why ? even with better chat and voice chat sometimes you need to point something out, real fast.

stray frost
#

!feedback
here's my idea of a captain secondary. flare shot (same cooldown as tazar and has 1.0 proc co)
shoot a flare that does 200% damage on hit and sticks to whatever it hits for 5 seconds (including enemys), any interactables within 40 meter's of the flare is revealed as what type of interactable it is (chest, shrine, large chest, etc). if the flare sticks to an enemy it applys the targeted debuff for 5 seconds which causes allys such as drones and bettle buddys to focus fire said enemy.
unlock requirement: kill a solous control unit as captain.

minor kiln
#

!feedback
I’ve seen a lot of people complaining about how if you die in mp then you’ll be lagging behind the whole run (it should be said that i dont play mp so this might be a horrible idea)

So my idea is that when you look at an item you of course see the normal pick up prompt, but i suggest that they add another prompt to give item to another player (you would probably have to hold the interact button or something) that pulls up a menu so you can pick who you want to give it to.

OR if some one is dead you can have a save for next stage prompt so when they are revived next round the items you saved appear around them

modest grove
#

!feedback

Phase 4 Mithrix should have all kits like survivors, including an equipment.

His final phase is pretty much about being unique and punishing loop runs.
But currently, he only has 2 moves right now, so phase 4 gets trivialized when you realize all he can do is shooting from distance and you can just hide behind pillars.
Compared to Scavengers, which do good job utilizing items and equipments, this is quite underwhelming and harms his uniqueness.
I'm not saying he has to be able to use almost every items like scavengers, or phase 4 should be harder than it is now. But having more kits, utilizing more items, making players do something other than hide and seek, and thus making every run/build feel more unique would fit his phase 4 much more.

Admittedly, I thought about how Hades is compared to Mithrix and came up with this idea.

loud heart
#

!feedback

So I've seen people complain about late game stuff and experimenting so you know what?
Why not just make a sandbox mode? huntresspoint

austere oracle
#

!feedback
Gives consoles all the achievements PC has
We have about a third of them

vague hamlet
#

!feedback
[Interactable] Fragile Cleansing Pool

Functionally identical to a regular Cleansing Pool, but will be destroyed after one use. This has a slightly higher spawn chance than a regular Cleansing Pool.

spare glacier
#

!feedback

MORE DRONES AND BETTER DRONES

Brand new drones ideas:
= Tier 1:

  • Shotgun drone:
    -- Shots 4 pellets in semi-random pattern, each pellet dealing 40% dmg, cd 4 seconds;
    -- Projectile dmg falloff: 100% at 7 meter and linearly falls to a minimum of 25% after 25 meters;

  • Railgun/Sniper /Scout drone:
    -- When acquiring target with laser designator, charges for 0.5 second shots 1 projectile dealing 200% dmg with cd of 9 seconds;
    -- Doesn't suffer from dmg falloff;
    -- Enemy detection range 170 meters;

  • Stun/Tazer drone:
    -- Shots a single target arc of electricity dealing 20% dmg, stunning enemies in a radius of 0.5 meters for 1.5 seconds, cd 4 seconds;
    -- Arc have range of 12 meters;

  • Shredder drone:
    -- Swiftly flying towards nearest enemy dealing 900% dmg per second in melee range with it's circular saw;
    -- Very fast and very fragile;

= Tier 2:

  • Mobile turret drone:
    -- Stationary turret drone, but now with ability of flight:
    -- Rapidly fires 40 bullets at enemies, dealing 40 x 30% dmg, cd 2 seconds; (dmg and cd identical to default one);

  • Freezing drone:
    -- Spews liquid nitrogen dealing 333,33% dmg per second, applying movement slow of 33% for 1 second, cd 12 seconds;
    -- Starting from range of 6 meters with each consecutive 0,5 second of fire increases it's effective range to 14 meters;
    -- Piercing;

  • Advanced Sentry Gun:
    -- When no enemy around flying near you in dismantled state;
    -- On enemy detection immediately drops itself on the ground;
    -- After 1.5 second assembly deploys turret that rapidly fires bullets at enemies, dealing 300 x 30% dmg or until no enemy in line of sight, then disassembles;
    -- Disassembly puts drone on 30 seconds cd;

=Tier 3:
-MT-10 "Basilisk":
-- Hovering near-ground mortar gun;
-- Able to unleash mortar barrage on any enemy on the map in a line of sight;
-- On enemy detection deploys itself on the ground for 2 seconds, then fires 3 mines in a row at enemy position with scattering radius of 5 meters dealing 3x300% dmg with each mine dealing dmg in 3 meter radius, cd 8 seconds;
-- When enemy leaves line of sight disassembles in 1 second and actively hunting for next enemy;

-SOB-39K "Immolator":
-- Quadruped walking tank with 2 flamethrowers;
-- Conflagration: After wind up of 0,6 seconds, disgorges the burst of flames dealing 2x666,66% dmg per second in 8 meter wide and 30 meter long cone, applying Ignite with 66,6% chance every half of second, until there is no enemy in range or after 12 seconds of consecutive fire, then goes on cd for 5 seconds;
-- Misfire: Spits out fuel on ground, that slows enemy for 30%. Can be ignited when struck with **Confagration **or any other fire source leaving a fiery ground dealing 150% dmg per second until it burns out after 4 seconds, cd 10 seconds;
-- Inferno: When reaches 0 health points explodes for 5000% dmg in 50 meter radius and applying one stack of **Ignite **on every character in range, leaving 10 meter wide fiery ground;

Splitting drones to tiers:

  • 1 tier: Turret, Gunner, Healing, Shotgun, Scout, Stun, Shredder Drone;

  • 2 tier: Missile, Incinerator, Emergency, Equipment, Mobile Turret, Freezing, Advanced Sentry Drone;

  • 3 tier: TC-280 prototype, MT-10, SOB-39K;

  • Drones can be scrapped to scrap:
    -- __Tier 1 __ drones can be turned into 1 pcs of scrap;
    -- Tier 2 drones can be turned into 2 pcs of scrap;
    -- Tier 3 drone(s) can be turned into 5 pcs of scrap;

  • Implementation of fabricator (basically printer) to print the drones that allows:
    -- Turn 1 pcs of scrap into any Tier 1 drone;
    -- Turn 2 pcs of scrap into any Tier 2 drone;

tawdry torrent
#

!feedback
Change stun grenade so that the duration of its stun is determined by the amount of damage dealt, with the formula (Duration = (Total damage / base damage)*0.5), and a maximum duration of 2-3 seconds.
Therefore, an attack that deals 100% damage will stun for half a second, and damage modifiers will affect the duration.
Abilities with an inherent stun effect always provide the maximum stun duration regardless of damage.

Currently, survivors with a high proc rate are able to easily sustain near-constant stunlocks with only a single stack of stun grenade, which in turn makes stunning abilities somewhat obsolete. This change aims to fix that by making low-damage abilities require rapid back-to-back stuns in order to achieve the same effect, which will generally require more stacks of the item to do reliably.

wild spindle
#

!feedback Nr.6 Vote option for the lobby to change when the teleporter activates
An Lobby option for an different Teleporter activation, all players must vote ok for it, 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)
How many players are needed to activate the Teleporter you aks ?
With 2 player both must press it, by 3 only 2 of them and by 4 only 3 of them
Is it activated an countdown starts in the chat to show everyone when the boss spawns.
Why ? This can prevent misunderstanding when people want to fight the boss and press the teleporter to early but the other players don't have their items yet.

vague hamlet
#

!feedback
Magma/Overloading Worm: Increased damage taken when attacked in the mouth.

I'm generally against giving enemies in this game a "weak point", but I think because of the Worm's wildly different behavior from every other monster it'd be neat to add a skill-based mechanic for this boss in particular (especially since the mouth isn't always readily available to attack).

haughty saddle
#

!feedback

It would be nice if there was an option to headpat Acrid. He is so cute, he deserves that

little barn
#

!feedback

Have an option to "Mark all as read" in the logbook sections.
An alternative to this could be when opening the logbook it just automatically marks everything as read, there could be an option to turn this off.

frank root
#

!feedback
A new lunar item: Neptune's Magnifying Glass.
This item will allow you to see what is inside a chest before you open it. BUT all purchasables will be x1.75 more expensive.

Pros: Makes creating builds much more easier, choose your own adventure.

Cons: More money, endgame items will be very costly.

stray frost
#

!feedback
give fuel array a item log with a description of what it does (both when you hold it and how use it)
as well as a ues description for how it makes drop pods work or something?

frank root
#

!feedback
A rework for Neptune's Magnifying Glass.
The Item has been renamed. It is now Neptune's Lockpick.
Usage: Neptune's Lockpick will show you what item is in a chest before you open it. It also gives a +1% chance of chests having a legendary every stage you complete. HOWEVER, this makes chests x1.75 more expensive

Reason for this change: The Neptune's Lockpick was too punishing for players who are in the endgame of their runs and was solely used for getting a run rolling. With this new slight increase of Legendary Item drop, these chests become much more worth it as you go on.

tawdry torrent
#

!feedback
It would be cool if certain enemies had reskins and variants that appeared on different maps. Enemy variants could be treated a bit like elites, where they have unique behavior and abilities but only have a chance to replace normal enemies- basically like the variantpack mods but with stage-specific theming.
While there are new enemies on the way, I still think this would be a great way to make each stage feel more distinct, and add some extra variety to the combat without requiring quite as much work as adding an entirely new monster.

Another idea along these same lines is to have the director prioritize enemies that fit the theme of a stage, like having wisp-related enemies spawn more frequently on scorched acres.

distant rivet
#

!feedback

Include a lava level and bring back the Cremator!

little barn
brazen hinge
#

!feedback Constructor: Builds small mechanical towers to block enemies and teslas that create stunning electric snares when they are close together. Towers fall over when struck enough times, and do severe damage to any monster in the way (may backfire in certain situations). Teslas can also be placed in triangular or rectangular positions to create traps so that enemies cannot escape due to slight knockback, and can be placed around towers to create defensive chokepoints. Towers surrounded by teslas gain the ability to automatically zap any nearby flying enemies (doesn't bounce unless ukulele is in use)

deep flame
brazen hinge
#

Didn't really think of the rest yet. I was thinking she could use a large throwable double ended wrench that either pierced or bounced between enemies, but you had to wait to throw it again until it came back like thor's hammer. The chef already exists so I guess another boomerang primary is out of the question

tawdry torrent
#

!feedback
Add impact sounds for ranged attacks.
Or at least, add more of them and make them more noticeable, particularly for hitscan weapons. And I don't just mean a hitsound, I mean an actual physical noise from a bullet hitting an enemy.
This is something that other games have done, where a successful hit produces an audible thunk in addition to the normal firing sound. It's a small change but it tends to make weapons way more satisfying to use, and satisfying feedback is something that a lot of weapons in RoR2 lack.

loud heart
#

!feedback
There should be alternate models for items if you have enough of them. Like the death mark turning into a different skull or the daggers being held by more arms. Something like that.

stray frost
#

!feedback
imagine if the dlc had a cgi trailer that starts with comando and huntress looting some of the new items, killing the monster from the base game, and hitting a few mountain shrines on stage 1 distant roost, and when they hit the teleporter they get a horde of many, leeching gups, it then shows 2 extra drop pods comeing down to smoosh 2 of the leeching gups, and from these extra drop pods arrives the 2 new dlc survivors ready to help the comando and huntress deal with the leftover of the leeching gups. after dealing with the leeching gups and their children, it could show a void jailer emerging from the void, and right as the survivors glare at the void jailer getting ready to start to engage it,the trailer goes to show the new ror2 splash screen of Risk of Rain 2 Survivors of the Void.

full mauve
#

!feedback

add rein sniper

fiery seal
#

!feedback turn off the chest lights on an already opened chest

safe prairie
#

!feedback
More passive/harmless mobs like Birdsharks and the glow bugs on Wetland Aspect to breathe some life into the world outside of gameplay.

brazen hinge
#

!feedback
The puppeteer: A mysterious entity solely out for the hunt. Primary is a dual stun gun that shoots needles which stick into enemies (can stick two enemies at once, however damage is reduced). Holding the primary sends volts of electricity into them continuously, and releasing while looking away yanks them towards that direction, with aiming down pulling them towards you. Secondary is control, allowing you to shock an enemy into fighting for you, with the addition of some bonus damage (cannot control bosses unless naturally spawning, along with needing to use both needles). Two separately needled enemies will fight each other to the death. Utility fires a small device that creates an aroma that smaller monsters are attracted to, allowing for more opportunities for puppeted enemies to do damage. Final ability is rally boost, which in a small area, boosts speed of any nearby allies, and can be used with puppets

viscid crow
#

!feedback
Kind of small but with the new Void Jailor, maybe change the name to void warden or void attendant. In my mind it’s a better sounding name, and I think it’s more menacing for a menacing enemy

loud heart
#

!feedback
A few more cosmetic changes, alt skins can maybe change depending on some circumstances. Imagine a glow in the dark acrid, that would be sick. huntresspoint

little lava
#

!feedback
Item Idea

Rarity: Red
Name: Prized Bear
Appearance: A Yellow teddy bear with a top hat
Description: Enemies killed will have a small chance to drop a chest at their location. (This item is not affected by clover or purity)

stoic birch
#

!feedback
Suggested buff for frost relic: also grants immunity to freezing and the glacial slowness debuff.

pine ravine
#

!feedback
Someone suggested more on crit animations, and I couldn’t agree more
When Acrid spits out the Neurotoxin or Epidemic balls of green goop, it’d be cool if they had a redish purplish aura or color (when they crit)
If an exposed enemy gets hit by a crit, it should flash a reddish tint or make the circle flash red and disappear
When Slicing Maelstrom is a crit, red dust should fly with it at the same speed as it spins

queen plover
#

!feedback
An achievement for exiting the escape pod after all allies are dead

pine ravine
#

!feedback
If you have Aurelionite's seed Halcyon_Seed , the 4 heresy items Heretic (and you are the heretic), and you have the beads of fealty Beads_of_Fealty , Mithrix should have custom dialog, as all of these are important in the story

stray frost
#

!feedback
bring back the friendly danceing stone golems from ror1. I may have never played ror1 but those danceing golems are the best hidden secret in that game.

stoic birch
#

!feedback

visual indicators on at least some of the elite mob attacks, like the mushrum aoe.

bright cove
#

!feedback

Every loop (or each time you fight him) aurelianite should evolved and get more and more attacks until he gets to his full grown form

odd totem
#

!feedback

Artifact of Prayer

Alters replace Chest

loud heart
#

!feedback

Artifact of Loki

Every item has an effect swapped with any other item in its rarity at random.

tawdry torrent
#

!feedback
It's possible that this has already been addressed, but just in case it hasn't:
Single use items like Dio's, Elixir, and any others that might get added, should only spawn from a unique type of chest, similar to equipment items.
This effectively solves the issue that many people have brought up, which is that if you find a consumable in a regular chest, then you're only getting a single-use item instead of a permanent passive that likely would've been more useful long-term.
To go along with this, if more consumable items do get added then it would be cool to expand on them as a mechanic, maybe with interactables that refill them or items that buff them in some way, again similar to how equipment items are implemented.

odd totem
#

!feedback

Artifact of Peaks

Portals have challenge of the mount active and multiply with each stage at a rate of 1.5 shirines per stage

loud heart
#

!feedback

Artifact of Acceleration

The game's speed will increase by .5x every 10 real time minutes and another .5x for every stage. This includes the in-game timer, which also speeds up.

queen plover
#

!feedback
some way to track how many mountain shrines you’ve hit aside from counting yourself

maybe the claw symbol over the teleporter also shows number, or pinging the teleporter will list how many shrines are active, etc

loud heart
#

!feedback

Artifact of mutation

Depending on the enemies that spawn in that stage, all of them share at least one move/effect. For example, if Imps and Lemuians spawn in the same stage, they can apply bleeding damage.

old rapids
#

!feedback
Artifact of America
All players are fat and have a random chance to have a heart attack, dying suddenly.

buoyant needle
#

!feedback
monsters have voice lines (sorta).
you know who needs voice lines?
EVERYONE ELSE!

Mithrix already has lines! having them voice acted would probably take maybe an hour and maybe 2 for the coding.

the characters could maybe grunt or something but i think it'd be very cool.

(appologies if the formatting is weird i'm on mobile).

loud heart
#

!feedback

Artifact of the armory

Enemies share your items, after every stage the list updates (including the void/gold realm), if you have an item taken out, their item is taken out.

For more challenge, phase 3 mythrix takes your items while keeping his happiesttroll

old rapids
#

!feedback
Artifact of Memory
You have to memorize every item you have and how many. If you get them all correct, they double, if you get any wrong, that item is removed.

loud heart
#

!feedback

Artifact of cloaking

Every enemy is invisible. That's it. That's the artifact.

old rapids
#

!feedback
Artifact of Rendering
Enemies only target within a set distance, and you can only see them within that set distance (teleporter bosses are exempt).

tall plume
#

!feedback
Lunar Item with a chance to deal a lot of damage to an enemy on hit BUT an equal chance to reset the targets health to full

little barn
#

!feedback

more items that replace/change your skills would be fantastic imo

such a cool mechanic that's not entirely explored because heretic got finished

pine ravine
#

!feedback

Stop the heretic from having her movement disabled during the first few seconds after spawning in a new stage as it doesn’t happen to every other survivor in the game

fickle flint
#

!feedback

add item visuals for heretic, birb with sunglasses is mandatory. maybe also an achievement for first transforming into heretic too?

tawdry torrent
#

!feedback
Have blast shower activate items like medkit, slug, red whip, maybe stealthkit, etc. in addition to removing debuffs. With the addition of raincoat potentially making blast shower obsolete in its current state, I think a good buff would be to turn it into a universal "panic button" so that it still holds some utility.

stray wyvern
#

!feedback

make the command box auto fit to the amount of items. Not only cause the new 5 white items are leaking off where they should be (pic from seventeenuncles), but also so that the box will adapt to modded items as well

loud heart
#

!feedback

Stock rigger - Equipment

Has a chance to either halve or double the price of something of your choice. Can only be used once similar to the recycler.

For example, if you use it on a totem, it can double the price or cut it in half and you can only use it once per purchase. Using it resets it and it goes back to normal.

old rapids
#

!feedback
Make the Recycler change the item back to a command essence with the Artifact of Command.

austere oracle
#

!feedback
Mobile turrets should jump when you do.

stray frost
#

!feedback
make it when your using artifact of command it doesn't turn halcyon seeds or artifact key or pearls and irradiant pearls from cleansing pools into yellow comand essence that you have to pick the sole option just to pick it up.

old rapids
#

!feedback
Add Halcyon Seeds to Boss Item Command Essence. Allow Cleansing Pools to spawn in with Command like the other special map items. Make Big Gold Boi drop Boss Command Essence.

fickle flint
#

!feedback
make engineer's turrets do different things. this doesn't have to be drastic, but making one heal faster or making one shoot faster gives more incentive on what items to choose for engineer other than "bungus if you're using stationary"

compact solstice
#

!feedback
(this is my second post related to the fog in Abyssal Depth's fog)
im pretty sure the transition shouldn't be so intense, you just move a few meters and the fog almost dissapears because terrain gets within reach, this effect could be toned down in any way so it looks smoother

dense flower
#

!feedback
Artifact of Vengeance + Nkuhana's Opinion does too much damage
any umbras with nko do massive damage while being homing and going through walls.
Also any umbras with happiest mask that kill strike drones become extremely dangerous. example: umbras with happiest mask and 4 clovers. The umbra's happiest mask ghosts seem to do normal damage

old rapids
#

!feedback
Add more scenes for the title screen and add Huntress to the intro cutscene.

fickle flint
#

!feedback
add more stuff to the main menu depending on your achievements completion
(i.e huntress's bow for 10%, a second pod for 30%, a 3rd pod/a turret for 50%, etc)

alpine granite
#

!feedback
Add in “(blank) was not OK from this encounter” as a new death message.
(idea is from my fellow Tharson Campaigner, Creepz)

old rapids
#

!feedback
Give all characters a seasonal/holiday skin
Eg Christmas Tree Rex, Easter Bunny Acrid, etc (maybe not these but something)

untold cedar
#

Porcelain Plate [Lunar]

- 30 (-30 per stack) luck```
wild spindle
#

!Feedback
Artifact of Split
Every time you kill an monster, two 25% smaller versions spawn with half the hp ans half the damage. when this two die, four even smaller versions spawn with only 1 hp and also 505 of damage.

cinder tartan
#

Developers please make that you can`t place Fuel Array in to Equipment Drone, or at least that you can use this drone to unlock REX....

tawdry torrent
#

!feedback
Would be cool if survivors had unique interactions or animations for killing Mithrix. Like Rex drags his body under the ground with vines, Artificer freezes him in a block of ice, Huntress gets the "good hunting" message from her lore entry and gets paid a ton of money (Which is just for effect and doesn't count towards her score at the end, of course), etc.

old rapids
#

!feedback
Survivor skins for beating Eclipse and Prismatic Trials.
They weren't worth the effort as it is, they weren't difficult, but they were tedious and time consuming.

raw cave
#

!feedback
Gyro support on Switch is a great idea, since it should be used in any form of shooters, but I have a little suggestion on it's function: make an option that enables only one joycon (primary the right one) that will be used for aiming, like in BOTW. I usually play with joycons detached from anything, and it's better to aim with only one and hold the other still.
(also, unrelated, put the first RoR on Switch on sale please LOL)

safe prairie
#

!feedback
If you give an equipment drone Forgive Me Please, make it inherit your on-kill effects so that it actually has an effect.

loud heart
#

!feedback

Hustling Fungus - Gray

A speed boost is given dependant on your hp. Larger stacks add onto it.
Ex, higher hp = faster

Thanks #ror2-feedback-discussion for the idea, its mine now happiesttroll

little barn
#

!feedback

Bursting Blemishes [Void] {Corrupts Razorwire}

•) Upon taking damage: 
+) Fire puddles of goop at enemies, giving them a debuff
``` ```
The debuff would be designed to allow players to deal more damage, so this can either be a reused debuff like death marked, cripple, shattering justice-d, or something new that's just -20 armor or something```

The idea is that you can still get equal/more damage than razorwire, but you have to work for it instead of standing still with a helfire tincture
plush skiff
#

!feedback
My problem is just that Death Mark is either entirely useless, or very very strong, and that there is no in between. Maybe +10% damage taken per unique debuff the enemy recieves (not counting deathmark itself) instead of this very hard border?
this would make it useful if you dont have all 4 debuffs (there are 14 items in game with debuffs, 4 of which are white and green tier: gasoline, tri tip, chronobauble, runald) + survivors, rex and stuff
Synergy items, like predatory instincts, are fine, but not when you need this amount of "synergy".

prisma shell
#

!feedback
What about lunar chimera wisps being stunnable/freezable? too unfair? or just right?

old rapids
#

!feedback
Add a popup screen whenever your friends die that makes you press F to pay respects. On Console you just die due to lack of F button.

scarlet kite
#

!feedback
there totally needs to be a squid polyp void item. Its a niche item that could use an alternate version, plus a "void polyp" would fit with the crab/sea creature aesthetic

safe prairie
#

!feedback
If drones get an AI adjustment, it would be nice if they attempted to hide behind terrain to avoid un-dodgeable attacks such as Wandering Vagrant’s genesis loop or Grandparent’s supernova.

verbal summit
#

!feedback
Lunar Equipment Suggestion:

  • Delightful Anodyne -
    A hovering plushie/comfort orb that emits warm light and plays a small jingle when activated. Seemingly no effect.
    [Hidden Effect: Acts as a vessel to proc items with "On Use" effects. Med/Long cooldown]

~As a result of synergy potential, an additional negative in combination with "lack of effect" could be necessary to bring the monkey's paw theme of lunar items.

loud heart
#

!feedback

Thirsty battery - Chargable Equipment

For every kill made, the battery charges up and a shockwave is sent out. For every charge, the shockwave gets larger and stronger.
And in case someone wonders, fuel cells give extra kill charges.

wild sandal
#

!feedback
due to me playing ror1 and due to Tactical Slide being way more favourable than roll i’d say
Slap some good ol I-Frames into the Roll, it was awesome to dodge attacks with it in RoR1, so why not also here? This could be compensated with higher Cooldowns, TS getting Longer Slide length/Shorter Cooldown/Just cooler ™️ or just a hard unlock challenge

little barn
#

!idea
Exclusive fullscreen in graphics options. Many Windows users use this to increase performance as it disables composition, and would allow for Linux users to use AMD FSR since the launch command requires the game to support it
EDIT
The launch command "-window-mode exclusive" works perfectly! It'd be relatively simple to implement into the game since Unity already has it as an available option no?
EDIT 2
It's literally an option in the game fully implemented! The launch command forces config.cfg to change the "window_mode" to FullscreenExclusive! It'd be as simple as making the option visible in the options menu.

wild spindle
#

!Feedback
Artefact of copycat
Every enemy uses an skill/attack of an complete different enemy (even from bosses sometimes, NOT THE ENDBOSS)
Bosses use different attack from other enemys too (not the endboss)

old rapids
#

!feedback
Artifact of Cowardice
Enemies at low HP flee away from the survivor.

loud heart
#

!feedback

Artifact of rage

At low hp, attack damage, attack speed and movement speed are increased. This includes both allies and enemies.
Edit: Okay maybe not increased damage but I'm keeping the rest in

little barn
#

Bring back energy cell

old rapids
#

!feedback allow desperado stacks to carry across stages

sullen tendon
#

!feedback Dedicated channel for RoR1 (can be in Hangout)

tawdry torrent
#

!feedback
Give teleporter bosses unique or improved movesets and stats that vary from their world-spawned counterparts.
Teleporter bosses are incredibly underwhelming at the moment, and they start to feel like a bit of a joke once bosses start spawning as regular enemies- which usually happens as early as stage 4. On early stages it's not even uncommon to kill bosses in a matter of seconds, with the real challenge being the hordes of enemies that spawn afterwards.

This could be as simple as making some bosses a bit faster and more reactive to the player (Giving stone titans a stomp or swipe attack to keep players away from them, for instance), but since it would only be one fight per stage there's more room for creative and difficult mechanics for each boss. Overall it would just be great if teleporter bosses were a bit more involved, and felt like actual boss fights instead of an inconvenience.
(To compensate for the added difficulty, maybe also change spawning behavior so that multi-boss fights don't appear until later or if a mountain shrine is used).
||edit: formatting||

ripe atlas
#

!feedback Make Rex's smoothie skin change the color of his plant abilities and the vines that appear when he sprints to match the smoothie skin and not his default.

rare meteor
#

!feedback

Make monsters prioritize players out of the teleporter event for extra pressure. You can never be too safe on some sort of a border of the map.

crisp storm
#

!feedback

logbook for buffs and debuffs. doesn't matter with or with no notes, just if someone want to see how work void reaver's stun or what the difference between burn and bleed. i know that you can find information about some debuffs in items logbook, but if i could read it all in separate page, it would be more comfortable

vale ravine
#

!feedback add a optional aim assist for controller players, as sometimes it gets annoying to miss every single shot

stray frost
#

!feedback
when your playing mp and one person disconects' all their non lunar items get distributed among the other players with the system leaning in favortisim of giveing more items to those with less items to help them catch up, the lunar items and equipment of the player who dc will drop around the last place of solid ground they stod on with a bit of distance between each item (like teleporter item drops) as to reduce the likelyhood of you accidently pick up the wrong lunar item on a first come first serve basis.

rare meteor
#

!feedback

Enhance-a-difficulty.

Basically this is an option to add various modifiers from Eclipse to multiplayer. Some people want more difficulty even with Artifacts on, to perhaps suffer if not succeed. And Eclipse currently is only an unique variation of a difficulty that I'm sure some people would like to experiment with.

See that option as a sub-difficulty. You can pick Drizzle, Rainstorm or Monsoon, and add Eclipse modifiers below which will heat up your gameplay on this difficulty or another instead of plain "harder than Monsoon and force feeding pineapple pizza instead of health recovery" or something.

tawdry torrent
# rare meteor !feedback Enhance-a-difficulty. Basically this is an option to add various mod...

!feedback
loosely in the same vein as this:
Let us create custom "artifacts" in-game. Or more specifically, have a mode where we can individually tweak all kinds of stats and modifiers to our liking, sort of like the pact of punishment from Hades.

While it wouldn't be able to add totally new gameplay elements in the way that artifacts can, it would still be a lot more flexible than the existing modifiers from eclipse. It also has the advantage of letting you tweak small things that would be too specific for artifacts to bother with, like if you want to change the spawn cost of a certain enemy or something.

frank root
#

!feedback
This has absolutely been suggested multiple times but I have a way to execute it. When you want to give a player an item, click the item you want to give and drag it to the nametag of another player. However, you can't give away lunar items and you can't give away times while the teleporter is active.

old rapids
#

!feedback
Add some kind of custom game mode, allowing players to use modifiers and game options for runs that don't count towards achievements or item unlocks.

tough pendant
#

!feedback

Motion Controls
Since you're redoing the console ports, could you take some time to study motion controls to make it feel more fluid on Switch? Compared to the likes of Splatoon 2, RoR2 seems to not be quite as sensitive or good-feeling. If you could take some time to mess around with the Splatoon 2 camera engine, you could probably pick some good ideas up such as turning when you move at an angle.

A button to reset the camera would also be nice. You could give players the option to have confirmation prompts in the command and scrapper menus be a different button so they can set the A button to resetting the camera. Even the option would be very appreciated.

little barn
#

!feedback

Since this game is so visual, if there could be a bigger color difference between the slight green and blue portals for celestial / bizarre

slim sphinx
#

!feedback
Brief&simple: Force Item Share like ror1

fathom echo
#

!feedback

Add an lunar item that makes the cooldown of your equipment less but makes it so that it has an small chance to randomly activate.

west ravine
#

!feedback
Add areas where interactables couldn't spawn, particularly near the edge of maps so they don't fall off the edge. I think that would be easier to implement that having items teleport back

gaunt shell
boreal slate
#

!feedback

life size goobo jr gummy

sudden igloo
#

!feedback

Let Merc cancel his Alt-Utility (Focused assault) with his Secondary.
He can cancel his default Utility (Blinding assault) with his Secondary, and it really messes up his combo game to take focused assault for this reason alone.

plush skiff
#

!feedback
-Squid polyp: applies Tar. Would make this ok item stronger in general, plus indirectly make Death Mark stronger.

plush skiff
#

!feedback

make headstompers jump adjustable by pressing space longer/shorter, similarly to the jetpacks from ror1. Now ive died a few times to being airbone for too long, and you could make stacking them make you jump higher if you press longer.

tawdry torrent
#

!feedback
Different take on buffing/reworking squid turret:

-Instead of spawning from interactables, standing still for ~3 seconds causes a squid turret to spawn nearby.
-A maximum of 3 turrets can be spawned at once, optionally with an internal cooldown between spawns.
Squid polyp's issue has never really been that the turret itself is weak, it's that there's no practical way to actually use it. While tarring seems logical, at best it would only put polyp in the same category as chronobauble, IE "bad item but helps with death mark".
Having an on-demand turret minion would be a lot more useful, and is a bit more interesting as an item imo.

plucky furnace
#

!feedback

Can Commando Grenades explode on impact or have a short delayed explosion after hitting an enemy?

loud heart
#

!feedback

Enemies poisoned by acrid should explode in a cloud of smoke. The size can also scale by attack speed

loud heart
#

!feedback

If possible, Acrid should get another utility type. Instead of doing damage, it sticks you to whatever you land on until it dies or you jump off. To add onto it, you can also attack but m1s are slower.

If not that, then it should at least be an item huntresssip

harsh chasm
#

!feedback add and setting for disable or adjust the shooting wiggle like command´s basic attacks, the one setting thats already there doesnt seem to work

tawdry torrent
#

!feedback
Add actual gib physics, at least for enemies that wouldn't involve any actual gore. Possible performance issues aside (maybe just make it a setting you can turn off), it would make powerful attacks feel a lot more impactful if you could actually see the amount of force behind them.
Nano-bomb and charged gauntlet should turn stone golems into gravel, not make them awkwardly stop and fall over on the spot.

valid seal
#

!feedback
add misc. details to attacks, or at least a way to expand the description to show these. cooldowns, how long this effect lasts, how much does this heal, how long does this take to fully charge, things such as that.

old rapids
#

!feedback
Terraria/Risk of Rain 2 Crossover.
Re-Logic would probably love it and I feel like the clashing art styles would look amazing, plus the utility of eachother's items in eachother's games would feel phenomenal for gameplay and balance.

old rapids
#

!feedback
Make it so that with Metamorphosis, no two people can be the same character.

gleaming wadi
#

!feedback
Give console ror2 a decent monster logbook. We are missing many enemies.

tall plume
#

!feedback
Item Idea:
"Does nothing BUT does nothing"
(it does nothing)

loud heart
#

!feedback

Black business card - equipment

Triggers a random item effect which is then multiplied and amplified by ten. As in the effect is triggered 10 times in quick succession as well as the effect being 10 times as strong. For items that give player effects, they last 10 seconds.

coral ridge
#

!feedback Add an item that increases the range of what you can interact with, so you can open chests from far away

gentle path
#

!feedback
fix huntress' lockon.
rn it targets the enemy closest to you, rather than the one closest to your cross hair, i.e. where you're aiming

coral ridge
#

!feedback Have wake of vultures overloading buff also recharge all shields on a proc

eager dagger
#

!feedback
loader's default grapple skill is extremely underwhelming compared to its respective alternative
to give players more of a reason to use the default grapple allow it to reel in items and potentially even interact with chests allowing for the unique acquisition of items from a distance and maybe other utility based tech. its already clear the alt is defined as the attack grapple but the default doesnt have enough unique utility to adequately compete in its own way so i think this would be nice change.

safe prairie
#

!feedback
Add an accessibility/QoL toggle option to double tap charged abilities such as charged gauntlet and nano bomb instead of holding and releasing the button.

It could help prevent hand cramps or just be there for people who prefer the feel of the alternative.

deep void
#

!feedback Are there any plans to add Polish language ?

old rapids
#

!feedback
White or green item that adds defense for a short time after getting a kill. Have it stack to add more defence for longer

stray frost
#

!feedback
when using the forgive me pls, make the model of the doll a copy of your survivor, including matching the skin your survivor is using.

loud heart
#

!feedback

While in the void, there should be something on the models to signify that the enemies have items. Something similar to Mithrix maybe.

little barn
#

!feedback
I always hear people talk about certain builds in Risk of Rain 2 but in all games eventually with all the items you acquire you end up becoming a lightspeed heavy hitter who shrugs off damage like it's nothing.
I would actually like to see item conflicts with items having a trait that could end up messing with another items, making it ideal to actually try to only get items that will compliment others, while also balancing your survivors abilities and enemy possibilities.

pliant rampart
#

!feedback
Spacious Convergence (void item)

Killing an enemy inside of the teleporter radius increases the teleporter radius 5% and slows teleporter charge by 1%

Corrupts all Focused Convergences

serene aurora
#

!feedback
Corrupted Guillotine (Void Item)

Instantly kill Bosses below 10% health, and gain a damage boost of 5%.

(Corrupts all Old Guillotines)
Let Me Know What You Think I Just Want To Know What You Think A Green Void Item Should Be 🙂

queen plover
#

!feedback
Remove the blacklist on Warbanner for engineer’s drones. Considering Mercurial Rachis isn’t blacklisted and the player has 0 input as to where the aoe gets placed or when exactly it spawns, it’s a little odd to blacklist an item that does have player agency.

loud heart
#

!feedback

Possesed rocket hands - Legendary

Launches itself at enemies at random and explodes on impact, dealing high damage and AOE. Each stack increases its aoe range and damage, attack speed increases its speed and decreases cooldown.

real birch
#

!feedback

Quick Reset
Button on the home screen that does the exact same stats as last run for prismatic trials or simple speedrunning.
||would be nice||

noble frost
#

!feedback

void squid polyp:
squid now with legs, running around to melee enemies instead of staying in place

tawdry torrent
#

!feedback
Give the AI director(s) separate credit pools and spawn limits for trash mobs, minibosses, and champions.
And increase the maximum spawn limits overall, framerates permitting.

In theory, what this should do is make enemy ratios feel a lot more reasonable and varied, by allowing (requiring, even) the director to continue spawning fodder enemies even with more expensive ones already on the map, while reducing its tendency to treat bosses as trash mobs.

Enemy stat scaling would have to be adjusted to compensate, but this needs to be done regardless. Fending off increasingly huge armies of enemies is a more fun way to scale difficulty anyway, and is more in the spirit of RoR than getting unceremoniously mauled by a handful of elite brass contraptions on an otherwise barren map.

gaunt delta
#

!feedback
a couple ideas for increasing the difficulty of the game without just boosting stats on monsters

1-intelligent mob AI, and variable AI.
Would fix so much without tacking on damage or hp. Picture this, dictator spawns 6 lemurians stage one, time 20 seconds.
All lemurians are non elite, 3 lemurians "sprint" towards the player and claw or pew pew at close range. 2 lems stay at a distance and pew pew. 1 Lem goes around the player without attacking them unless they become damaged. and attack the player from the side/back.
(this will overall improve mob AI and difficulty in a legitimate way and can be further improved with the addition of the below methods)

2-implement mob tactics. even the most rudimentary kinds such as "mob pack 1 spawn here, mob pack 2,3,5 spawn here, and mob pack 4 spawn here" with no actual ai upgrades.
(simple director change that has "units" of mob that spawn with specific numbers, types, and elite aspects of mobs.)

3-Gives different species specializations; such as jellyfish will periodically spawn (on spawnable maps) in herds of 5-10, always be glacial, travel much faster, and preferably have a more aquatic jelly sort of swim/flying loop to make it more difficult to target them.
(Indubitably the most powerful simple change that would allow the director to really cause dynamic chaos and give potentially each stage a spawning gimmick that is unique and memorable)

Nixxing the stage dependent nature of 3, and mixing in 2- you can have "units" of mobs for the director to choose from that will have a pre-set grouping, typing, and aspects for the players to fight.
3x Overloading Beetleguards+10x glacial jelly/wisps for example. Not individually powerful but when put into play in close proximity of each other a very dangerous combination

harsh badger
#

can we have ror2 merch store 👀

little barn
serene aurora
#

!feedback
4th of July (Void Item)

Activating the teleporter launches a giant firework that deals 800% base damage, this will lock onto the boss.

(Corrupts all Bundle of Fireworks)

serene aurora
#

!feedback
4th of July (Void Item) (Improved 🙂)

Activating an intractable launches a giant firework that's deals 3000% [+1000% per stack) base damage.

Easter Egg: If You End Up Killing The Boss With The Firework The Teleporter Will Create A Firework Show.

(Corrupts all Bundle of Fireworks)
Thanks @little barn For The Advice 😁

loud heart
#

!feedback

Tainted energy core

Corrupts every non-player ally, after corruption their attack and movement speed increase by 20%, the drawback being, their max HP is also cut by 10%. For every ally that the holder has, the stat buffs are increased by 30%.

For every stack, both the buffs and the debuff is increased by the stack (X times 20%/10%)

The holder gets a personal attack speed increase for every ally they have.

little barn
#

An item that increases drone health and damage on level up

to incentivize this item, even in a normal run, it should also help out the player a little bit. Either more experience gained or less experience needed per level

stray frost
#

!feedback
discharge battery (green item)
while the teleporter event is active, every 5% charge the tp has, the teleporter lets out an electric discharge that deals 75% of the hit enemy's damage to itself per stack, the range on this attack is equel to the base teleporter radius, but it has no proc co and is affected by crit chance meaning it can crit. the number of stacks spread accros all players counts towards the stacking ability of this item in the same manner as the halcyon seed.

serene aurora
#

!feedback
Miner (Survivor)

Explanation: This Took Me Forever But I Want To See Miner Come Into Game Some Time Soon So I Came Up With A Moveset So Let Me Know What I Should Change and What Their Other Abilities Should Be Since The Stats And Abilities Aren't Final.

Primary: Ol'Diggy
Miner will swing around his pickaxe dealing 300% damage, if the button is held for long enough you'll be able to aim it and throw the pickaxe for 600% damage. Once it lands the pickaxe will came back to you. While he's swinging the pickaxe it will hit behind him and to the sides.

Edit: Forgot To Mention That The Pickaxe Will Do A Small Amount of Damage Around It When It Lands After Being Thrown.

Secondary: Fresh Water
Miner will grab the bottle from his pocket and drink it giving him 2x attack speed this will stack with other attack speed items.

Utility: Dusty Breath
Miner will start coughing and breathe dust into the monsters eyes making them blind for 3 seconds. This only applies to non-boss monsters.

Edit: He Coughes Up Dust Because of How Long He's Been In The Underground I Was Going To Explain This In A Bio For Him But I Forgot.

Special: X Marks The Spot
Miner will build a drill and activate it to start mining once the drill stops it will give these items.

Gold: 50% Chance: Will Give Below 50 Gold
White Item: 25% Chance
Green Item: 15% Chance
Red Item: 4% Chance
Equipment: 6% Chance

Edit: Thanks To @tawdry torrent I Relized That The Chances Exced Way Above 100% So I Changed That Also I Need To Clarify The Drill Only Has 3 Uses Per Stage As After The 3rd Use It Will Run Out of Fuel Also It Will Only Drop One Item Per Use.

Passive: Pushing Through
Due To Him Being A Hard Worker In The Mines. Miner Will Not Be Affected By Any Diseases/Status Effects Like Burning or Poison.

Let Me Know What You Think I Don't Mind If Any of You Don't Like It Let Me Know What Stats To Change and Abilities To Fix Thank You.

stray frost
#

!feedback
auto delete messages in the feedback-and-ideas that are just pointless bickering that isn't actually a suggestion to make the game or the server a better place for us all

modest hull
#

how about lesser wisps. but not annoying

serene aurora
#

!feedback
Clay Furnace (Boss Item)

Everytime Your Hit A Ring of Fire Comes Out of You And Burns Every Monster Near You, For Every Ring You Hit The Stronger The Burn Becomes.

What Boss Does This Go To? - Well Something Really Cool Would Be For The Ancient Wisp To Return From RoR1 To Have This Item.

Let Me Know What You Think 🙂
P.S I Want To Change The Item To Something Else But I Really Want To See Ancient Wisp Return So I'll Stick With This Item For Now.

little barn
#

!feedback
This is gonna be less gameplay affecting but something I personally like in games is variety with how characters could look so more skins would be nice.
I thought that you could get them through challenges specified for them or you could have a random chance for them to appear in the Nuwts shop and buy them with Lunar coins.
Or there is always the DLC route where skins and perhaps other cosmetic items would be locked behind a paywall of a small fee to provide extra financial support for the game. As an idea for a theme why not sci-fi Medieval outfits, such as Loader getting a black knight kind of outfit with machine components, or a Robin Hood stylized outfit for Huntress?

ornate anvil
#

!feedback

  • Give Santa hats for survivors during New Year holidays or around it
  • Give spoopy masks for survivors during Halloween
    maybe something more 🤔

I dunno if it was discussed a lot or if it was suggested, but i want suggest it anyway
For example Terraria has this feature and it looks pretty awesome considering how they realised it
Why dont we have those? Imagine Santa hat and beard on a Captain

little lava
#

!feedback
Item idea

Name: Celebratory Cannon
Rarity: Orange
Appearance: A shoulder mounted White and Gold striped cannon
Description: After killing 50 enemies fire off 50 confetti bombs, doing X% damage in a small blast radius. (Item will only be of use when 50 kills have been reached)

old rapids
#

!feedback
More unique spawning animations, like the beetle. I feel like enemies just popping into existence is a tad boring.

old rapids
#

!feedback
Add new survivor skins with unique challenges. Ones harder than just "Beat the game or Obliterate on Monsoon"

loud heart
#

!feedback

How about making skins obtainable relative to what the skin is? Such as albino Acrid and beating the void with regular acrid or getting some cool thing at Rallypoint Delta with Huntress for her skin.

rare meteor
#

!feedback

Possible Survivor quotes? Whether your survivor takes down a pillar, or a stage of Mithrix, they could say something like: "I feel different" for huntress, or "Wanna hear an anecdote? There had to be a place for a giant fighter that couldn't take down on A SINGLE. DAMN. OUTLAW" for bandit, and etc. That'd give for some character personality and would be just fun to read or listen to.

old rapids
#

!feedback
Make the Diabolo Strike scale with attack speed so that its more useful late game.

old rapids
#

!feedback
Pure PvP mode.

coral ridge
#

!feedback It would be fun if artificer's ion surge utility could be angled instead of it just going up.

Maybe the wax quail could angle it forward to increase the mobility of the skill.

arctic zodiac
#

!feedback
Monster Logs are unlocked for an enemy the first time you kill them (Ex: Kill Magma Worm you get Magma Worm log). Basically no RNG for monster logs.

brave fiber
#

!feedback
i'd love a toggle original/monsoon skin visual in the character log to get a closer look at the details of both!

gaunt shell
#

!feedback Customizable themes for the character selection screen. Perhaps ones themed around a particular location, such as a deep blue cave for Bazaar Between Time

pliant frost
# arctic zodiac !feedback Monster Logs are unlocked for an enemy the first time you kill them (E...

!feedback

Monster logs are unlocked after killing a certain amount of enemies. Weaker, more common ones such as lesser wisps would be somewhere in the hundreds whereas stronger and rarer enemies such as overloading worms would require very few. To make this more interesting perhaps put the log there on the first kill but in jumbled text that gets slowly deciphered with each kill milestone (say 50 for lesser wisps) that you achieve.

compact solstice
#

!feedback
New lunar item
-Barrier no longer falls over time
-All barrier sources reduced by 75%
-Stacking: all barrier sources increased by 25%

atomic night
#

!feedback
New lunar item
-Barrier no longer decreases passively
-Passively gain X barrier per second (plus X per stack)
-Reduce all healing by Y% (plus Y% per stack)

Edit: Changed wording

rare meteor
gaunt delta
#

!feedback
on the topic of ion surge-
Boost distance no longer scaled by movement speed.
Pressing and quickly letting go of the button boosts arti ~10 meters up. Pressing and Holding the button boosts arti up to 60 meters.
No more 'hang time' at the end of a boost that makes arti feel super floaty. Allow quick jumps/drops

This will allow players to play a more grounded playstyle with retaining the aoe stun effect of ion surge, while at the same time maintaining the current used version AND not thrusting people into the ceiling limit and being teleported back down.
Depending on coding, holding jump to enable the jetpack slow fall effect may also improve distance gained with ion surge.

stray frost
#

!feedback
forign fruitshake (green item)
using your special skill helas you for 5% max hp and gives you 20 armor per stack for 6 seconds.

frank root
#

!feedback
New equipment:
Black Cat Totem
Usage: When this is activated, inflict the Unlucky debuff on enemies nearby. Unlucky increases the bloom and slightly increases your proc change against them.

fallow arrow
#

!feedback
make loader default grappling hook recharge while swinging

fallow arrow
#

!feedback

Squid polyp and Fireworks activating on MANUAL equipment activation.

It would still be "interacting" with an object and would buff the items a bit.

Edit: I say manual to keep from any gesture abuse and hopefully to discourage it some more.

plush skiff
#

!feedback

animate the jump/launch mushrooms in sundered grove a bit more, make their hood wobble slowly. Maybe the entire rim moves up or down, or it has a sinusoidal wave or sth. A subtle animation, but something more than the weird sparkle/heatwave effect. Especially in contrast with the flaming geysers. Also give it a nice bouncing animation and sound upon use!

robust shadow
#

!feedback
Add some kind of confirmation to close the game when clicking the x on the game tab on windows, accidentally lost an amazing run because I was on alt tab and when I came back I cliked the X by accident and the game just simply closed itself

flat cypress
#

!feedback

Make Glacial Elite death explosions scale with enemy size with a reasonable size minimum & maximum

safe prairie
#

!feedback
Rework Blazing elite fire trail to be affected by gravity, making trails created by flying blazing elites a potentially greater threat.

Also it could look cool

fallow arrow
#

!feedback

Make rex's alt primary a lobbing acid ball that deals damage over time, aoe and healing a small amount

compact solstice
#

!feedback
New lunar Equipment (similar to Recycler)
Used over items to risk loosing the items with a chance to obtain a better reward:
White item: 65% chance to destroy the item 34% chance to turn it into a green item 1% chance to turn it into a red item
Green item: 80% chance to destroy the item 20% chance to turn it into a red item
Red and Yellow items: 50% chance to destroy the item 50% chance to Duplicate the item (Higher reward chance because you will use it on items you already want)
Blue item: 50% chance to destroy the item 35% chance to turn it into a Pearl 15% chance to turn it into a irradiant pearl

compact solstice
#

!feedback
Fix Mithrix phases being separate entries in the Logbook, mainly asking for a way to better program Mithrix instead of straigh having multiple mithrixes for the different stages of the fight (however im not sure if the game engine would allow this), this would also fix stuff like, Mithrix being bugged if you fight him in insanely late stages, Mithrix logbook unlock method being janky, some Mithrix stage skips with certain items, etc. (yeah shameful personal stats btw :v)

ripe cliff
#

!feedback
REX should be able to climb walls while sprinting.

dire seal
#

!feedback make it when you pick up shattering justice the hammer replaces your sword it's nothing big I just think it would be a cool feature and detail

loud heart
#

!feedback
Make it so certain items become part of your animations. For example, the ukelele electifying melee and ranged attacks.

pliant rampart
#

!feedback
Add more stage varieties (placement of portals, land + objects, etc) to the void fields

glossy radish
#

!feedback
Remove the teddy bear from the void fields.

edgy sentinel
#

!feedback
If the Stone Golems spawn in Rallypoint Delta, change their texture to a snowy one :).

loud heart
#

!feedback

Purposefully missing potential items should slightly increase the chance of a worldspawn portal (if you're already stingy with coins). This includes chests and totems but cauldrons or recyclers shouldn't necessarily be counted.
To balance it out it would be best to also let this effect the natural spawn rate so it goes back down after a skewed spawn.

alpine granite
#

!feedback
I feel that the Mithrix fight is able to be cheesed too easily, some solutions I came up with are

  1. Allow him to use his ranged attack all throughout the fight, right now he can be beaten by just being in the air above him. If he had some range during the whole fight it wouldn’t be as easy to just stay above and become immune to most of his attacks.

  2. Artificer’s Ice Wall should just slow him or not affect him at all. Arti’s Ice Wall is broken against Mithrix and makes the fight really easy and cheesable. A simple solution could just be to apply the Runald’s Band slowness debuff when you hit him with the Ice Wall, or just have it not affect him like other boss enemies.

  3. Rex’s Tangling Growth should only slow his movement. Rex’s plant special ability can just completely stop Mithrix’s movement and has an effective cool down of around 3-4 seconds, making Mithrix immobile for a majority of the fight. Mithrix should still get the normal debuff of Tangling Growth but instead just move slower instead of being almost immobile.

umbral berry
#

!feedback
It would be nice if items teleported back to the surface if they fall off the edge, just like a player does.
Things like monster logs are really annoying to lose just because you killed the enemy when they were over the edge.

compact solstice
#

!feedback
Fix the stun grenade not being properly attached to the Artificer

stray frost
#

!feedback
etherial helm (red item)
15% chance on hit (plus 5% chance per extra stack) to apply the madness debuff to an enemy for 8 seconds. enemys with the madness debuff are susceptable to take and deal friendly fire damage from themselves and their allys. this item is unaffected by luck and the madness debuff must fully expire before it can be reapplyed.

plush skiff
#

!feedback

make the maximum angle you can shoot away from your crosshair something like 5-15 degrees. Now you can shoot your commando piercing bolt at a pointblank enemy, and it shoots upwards, completely missing any enemies behind it. I know this is an aim assist to not shoot the ground when aiming at the enemy, but it overshoots sometimes.

stray frost
#

!feedback
add special buff icons to enemys spawned via shrines of combat and difiant gouge, this would let you tell apart the ones that spawned naturally from the stronger ones you forced the director to spawn via the 2 methods listed above.

shrewd iron
#

!feedback make it so that it isn't so easy for one to accidentally leave a multiplayer lobby when it's waiting to start. *I. E. when people are selecting characters. I've accidentally ended so many good lobbies as host just because i wanted to type something and oops, disbanded the lobby.

safe prairie
#

!feedback
Disable the usage of Ruin while no enemies have any stacks to trigger, similar to Huntress being unable to use her Laser Glaive with no targets.

tawdry torrent
#

!feedback
Instead of traveling a fixed distance and then stopping, allow some of the momentum gained from wax quail jumps to carry over so it can be used to bhop. (qhop?)
*Edit for further clarity; I'm not necessarily suggesting that quail be able to build up BLJ levels of speed, just letting it conserve some momentum to make chaining jumps feel a bit better.

dire seal
#

!feedback make like a camera mode where we can sett lighting and move our camera around like in Spiderman Miles Morales as an example so people can take cool picture because I think it would be a cool feature and let the community share the images they made

loud heart
#

!feedback

Certain aspected/elite enemies should spawn more frequently in certain areas. Not like replacing others but just being overall cheaper for the director to spawn.

plush skiff
#

!feedback
give acrids blight a low proc chance on every tick, like 0.1, increases with stacks. This way it can stay relevant lategame and maybe become even stronger than the regular poison at that time. Every tick will still have a 1% chance to spawn a ATG, which is not much, but i think it will help balance/differentiate the 2 instead of 'just stackable'

loud heart
tawdry torrent
#

!feedback
Have Captain's microbot check the speed of a projectile before deleting it, and only delete it if the speed is greater than 0.

It's probably not the rework that microbots need, but it should at least prevent it from countering things that aren't even "real" projectiles like titan fists and acid pools.

sage marlin
#

!idea
A survivor that has a grenade when thrown explodes and teleports the survivor to the location

little barn
mint jackal
#

!idea

Base damage item - Based on how many non-damage items you have.

We've all been there with a shitty run when all you get is trash item after trash item.

Mabe an item that makes your basic attacks go harder the more items you have that isnt damage-oriented.

dire seal
#

!feedback make it where the prismatic trials for console and pc are the exact same so I can follow the pc tutorials for mercenary ethereal achievement

stray frost
#

!feedback
change the text of every item, artifact and equipment that buffs damage to state base damage in it's text. this would be to remove confusion of if one or more damage buff effects increases the other's.

stray frost
#

!feedback
volatile ammo box: green item
killing an enemy causes 4 missile's that each deal 100% base damage per stack and have 0.25 proc co to fire from the dead enemys corpse or forgive me pls doll.

shrewd vessel
#

!feedback
1-3 new skins for all survivors that can be unlocked via challenges

loud heart
#

!feedback

For console players, you should have the ability to check what your items do. My suggestion is to add a scrolling function but its locked to the D-Pad so you can still control your character while checking the player menu.

old rapids
#

!feedback
Allow Captain's microbots to block Lesser Wisp shots.

dusky solstice
#

weapon attack effects (similar to alt skins)
for example: laser/plasma alt visuals and sounds for commando double tap and suppressing fire

stray frost
#

!feedback
recureing agoney: red item
10% chance per stack for on kill items to proc a second time after a 1 second delay. this effect can't chain to itself so no op infinite repeating on kill cheese.

old rapids
#

!feedback
Alt skins change the color of the character's attacks.

merry pumice
#

!feedback
Add a confirmation prompt to the "Back" button in Multiplayer once at least one person has joined the lobby, an invite has been sent, or the code has been copied.

merry pumice
#

!feedback
Allow the D-Pad on controllers to be used to navigate menus. It's an unnecessary restriction to have to use a joystick.

pearl tiger
#

!feedback
Switch version: Add an option to increase the fonts size in general ( item's descriptions ecc… lore ecc).
Fix the frame rate.

tawdry torrent
#

!feedback
Give Sundered Grove a hidden area that's guaranteed to contain a red or overgrown printer, gated behind an appropriately difficult challenge similar to the bands on aqueduct.

It would give Grove a unique advantage over its counterparts and make it a powerful strategic option when looping, especially since red printers are basically nonexistent otherwise.
If it needs further balancing, maybe make it so that the contents of the printer are hidden until you've used it at least once, or it has a chance to break or something.

shrewd mauve
#

!feedback
Drop a warbanner whenever you activate a cell vent in the void fields (if you have the item of course)

brittle pollen
#

!feedback Give an option to remove rerolls from lunar shop for a run. People online just cheat coins in and abuse the reroll to get the perfect lunar items to break the run, usually being the gesture.

crude scarab
#

!feedback if there are going to be lunar item printers we should have them be unique-looking similar to the overgrown chest! Maybe like another form of lunar plant? I just thought a visual difference would be cool.

stray frost
#

!feedback
make it that activateing a piller on comencement counts as a means to proc warbanner.

brittle pollen
#

!feedback Ok, after thinking about it some more, what if the lunar reroll in the bazaar randomly broke like the BoI coin donation machine. This will not punish those who play the game without hacking in the coins, and, it does not allow people who do cheat in the coins to be able to get all the perfect lunar combinations in one go, bring the risk of lunar items into relevancy again.

stray frost
#

!feedback
sentiant katana: green item.
activateing your equipment summons 3 katana blades that spin around you dealing 150% base damage per stack within 16 meters arounds you with a proc co of 0.5 and a duration of 6 + 3 per stack seconds. number of hits per second scales with attack speed.

safe prairie
#

!feedback
Add a lunar coin limit adjuster while creating a lobby.

This would let people who use online multiplayer and don’t find coin cheating fun to have an option to prevent it in their game while still allowing those who find cheating coins fun to join lobbies of players who don’t mind. It’s an easy enough compromise for everybody.

old rapids
dense hatch
#

!feedback

Give the player the ability to direct drones to a area you ping and perform a task depending on what you ping. Like healing/protecting a teammate, targeting a specific enemy, or just gathering at a spot you ping at.That way they feel more versatile and they won't dick about and die to the Grandfather's heatdome attack

mystic sigil
#

!feedback

Add an inventory where items can be dropped. It can be toggled on and off and left-click will drop 1 item while right-click will drop the entire stack of items. It should also display detailed item stats like in the Logbook.

This would allow you to share items with your teammates that they might find more use out of and drop another's item if you accidentally picked up theirs.

shrewd iron
#

!feedback. Lunar item. dunno the name, just came up with it so it may not be balenced. When shooting an enemy there's a 10% chance to debuff it, just reduces the speed, health, and damage by 5%. up to 15% (plus 5% for every stack of the item.) when shooting an enemy, there is a 7% chance to buff it, increasing the damage, speed, and health by 5 percent, every stack of the debuff increases the chance of it by 0.5%. if applied when there's already a stack of the debuff, then it reduces the debuff by 2, if the debuff is 1 it just gives it 1 stack of the enemy buff. I though that there should be more lunar items that affect the enemies instead of the player. keep in mind I just made this in 5 minutes so it may not be balenced.

old rapids
#

!feedback
add a samurai character called Mercenary, who's got almost no health as a Melee character, but has a shitton of i-frames.

split forum
#

!feedback
rework merc's hitbox extensions into a dedicated feature of m1
-upon the 3rd swing, a hidden 0.5s timer starts, and your sword and jet get a more "powered-up" look

-during that 0.5s, your abilities are changed to enhanced versions (based on current m1 extended versions), once the timer ends, the visual flair goes away, and your abilities are normal

split forum
#

!feedback
an optional addendum to the previous idea
-give the enhanced version of eviscerate its ror1 ancient scepter effect (while evis is active, kills refresh duration)

slim slate
#

!feedback
Have acrid’s regenerative effects be considered actual healing so they work with things like aegis

dusky solstice
#

!feedback
double tap alternative that fires two pistols at once (effectively simply 2 shots per shot), but at 50% or 60% fire rate compared to double tap
accuracy spread build-up speed and max threshold are also reduced

flat hinge
#

!feedback
After playing a lot of this game I've came to the conclusion that the drone ai needs another rework. The drones just sit still in certain parts of the map like under crates in Rallypoint Delta, near the beacon in sirens call and near the cliffs in Titanic Plains. They also just sit still when they're close to enemies which helps with their aiming but leaves them open to being torn apart by a horde of lemurians. Gunner turrets don't prioritize whats closest to them which leads to a single blazing beetle taking them down.

(Tl:dr: Drone big stupid pls fix)

next grail
#

!feedback
Idea: If enforcer is added, he should use the drop pod door instead of a regular shield.

loud heart
#

!feedback

Microscopic demon core - Lunar equipment

Inflicts more damage on elite enemies while also reducing effects applied by them, such as reducing damage from overloading orbs, lowering the malecite timer and shrinking celestine fields. The dowside being, you take unstoppable damage overtime (3% of hp per second) while damaging allies in a certain area.

This item can turn on and off but it takes 3 seconds to activate and deactivate.

rancid nimbus
#

!feedback

Add an option in the UI settings to despawn interactables such as Chests, Lunar Pods, and money Barrels once opened by the player. This would aim to keep the map as clean as possible and aid with visual clarity.

solar leaf
#

!feedback
I forgot about this exploit til I saw a YouTube vid about it. Anyways I maybe a snitch, but can you fix the artifact reliquary glitch where you can obtain the artifact without doing the challenges of fight the reliquary.

Reason: Normally, I don't really have a problem with cheating since this is a PvE game and their is not competitive scene, but it's not mainly cuz of cheating why I want this fix. Mainly, it's because you skip out of the rewards like chest and can potentially get stuck.
https://youtube.com/shorts/GuinDjN-QoA?feature=share

#shorts
Note: to continue the run you'll still have to do the trial, but if you just want the quick unlock you can die after doing this and still have the artifact unlocked, not sure how useful this is for most people, but I thought it was cool and I wanted to show it off
also this video was test of the shorts feature, actual video next week!

T...

▶ Play video
rancid nimbus
# mystic sigil !feedback Add an inventory where items can be dropped. It can be toggled on and...

!feedback

@mystic sigil
An alternative would be to have a new hub area similar to the Bazaar Between Time where players could access a trade screen and transfer items. I definitely agree that there are times when a teammate has died in the early game and they are short on items - it would be nice to be able to bolster your teammates.

It could even just be a new terminal or area inside the Bazaar, rather than a new area entirely.

tawdry torrent
#

!feedback
Add some visual/audio feedback to Merc's m1 extension, and explain the mechanic in his character overview.
This isn't really a buff, more of a QoL change; M1 extension is a huge part of Merc's skill ceiling, but if you didn't hang around this server or read the guide, you would have no idea that it even exists.

Mechanically, the only change extension really needs is fixing its anti-synergy with attack speed. But adding some feedback to indicate how and when it works would still be a huge benefit for newer players, and would make it feel more complete instead of coming across as a glitch.
Edit: Just so people know what I'm talking about, here's an example of m1 extension in practice, taken from Fadeshock's guide. (The fact that many people don't know about it just proves my point even further.) https://www.youtube.com/watch?v=YsK47bLNKLE

dim hamlet
#

!feedback

Give monsters in the log books both a button to swap to elite types, attack buttons, which displays their attacks and buttons that show spawn/death animations. As someone who likes the logs a lot I'd love to closer inspect cool design. For Mithrix and his many attacks, perhaps different pages depending on phase.

plush skiff
#

!feedback

idk if it has been proposed before, but have arrows in the logbook so you can scroll through all items or enemies, instead of having to go back to the overview to select the next item. Just like in ror1

buoyant needle
#

!feedback

New lunar item, Blueserkers pauldron

On damage taken, increases your movement speed by 50% for 3 seconds.

brittle pollen
little barn
#

!feedback

new lunar: celestial Aegis

take half of the damage you would normally take

gaunt shell
#

Clarification ?

brittle pollen
#

!feedback Item idea:

Space Virus

Red tier item that works similarily to Happy Mask. When you kill an enemy, respawn them on your side (100% chance), with this item. When respawned, they do not gain any elite status if they were, and they have 50% less hp (+5% hp per stack) than normal (however, they do not die after a certain amount of time). May or may not teleport with you to the next stage. Whatever enemies they kill also become a zombie.

If the player also has happy mask, then the killed enemy respawns as a ghost with the space virus item too. (i.e. they respawn as a ghost like normal, with the set damage and degenerating hp, but they also spawn with the item for any enemies they kill).

If the player dies in multiplayer, then they respawn as an AI zombie to assist the other players before they inevitably die again. If they die with the item, it is consumed. (Assuming they do not have Dio's).

Probably is overpowered, or underpowered if the HP is too small for practical use.

gaunt delta
#

!feedback
Pc player here. Can the game understand when it is not focused when on windows platform? It is rather irritating to look at other items on your desktop with the game in the background and the game still receives inputs from mouse clicks despite the game not being in frame.

Kindly remove this 'feature' or bug

ashen gulch
green dust
#

!feedback

Create the option for void fields to have different tiers of difficulty that decrease the waiting time (independent of focused convergence) but increase challenge for waiting less/more rewards (according to balance)

Void fields is "optimal" in a run but is sometimes avoided because it's free items or because it takes too long.

It could be implemented with a menu from interacting with the 1st cell vent.

Suggestions for additional difficulty options include guaranteed preset monster items or combinations, like multiple crit items or guaranteed tesla coil, for masochists.

plush skiff
#

!feedback

make commandos grenades behave a bit more 'normal'? Right now, if you throw them at your feet, they still roll 10m away horizontally and they are bad for imps that are really close. It feels like they get a certain 'roll distance' regardless of how you throw them, and it can sometimes feel very awkward, especially on non flat terrain. I dont want to change the timer, just the physics.

plush skiff
#

!feedback void item: corrupts berserkers pauldron
'Direct vengeance" or sth

on taking damage, gain an attack boost and movement speed boost for 5s (+3s per stack)

dusky solstice
#

!feedback
option to hide specific item visuals
in the logbook, when selecting an item entry, there would be a slider that toggles the visibility of the item when carried by the character

rancid nimbus
#

!feedback

Currently, the Repulsion Armor Plate reduces all damage taken by 5 and scales at a linear rate of +5 for each additional Repulsion Armor Plate. Outside of the early game areas and some instances of damage-over-time, the Repulsion Armor Plate scales poorly into most parts of the game.

The Repulsion Armor Plate should be changed to scale as (5r)x. (r= the current round, x= quantity of item)
For example: A player at the fifth stage with three Repulsion Armor Plates would prevent (5[5])3 = 75 damage.

This would allow the Repulsion Armor Plate to scale better into late game. It would not completely solve the issue of the rapid, late-game damage scaling but would allow it to remain more useful for a longer duration.

rancid nimbus
#

!feedback

In the case that a player disconnects from a multiplayer game, their character becomes an allied doppelganger which retains all previously held items. The doppelganger would need to teleport in cases such as activating the teleporter event or entering the Mithrix arena on Commencement.

Players who have disconnected from the session can attempt to reconnect and resume control of their character.

loud plinth
#

!feedback

i cant be the only one that thinks merc's energy color should be red instead of blue for his oni skin

brittle pollen
#

!feedback Add an option to make artificer hover toggle. I don't like using it because on the mouse and keyboard, my wrist starts to hurt after using hover extensively for a few runs.

Edit: typo

soft mural
#

!feedback

Seriously, can we fix chests and printers throwing items off cliffs already? It was funny the first few times, sure, but why was it even a thing to begin with? It's just disappointing when you find a bleed or crit printer only for it to be unusable because it spawned in just the right location. I've also played Binding of Isaac, so I'm no stranger to RNG fucking me in the ass, but at least in that game when you find a seemingly inaccessible item there's a way to get to it. I would much prefer needing to have a specific item to reach a chest than have it be completely removed from the run just because I got unlucky.

tawdry torrent
#

!feedback
Give Huntress some kind of built-in crit mechanic, both to help with her damage and to make flurry useful without requiring crit items.
Here's what I propose:

-Give her a passive that allows her to "overcrit", increasing crit damage whenever her total crit chance exceeds 100%. Intended to prevent crit items from becoming obsolete.
-Each time Glaive hits an enemy, she gains stacks of a buff which temporarily increases crit chance by 8.25%, or 16.5% if the hit is a kill.
-The on-hit buff caps at 50% even if multiple glaives are thrown. The on-kill buff has no hard upper limit but experiences hyperbolic scaling once total crit chance is above 50%.
-Optionally, scoring critical hits with her skills adds a small amount to the crit buff's duration, allowing her damage to maintain some momentum while glaive is on cooldown.

I'm not sure if this would be too powerful (maybe have mini-crits instead of full crit?), but I think it would make her kit feel more cohesive and would help immensely with her mediocre damage output. ||If this gets added, strafe may also need a special crit effect of its own to help it compete with flurry.||

split forum
#

!feedback
Alt Secondary for captain

BM-AT mobility thrusters (Boot Mounted-All Terrain) credit to @stray frost for inspiration, and @safe prairie for the - (makes it look more sci-fi)

-4s cooldown

when used, boosts you up+the direction you're moving (just up if stationary) akin to headstompv2+wax quail (height/distance may need adjustment, and the ability shouldn't trimp)

signal bay
#

!feedback getting Rex. I love the way you get him but the fact I can get all the way to stage 4 but there’s no guarantee I can get him is annoying. Idk if it’s my luck but I’ve tried at least 20 times and haven’t gotten the area

split forum
#

!feedback
addendum to BM-AT mobility thrusters
deal 300% damage 1m around the player when launching, and stunning for 1s

arctic zodiac
#

!feedback
Make acrid’s melee hit box slightly larger, this would allow for him to hit vagrants while on top of them.

stray frost
#

!feedback
alt captain special, the UES interdimensional satalite pulse cannon, or the UES ISPC for short. it has a 90 second cooldown that's unaffected by cdr and the cooldown doesn't reset from stage to stage like an equipment, but when used (usable in hidden realms) it lets out a stage wide pulse of your chooseing (between 1 of your 2 chosen beacon types) that does the following based on which beacon it copyed.
healing: cleanse all debuffs and then heal all allys for 100% max hp.
shock: deal 10% max hp damage to all enemys and apply shock to them for a max of 10 seconds.
resupply: set the cooldown rate of the equipment held by you and all your allys to be 5 times faster for 8 seconds.
Hacking: all gold costing interactables (chests, chance shrines and equipment barrels) have their base cost set to 75% of their original value for 30 seconds and stun all enemys on stage for 5 seconds.

loud heart
#

!feedback

On the topic of melee hithoxes;
Actually make them angle up and down, like you attack in the direction that you can look in both horizontally, vertically and diagonally.
Imo it would be a bit better than just extending the hitbox unless the hitbox would be an issue regardless.

summer verge
#

!feedback
Vengeful Mithrix, an elite version of Mithrix that would appear on artifact of honor. He would have a small amount of shields, a fire trail, and would slow you down on hit(and/or have more health).

buoyant plinth
#

!feedback
if we're having such a big argument over suppressive fire vs nades why don't the devs add an ability that let's us have both

Suppressive Nader - Fires 6 stunning nades (scales with attack speed) (stacks ruin) (applies exposed) (they're impact too) (weakens) (refunds cooldown on kill) (shoots phase round lightning) (summons a beetle guard) (spawns a squid turret) (spawns a blue orb) (spawns a gold orb) (applies bleed) (applies ignite) (applies malachite) (freezes) (immobilizes) (roots) (spawns a celestial orb) (applies hemorrhage) (applies poison) (applies blight) (applies burn) (cripples) (applies fruiting)

split forum
#

!feedback
this is an overhaul of the previous post, as multiple people thought I was suggesting an ability for captain that gave the effect of quailboosting, which was not at all my intent

BM-AT Mobility Thrusters
4s cooldown
Boosts you up+the direction you're moving (just up if you're standing still), 20m up, 10m directional

enemies within 1m of you take 300% damage and are stunned for 1s

tawdry torrent
#

!feedback
Give Merc higher acceleration and deceleration than the other survivors, especially when sprinting and jumping.
While it is a tiny buff that he doesn't totally need, it would be cool if his movement had a more precise, ninja-like feel to distinguish him from the other survivors. Maybe even add a slight lunge to his M1 or something, just to complete the ninja kit.

In other words, give Merc SSBM movement, wavedashing included

bitter wedge
#

!feedback
to more incentivize acrid being a ranged melee hybrid give the melee a boost to the range.
I think one way you could do it is to make the poison/blight 5% to 10% faster with every hit and i think it would solve both the problem of acrid feeling slow and his melee being useless

hot barn
#

!feedback Commencement would be much more enjoyable if the additions from the Anniversary Update were optional and/or rewarding, like their predecessors from RoR.

Specifically, the Pillars feel like little more than knock-off Teleporters, with the exception that they give no rewards (relative to 1.0), in spite of the significant difficulty that comes with having more opportunities to die, more minutes for Mithrix to scale, and (on Eclipse) more Curse and tiny charge zones. I think that a couple of small Pillar changes, inspired by the final stage of RoR(1), could significantly improve the stage:

  • Make it so the player only needs to clear 1 Pillar to proceed to Mithrix. This would soften the difficulty boost, give the player more options for which types of Pillars to skip, and make the stage much more tolerable for people who don't like Pillars.

  • Add rewards for completing Pillars beyond the first, like the Keycards in RoR. This could be as simple as adding Teleporter-like drops on completing a Pillar, or could be something more interesting/unique like a green (or even red) Multishop that spawns when you finish. Rewards would make the Pillars less of a slog, and keep them relevant for players who like them.

brittle pollen
#

!feedback

To expand on the idea of giving Captain more mobility without making him even more powerful than he already is. This will be some kind of unique teleporting ability powered by his ship (i.e not available in the realms) to help him or his team:

A beacon that allows any player to teleport to its location by pinging it. This will not be spammable, having a 10 sec. cd before the player can interact with it again. Since this is a beacon, it requires good planning as to where a good fallback location could be, or it could be used to get to an out of reach area in the early game.

--OR--

We could give him an alt m2 instead that allows the captain to teleport to his nearest beacon. It would be a large cd (40 sec), and since it relies on beacons, would be unusable in the realms. This means that, at least for the early game, he would only have 1 ability in the realms, which could hurt him, but this mobility would be really helpful as a backup option when his microbot is not stopping everything.

scarlet kite
#

!feedback
more enemies like the void-reaver that only spawn on loops, to make looping more interesting. ideally they would be more complex than average enemies, with attacks/tactics that require more thought to defeat than regular monsters

gentle hamlet
#

!feedback give Acrid's M1 (the 3rd hit) the poisonous effect, so blight isn't so bad, or increase the damage per stack of blight to 80% per tick

hot barn
#

!feedback The defend-the-ship sequence after Mithrix feels very un-engaging, and because it's the end of the game I find that it has a disproportionate effect on the overall experience. I think it could be elegantly improved by making it more focused on combat, rather than just waiting out a timer.

In 1.0, the escape was pretty good. You've just finished the climactic battle, and suddenly the moon's exploding; you race against the timer, and the second you make it there, that was it. You win. Other than some undue dependence on mobility (which could have been addressed with a few well-placed jump pads), a great way to end the game.

Now, once you reach your ship, you need to... just sit there for a full minute, "defending" the ship from monsters that can't even enter the charging zone. It's boring, easy even on high Eclipse levels, and deeply anticlimactic. I've also heard of the possibility that you get to the ship too late, and you're left watching as the timer counts down until you lose.

I think that a change from "spend a minute near the ship" to "kill the monsters near the ship" would make more sense and be a lot more fun. To give a detailed example:

  • after you beat Mithrix, a large zone appears around the ship
  • once you enter the zone, a bunch of monsters spawn (a Director gets a bunch of points)
  • if you leave the zone, more monsters spawn (a Director gets points over time)
  • all of the monsters together are a boss, with a combined health bar on the screen
  • you win as soon as you kill all of the monsters
  • you lose if the moon explodes (or if the monsters kill you)

With these changes, the end of the game would again have you racing against the clock, rather than just waiting it out. Even better, this race would be about killing monsters (because this is RoR), whereas in 1.0 all you needed to do was move fast.

solar leaf
#

!feedback
Seems unimportant, but I would like to be able to ping currency(i.e the amount of gold and lunar coins) and items in your inventory.

Reason: It's really not THAT important compared to the QoLs I suggest, but it would be a convenient feature.

willow tide
#

!feedback I feel it would be really useful to be able to save mid run as runs can go for upwards of an hour

trim escarp
#

!feedback For Wetland Aspect, have the N'kuhana skeleton drop a Malachite elite aspect to at least rival the guaranteed item drop of abandoned aquaduct.
Edit: It will spawn even if you have killed it before and the item would spawn back on top with you

Pros:
-gauranteed equipment

  • Malachite elite aspect is not over powered
  • helps people who go for a death mark build

Cons:

  • nothing
full mauve
#

!feedback

scrap gup because it is a shitty meme and a shitty mob

smoky lark
#

who is gup and why are you hating on him

tawdry torrent
#

!feedback
Loader should suplex enemies if she uses thunderslam while holding them with spiked fist. Also applies to Mithrix.

Reason: violence

ocean bluff
#

!feedback I’m sure that someone has said something like this already, but I think soldier’s syringe should affect the cooldown of artificer’s primary

loud heart
#

!feedback

Having multiple goat hooves should put it on both legs instead of one.
But for the funny maybe the other can be backwards huntresspoint

oblique wind
#

!feedback

a item that every item that you more then for example 5, you boost the items stat but having more then the 5 of them is useless (could be lunar item) or the same thing but it boost a random stat but if you have 10 of the same items it won't apply a other boost but you can have multiple boost if you got multiple items that have more then 5 items (legendary or a secret level items)

daring plaza
#

!feedback

its been said a gajillion times but alt captain secondary

tawny dragon
#

!feedback

This is a request for the first Risk of Rain, but it’d be great if the multiplayer was a little more accessible, sort of like the second game was.

dusky solstice
#

!feedback
personal shield drone
similar to healing drone but instead it gives you a bonus equivalent of 25% of your health in shields
shield are the same as personal shield generator item shields
additional drones provide more max shields (2 drones = equivalent of 50% health in shields)
shield slowly runs out when not charged by the drone
can give shields to AI allies

barren ore
#

!feedback
Elite affixes could replace skills on stronger enemies (and possibly survivors) with more thematic versions, in a similar manner to Ancient Scepter or a more personalized Heresy item. These probably shouldn't be large changes - just something similar to RoR1 elite bosses that makes them more unique than a stat buff, on-hit effect, and a universal ability.

Some examples:

  • Blazing Beetle Queen's spit hits a larger area and has added fire visuals, but fires fewer projectiles
  • Overloading Elder Lemurian could create an electric field around itself instead of (or in addition to) breathing fire with M2
  • Glacial Void Reaver would freeze instead of immobilize if they apply 3 stacks of their debuff (idk if this one is possible)
  • For a survivor example, additional fire effects could be added to Whirlwind/Rising Thunder if Mercenary has Ifrit's Distinction

(please note that I'm not saying they should have these exact effects, just giving suggestions as to how this could work)

old rapids
#

!feedback
Allow sources of healing to force your shield to start regen.

oblique wind
#

!feedback

making risk of rain 2 cross-platform so you can play with xbox,playstation,switch,stadia and pc player

mystic sigil
#

!feedback
add a trade screen so players can directly trade items to each other, it would allow you to cooperate and get desired items easier without being able to easily cheese printers/scrappers. traded items would fly from one person to the other sort of like how Mithrix takes your items/gives them back when damaged

tawdry torrent
#

!feedback
Add an indicator on the health bar to show where health ends and shield begins, or just have a separate bar for shields.
It's a little jarring to glance over and see your healthbar only partway full despite being at max HP, due to your shields being empty.

loud heart
#

!feedback

A slight rework for PSGs, if you have one in your inventory then monster tooth will drop blue orbs to jumpstart shield regen. This also includes the rejuvenation rack in doubling this value.

cerulean tinsel
#

!feedback

Reduce the damage Overloading enemies and orbs deal to shields.

This would mainly serve to give shields more of a purpose, and to soft nerf the (by a wide margin) hardest tier 1 elite currently in the game. Currently Overloading Elites have a major advantage over the other two Tier 1 elites by dealing both more damage, and having more defenses in the form of their shield. Allowing players to defend themselves against these elites by purposely grabbing PSG would enable the item to have a use as a common elite hate item, in a similar vein to Old Guillotine.

shrewd iron
#

!feedback

We need more lunar items that affect enemies instead of players. here's something that i've thought of.: Warped Design, Has a chance to either buff (7%) or debuff (10%) an enemy.

thick pelican
#

!feedback

PSG damage should be taken after health, that way it doesnt mess with one shot protection

twin galleon
#

!feedback

Give us an option to pet the glass frog.

split forum
plush skiff
#

!feedback

void item idea: regenerating scales
corrupts armor plating

after not getting hit for 5s (or more, idk), gain 10 (+10/stack) armor to absorb the next hit. Armor is lost on the next frame.

The reason is that armor plating is good vs DOT, and the corrupted version should be good against single, strong hits. Hopefully this will be better in the late game?

stray frost
#

!feedback
artifact of ambush
all teleporter events are horde of many, also secretly disables overgrown printers from spawning.

mighty bolt
#

Make the drones float above the player rather than swarm at their feet

shrewd iron
#

!feedback return game-discussion-1 to gup-discussion-1

mint jackal
#

!feedback Move mercenarys ability unlock to a new skin unlock instead for people that doesnt care about prismatic trial and just want to be able to play the game

tawdry torrent
#

!feedback
Equipment drones should target allies if they're given a gnarled woodsprite, so that they can actually heal teammates reliably.

simple crescent
#

!feedback Potentially make some items in the Bazaar cheaper than others?

I'm not saying like "make gestures cost 5 coins" but make some of the less impactful lunars cost 1 coin instead of 2 at the bazaar.

Like, look at Defiant Gouge. Its not a bad item by any means. I'll usually take it when I see it drop from a bud. But its not worth paying 2 whole lunar coins for something as minor as "shrines spawn enemies". I feel like were that cost reduced, it might actually be worth buying.

oblique wind
#

!feedback
maybe a artifact that is similar to fuel array that when you are under 50% health you explode but you it a artifact so it doesn't take your equipment slot if you are not mult-t and maybe make it 45% on drizzle 50% on rainstorm and 55% or 60% on monsoon. it could create a new and harder challenge on the game i think that could be fun especially with the artifact of death.

sharp monolith
#

!feedback

Probably been done to absolute death but bosses should have a chance to drop their respective boss item on death on the artifact of sacrifice.

EDIT: NvM I forgot TPs still drop items on sacrifice LOL.

sharp monolith
#

!feedback

A movement-based Engineer utility. He has a jetpack, so it wouldn’t be too unrealistic, and I would be happy with something as simple as like a little Commando aerial slide where he just kinda jumps and gets some more momentum than usual.

wet cave
#

!feedback

I suggested this a while back and it seems people liked it, but since we're getting expansions sometime soon I feel like suggesting it again. Original post: #ror2-feedback-and-ideas message

New red item: Static Driver
Damaging skills (maybe damage from item proc chains as well) have a chance to add a stack of static debuff to enemies. Moving (maybe attacking too) builds up charge buff. Upon reaching max charge, discharge, dealing damage to the nearest enemy within range afflicted with static. The discharge then chains to the closest enemy from the initial target that is afflicted with static. The process repeats until there are no enemies with static in range of the previous target of the chain, with each target taking damage based on how many stacks of static they had. Could apply Captain's taser shocking effect to enemies hit by the chain.

I'm not well versed in the RoR2 lore but here's an idea:

"What are you doing? What's that?"

"A little something I picked up when going through the chests we found. Looks kind of like a--"

"A Jacob's Ladder device, or whatever it's called that we have back home. Yeah, put it back. We're supposed to look for chests scattered around and report back on what we found, not take them-- hey! Why'd you hit me?"

"I was just playing. Aww, c'mon man. It's just one item. Besides, there was nothing like this in our logs, so I thought I'd bring it back to show our officer in person. Pretty cool that even aliens make these things."

"You know those things can give you a pretty nasty shock, right? Besides, this is alien. Who knows what it might do."

"This isn't like some of the other bizarre alien artifacts that we've come across. This looks purely mechanical, it's not on, and it can't have been plugged into anything anyway. It's harmless as it is right now!"

"Just put it back. We don't know it's a Jacob's Ladder."

"Ugh, fine... wait why's it sparking now?"

"OW!"

digital sigil
#

!feedback
Make it where cleansing pools can spawn on Sundered Grove to add the gameplay and the lore so people actually like grove a bit more

oblique wind
#

!feedback

i think that there should have a option to remove enemy dead body after a period of time because it can be annoying when a dead body hide a chest

old rapids
#

!feedback
Add Boss Items to the loot table of boss enemies with the Artifact of Sacrifice.

split forum
#

!feedback
to balance transcendence's insane stacking potential, make each stack increase the shield recharge delay by a fixed amount
i.e, 0 transcendence is a 6 second delay, 1 is a 10 second delay, 2 is a 14 second delay, etc
I think this also gives transcendence a consistent "big health pool, long recovery" theme

cold comet
#

Add in an easier way to kick people who use modded cheats to ruin the lobby... the text console is too clunky to use while also trying to stay alive on monsoon. Maybe add it as like a button next to the players name when you press tab? With an are you sure? box to make sure you don't accidentally kick someone.

stray frost
#

!feedback
c4 potato bomb (lunar equipment)
activateing the equipment the first time will place a bomb on your head that has a fuse time of 8 seconds, reactivateing the equipment will pause the fuse and teleport the bomb to an enemy your looking directly at within 75 meters and then explode in a 20 meter radius for 400% damage for each second charged (including miliseconds) if the fuse timer runs out while your holding the bomb, you and any enemies within 20 meters will take damage equel to 75% max hp of your max hp.

tawdry torrent
#

!feedback
Alternate secondary for MUL-T:
"Scrap magnet"

-Fires a magnet that sticks to monsters and walls. Shots fired by his primaries are pulled towards it and will pierce other enemies until they reach it.
-Hitscan shots follow a curved trajectory towards the magnet.
-Using powersaw instead pulls MUL-T towards the magnet at high speed.
-Only one scrap magnet can be deployed at once, using the skill a second time detonates the magnet for 200% damage and puts the skill on cooldown.

tl;dr It's literally just the magnet bomb from Ultrakill.

sharp monolith
#

!feedback

A feature that lets you scrap more than one collection of items at once with the scrapper. It can be formatted like it is now but with some check boxes and a “Scrap” button.

plush skiff
#

!feedback

wake of vultures: for each elite buff you currently have, gain +10% base damage. Elite buffs instead last for 5s (+3s/stack).

I really dont want any reds I farmed for 5min for the gold chest to be shitty and low impact, and the only impactful elite aspect is overloading which comes with its own nice little downside. Wake of vultures is just underwhelming in its current state.

loud heart
#

!feedback

Just a tiny qol thing.

If you're within eyeshot of a codex, it should be attracted to you, but only monster codexes. Location codexes stay put. huntresspoint

scarlet apex
#

!feedback
Survivors with elite equipment look amazing. Maybe add an option to choose elite versions of skins in Loadout?

rancid nimbus
sharp monolith
#

!feedback

Give Commando’s dodge roll invincibility frames. This would make it a choice between it and his slide, instead of a no-brainer.

deep tundra
#

!feedback

Something I've seen quite a few suggestions for is some kind of item drop feature or menu to trade items with players in multiplayer, and I think I've come up with a good in-universe solution to this, in that it's both a fun visual novelty, and it's also just as unnecessary a opening a storage chest by giving it money.

This would take the form of a new interactable that only spawns in multiplayer (let's call it the Item Trader for now). I imagine it'd look something like two 3D Printers back-to-back. A player could interact with one end of the Item Trader and a menu identical to the Scrapper's would appear. Upon selecting an item, up to 10 of that item (just like the Scrapper) gets placed on display in the same spot 3D Printer items are shown. Once a 2nd player has done the same on the other side of the Item Trader, the items would disappear and the hatches would close. After a few seconds, the items inserted would be spat out onto the ground on the opposite sides of the machine, allowing the players to pick the items traded to them.

I think I like this more than something like a key bind as it has the same time-eating weakness that most of the other interactables have, giving it some risk by potentially putting you in an uncomfortable situation (looking at you, mini mushrums). The main issue I could see with this design is one player putting an item in, but the other player not doing the same, leaving the item stuck in the machine. In that case, maybe some kind of failsafe could be put in place, where the item is given back to you if the other part of the Item Trader isn't used within a certain amount of time.

sharp monolith
karmic haven
#

!feedback
Increase the roll velocity on Tactical Dive so the overall roll distance is the same as pre-Anniversary while having a shorter overall distance, and give it 2 charges instead of one.

As it stands, Tactical Dive, or more commonly referred to as Roll, is in this weird state of balancing. Giving it iframes would make it always better than Tactical Slide, but do nothing and it's always worse, so instead this is a compensation for it to fill its intended niche: Combat mobility

The extra velocity means its distance would now match that of how it was pre-Anniversary, but maintaining a the shorter roll duration will mean you spend less time in roll, ergo less DPS lost while still going the same distance. The extra charge is to enhance the combat mobility - since you have two charges to work with now, it's easier to use it instinctively, with an extra charge as back up if you suddenly need to change directions and/or extend the length of your roll

On terms of general mobility, Slide will still be better. It covers a longer distance, is more controllable, and offers an extra "jump" in the air. However, in combat mobility, Dive will now be better, presenting a faster animation time and having a second charge to quickly reposition or dodge again, and being more slick in quick aerial movement.

Should this still prove to not be enough, then adding armor that rapidly decays over the course of the roll should do the trick, and/or having sprint speed carry over into the roll.

stray frost
#

!feedback
(tonic nerf) to fix the tonic it should have a required internal 5 second downtime after one tonic buff wears off before another can be applied, thus forceing you to risk accumulating and feeling the effects of the afflictions, and prevent 100% tonic uptime.

mystic sigil
#

!feedback
add an option to mute or quiet equipment activation sounds in settings

when you run a permanent buff with gestures + fuel cells and say, jade elephant or gorag's opus the sound of it activating every few seconds gets annoying, especially with jade elephant

regal thistle
#

!feedback

Lunar item idea: Greedy pouch

You can get additional same items. (33% per stack) But difficulty goes up one level.

little barn
#

!feedback
Make money gained from monsters scale a bit slower/cost of chests scale a bit faster.
Right now as soon as you start getting past the first 7-10 stages money becomes a non-issue to where you can just do the teleporter boss right away and afford everything on the stage, which makes money items irrelevant, looping optimal gameplay just becoming rushing tp and then looting a stage with no enemies on it, and you end up scaling much faster due to looting chests faster than the timer can scale the game. Reducing the egregious amount of money you get in looping would be a step in the right direction to change a few of the problems a lot of people have with looping.

alpine bridge
#

!feedback

Add and option in the settings to enable or disable rich text item/ability descriptions.

(before I go into a long winded explanation, I'm basically suggestion to add the "ItemStatsMod" on thunderstore to the base game as a toggleable setting.)

An issue that I have noticed in base game is that because different survivor abilities can have different proc coefficients, such as MUL-T nail gun only having a coefficient of 0.6 while commando double tap has a coefficient of 1, it can cause the amount of items you need of a certain type to guarantee procs difficult to calculate. In this instance, MUL-T requires more of an item, like tri-tip dagger, to get the same proc chance as commando. Mods exist to correct this, such as ItemStatsMod, however this means you can't do things like prismatic trials.

I'm not sure if it was a stylistic choice, but the lack of item info in the game, especially for new players, can make it difficult to understand what is happened. I would suggest adding rich text item descriptions, that would include information like range, proc chance, and effects on other items (like 57 leaf clover), attack speed multiplier (soldier syringe), etc. I would also suggest adding descriptions for abilities that include info like the proc chance of that ability and its cooldown. An example would be that if I opened the item menu and hovered my mouse over 9 soldier syringes, it would say that I have "+90% attack speed". As to not upset current players or if it was a stylistic choice, I suggest adding a toggleable setting for this, so if there are people that don't want longer item descriptions, they can get rid of them.

wild sandal
#

!feedback
make the game a hat simulator Death_Mark Death_Mark Death_Mark

sharp monolith
#

!feedback

An increase to the amount of Lunar Coins dropped from the Twisted Scavenger. Currently, it takes an average of four Lunar Coins, one for a Newt Altar, one for a likely Lunar Item reroll, and two for Beads of Fealty. This is a net gain of eleven coins, which is very not worth it since Mithrix nets you ten coins (and also doesn’t have the chance to be Kipkip). There’s also a chance you’d have to spend more coins than four for more rerolls, making it even less worth it, until it’s equal or worse to Obliterating, or even a net loss in Lunar Coins.

alpine bridge
#

!feedback

New Lunar Item: Hardened Carapace

Double health but halves damage. Stacks the same way as shaped glass. However, if you pick up a hardened carapace and a shaped glass, you instantly die like if you pick up 128 shaped glass.

stray frost
#

!feedback
amethyst shards: red item
activateing your equipment has a 25% chance +12.5% per extra stack to reset one stock of cooldown to all your abilitys.

wooden shale
#

!feedback
Sorry if it's been brought up before, but an option to tweak the 3rd person camera distance would be such a nice comfort feature. Would also reduce the likeliness of being caught by something off-screen that's completely unnoticeable in the midst of chaos.

I'm reminded of how RoR1 allowed a wide range of zoom levels and it was really comfy and less stressful being able to view much of the field at a glance. For me it made it more enjoyable.

fallow arrow
#

!feedback

I Forgor Death_Mark

stray frost
#

!feedback
Saphire repulsion gem (or SRG for short) defensive red item.
when an enemy dies (even if you don't kill it) it drops a stone orb, any survivor with this item can pickup the stone orb and gain 1 pulse stack (as a buff counter like predatory stacks) when you get 8 pulse stacks, consume them all when you touch or are touching the ground to unleash a shockwave of gems that travel along the ground and can climb the geomatry of the environment (like mithrix shockwaves from his jump and 3rd phase hammer slams) with a 400 meter radius, any enemy hit by this is knocked back and is afflicted with tar for 7 seconds.each extra stack doubles the base knockback force and increases the tar duration by 7 second.

buoyant needle
#

!feedback re add bandito L, he was a good mod

sharp monolith
#

!feedback

An option to swap dominant hands for characters like REX, MUL-T, Captain, etc. in settings.

plush skiff
#

!feedback

Rex's bramble volley is in its current state superior to the sonic boom, maybe adding 1s or 2s of cooldown to bramble volley can balance it.
I see sonic boom as a spammable stun or movement option, the 'weak' debuff doesnt matter that much as your primary already applies this.
I see bramble volley as the stronger counterpart, but less spammable. However, the 20% HP cost ('''anti-spam''') is completely negated by the half health you heal from hitting 3-4 enemies, and is very good for thinning out wisp hordes. It can heal you in a pinch, which is nice, but should not be every 5s.

noble kernel
#

!feedback

We need the Scavenger as an Wallpaper Enigne background, just him blinking at the cam like in the Log

broken karma
#

!feedback

Have the buyable turrents be able to spawn at Mithrix's arena or at least teleport there when you start the Mithrix fight.

So at the very least it does something and not just afk at spawn and do nothing the whole time.

summer forge
#

!feedback
Give console players a button to automatically lock the camera in the direction you are moving because currently, it takes like 4 seconds to turn around in order to sprint out of the way of an attack and since you can't turn on a dime like those on pc can you have a disadvantage with your dodging capablilities

unreal berry
#

!feedback
If you go to the bazaar between time on stage 3 there should be 3 dream portals instead of 2

little lava
#

!feedback
item idea

Rarity: Orange
Name: Fervent Dancer
Appearance: A classic 80s boombox
Description: Placing this equipment on the ground will make enemies forcibly groove to the music, not attacking you or moving from their positions for 10 seconds.
Cooldown: 45 seconds, once the effect has ended (55 seconds)

loud heart
#

!feedback

Smog Machine - Equipment

Charges up for 3 seconds, after the 3 seconds are up the machine releases clouds of smoke that blind you and your enemies, as well as dealing small amounts of damage.
The longer the machine is out, the bigger the clouds as well.

Drones are unaffected by the damage aspect, however they still experience blindness. To be specific, blindness is more like covering your line of sight while leaving a small area to see through clearly.

Equipment duration lasts 10 seconds, the cooldown is 50 seconds total after being used.

dusky solstice
#

!feedback
a special item that gives a different effect for each character that either fits them thematically or benefits them the most (similarly to throne butt in NT and birthright in TBoI)

wind ermine
#

!feedback

i personally think its a bit odd that spiked fist is basically an upgrade to loaders other M2 skill which i cant remember the name of. maybe add a little something to differentiate them a little more?

trim bronze
#

!feedback
CHEF

My friend has said he will get the game, but only on the condition that chef be added to the game. Thank you for your time

buoyant needle
#

!feedback
new lunar item, feedbackup magazine (wip)

  • increases attack speed and charges on your primary
  • but increase cooldown of primary by a flat amount
oblique wind
#

!feedback
new lunar item, idk what to call it maybe the heavy training boot

+increases attack speed by idk like 20% +7% (more or less) per stack
-decrease movement speed by 25% (more or less idk) and maybe it could remove permanently 3% of movement speed item speed -3% per stack
or the same effect but it switch

stray frost
#

!feedback

tawdry torrent
rustic python
#

!feedback
D.I.Y Rocket (Equipment Item)

On use sends you forward and deals contact damage with any enemy you touch. for about 5 seconds. Can be steered while in use.

Light enemies will be knocked out of the way and damaged when hit.
Heavy enemies will only be damaged.

Why?
I think it would be fun to have some sort of mobility item that also does damage while also sending you somewhat far and fast.
Most mobility items (Excluding Volcanic egg) don't deal damage on hit, and i think one that can also be used offensively and defensively (In other words, running away) would be a decent alternative to the egg/ chrysalis

Unlocked by killing any boss while Flying.

"A Cheap 'Rocket' that's just a soda bottle. I estimate there's about a 50/50 chance this either explodes mid-flight or runs out of fuel early."

dire seal
#

!feedback this guy deserves more attention not everything is perfect but if one thing could be added it would be cool it looked like they put in a lot of time and care into items stages and enemies and if just one or two things of the things could be added it would be awesome I found it on reddit and I was blown away by the amount of detail in everything and some of it looks like it would fit perfectly plz just read it https://docs.google.com/document/d/1mRj_wADu0cru9Kmp0sPquV-leUX_CwVtbXGYLxXFDK0/edit?usp=sharing credit :u/Corn-Lord on reddit I can not praise this enough some of these seem like they would fit perfectly in the game

full mauve
plush skiff
#

!feedback EDIT: apparently there might be a void ATG already so consider this a regular green item idea:
void item idea: back-strap mortar
corrupts ATG

10% chance to launch a mortar for 400% (+100%/stack) damage that explodes in a 8m (+8m/stack) radius

the mortar is like ROR1: slow projectile, limited range and aiming (it would just fire forwards, but distance is based upon target), but high damage. However, stacking would focus on splash damage rather than single target damage.

broken karma
#

!feedback

The ability to cancel the flight of Milky Chrysalis by pressing either the sprint key or the equipment key instead of waiting for it to finish.

lofty gazelle
#

!feedback
buff loader. her lack of range makes her impossible to play.

loud heart
#

!feedback

Survivor exclusive items having their own tier would be nice.
Maybe brown or something.

oblique wind
#

!feedback
the game is call risk of rain so maybe that something bad or good could happened when it raining
like making you or the enemy stronger or difficulty scale faster or the boss is stronger something like that

loud heart
#

!feedback

On the topic of rain

There should be an option to add weather effects, but since its called "risk of rain" they'll be going constantly until you turn it off.

loud plinth
#

!feedback

make equipment spawn on you when you change it instead of the place the previous equipment was as this can get very annoying when youre running something like command and a chance shrine gives you an equipment and a white, green or red because this can make it incredibly difficult to choose your item without picking up the equipment

wanton thorn
#

!feedback

When you die, there is a screen with items and stats etc..
Add a "Retry" button next to "Continue", so I don't have to go back to character select.

novel cloud
atomic night
#

!feedback i rember 😁

sharp monolith
#

!feedback

A buff to Death Mark that gives its holder a 100% chance to apply a debuff on hit that does nothing. This debuff does not stack and lasts forever.

stray frost
#

!feedback
rework the death mark so you deal 5% per stack more damage per unique debuff on the enemy. this is so the survivors with very few means of applying debuffs can get something out of death mark.

split forum
little barn
#

!feedback

i (at least personally) miss when charged nanobomb on artificer had no gravity, since my primary use for it a lot of the time was to deal with low health flying enemies like wisps and vultures, to finish off enemies without stressing about hitting more exact shots, n to do damage to further away enemies

could it be possible to add a 3rd unlockable ability for artificer's charge attack slot, that focused on the travelling aoe bit, without the direct-hit explosion of the charged nano-bomb? i wouldnt even mind if it just didnt have an impact hit at all, or even if the damage didnt scale on charge and just made the radius for its aoe to reach further out, or to proc said aoe more often
maybe theme it like void or something, iunno

tl;dr a 3rd (aoe-focused) charge ability for artificer, as a contra to charged nano-spear, sumn for people who miss gravity-less charged nanobomb (without just reverting nanobomb)

sharp monolith
#

!feedback

A buff to Huntress that lets her sprint in any direction.

deep tundra
#

!feedback

I tend to only see people run either dual nailgun or rebar (or power saw for the meme) on MUL-T, so I feel like the scrap launcher needs a little something extra to make it stand toe-to-toe with the rest of their primaries, and I think I know just the thing: Let MUL-T rocket jump.

To not make it an OP movement option for them (the big hunk of metal has limited mobility for a reason), give it a travel distance of about half of Transport Mode, and make it deal some self-damage. Not the base damage of the rockets because you'd die in 3 hits, but a substantially reduced amount like -75%.

More importantly than all of this though, it'd just be fun as heck. I wanna see a speedrun category where MUL-Ts surf across geometry faster than a Solus Control Unit being out hit of bounds by Mercenary.

plush skiff
#

!feedback something minor but beetle queens spit attack is a bit hard to predict the timing of if you dont know when she started, especially when she still has to turn around. Maybe the telegraphing could be 2 phases instead of the current 1 phase of 'spit particles appear' (which are only visible from the front). Maybe she tilts her head a bit back or shakes it or sth, or a sound cue as the 2nd phase (shortly before the spit).

this is very minor and technical, but would be nice because the beginning of this attack is ambiguous, unlike the vagrants explosion, the solus ground circle blasts, or titan lasers, all of which have a clear beginning from which you can start counting to dodge the attack.

stray frost
#

!feedback
power mode rework
"Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed. Armor and movement speed will start to progressively worsen after 6 seconds of use to the point of +0 armor and -90% movespeed"

flat cypress
#

!feedback

Vengence Vengeance + Metamorphosis Metamorphosis to fight a random survivors Umbra instead of the one you're playing as

lilac helm
#

!feedback

Instead activating the Lepton Daisy at a timed interval, can it be manually activated by interacting with the teleporter instead?

Reasoning: Giving the wielder control over when to activate the Daisy will raise the skill ceiling of the item without buffing it too much

ivory swallow
#

!feedback

New white item: Taco
Description: “Tastes delicious! Minor improvement to healing”
Effects: +1% HP/Second, regardless of recent damage

Activation has a 1/10% chance to give the user a “taco addiction”
Description: “Even more delicious! Taco healing improved… but at what cost?
Effects: Multiplies taco regen by 2-5% based on taco stack size, slows attack speed by the same amount

Reason: I just think it would be cool to see more “consumable” items ingame

ivory swallow
#

I did that…

stray frost
#

!feedback
oragami sheep: white item
killing an enemy has a 35% chance to spawn 1 sheep spcetre per stack. each spectre will seek out the nearest non haunted enemy within 25 meters (+5 meters per extra stack) and apply the haunted debuff that lasts 5 seconds. haunted enemies will (attempt to) run away from survivors and will only attempt to attack drones/turrets/allys for 5 seconds. unlock requirement: open a legendary chest.

sharp monolith
#

!feedback

Remove the enemy-specific events like lemurian only and stone golem ony from the game. They only serve to make the game more RNG and give less variety to the enemy pool.

sharp monolith
#

!feedback

Make family events like lemurian only give an increased chance for that enemy type to spawn instead of making it the only enemy type to spawn.

sharp monolith
#

!feedback

Make family events like "lemurian only" only happen after the twenty-five minute mark.
Still malding

pine ravine
#

!feedback

Trigger on kill effects on your own location when reviving via Dio’s Best Friend Dio

sharp monolith
#

!feedback

An option to view the items of a Scavenger that killed you on the end screen.

pine ravine
#

!feedback Make the tonic lessen Heretic’s Heretic degeneration instead of increasing it, you lose health fast with tonic as Heretic Heretic

sharp monolith
#

!feedback

Up the directory cost of Hermit Crabs by just a little bit.

sharp monolith
#

!feedback

Make overloading balls not scale with the attack power of the overloading monster. Overloading is far and away the best tier 1 elite modifier in the game.

loud heart
#

!feedback

After a player leaves the lobby, a small bag should drop with their items. If limitations are too much then 10 random items should come out of the bag (that they had) instead of everything.

dim halo
#

!feedback
After Bazar keeper is killed, all items are free but reroll isn't available

woeful musk
#

!feedback give me your liver

hazy pulsar
#

!feedback
DNA Strand (Red Item)
Gain a Random Character's passive Ability.

loud heart
#

!feedback

Particle overcharger - Legendary

After killing enemies, they drop floating orbs that slowly float into other enemies to deal direct single-target damage. If multiple are killed in range then the dropped orbs will collide and explode. If more orbs collide then the explosion will increase in size and damage.
After a few seconds the orbs dissipate and despawn. They cannot go through objects and colliding with enemies deals the normal effect.

split forum
#

!feedback
have the distant roost and abyssal depths stone doors always be open (or have a hidden mechanism to open them, like the gate in abandoned aqueduct)
see below post for better idea

split forum
#

!feedback
prevent newts from spawning behind closed gates

deep tundra
#

!feedback

Turn the current trick where you cancel Acrid's primary with sprint into an alternate primary that attacks faster, but is slightly weaker (maybe ~150% damage instead of 200%) and only uses the first two swings of the default primary. This would be more of a quality of life change than a truly new addition, as there would barely be a playstyle difference between the two primaries, and it'd also save all our poor pinkies from cramping.

sharp monolith
#

!feedback

A change to the run end screen that has it show your equipment item (items if you’re Retool MUL-T)

sharp monolith
#

!feedback

Individual elite aspect logbooks happiesttroll

shrewd mauve
#

!feedback

Make everyone face the same way when entering the Bazaar Between Time, instead of having people face a certain direction based on their profile

little barn
#

!feedback

Make a difficulty easier than drizzle cos even drizzle is ridiculously hard for some reason. Have that difficulty have artifact of command on by default aswell.

sharp monolith
#

!feedback

Lore for the scary-ass Abyssal Depths ambient noises.

wanton sphinx
#

!feedback

Give commando the ability to charge phase rounds for extra damage and a small explosion on hit, in exchange for losing its piercing ability. This would give commando a more effective way to proc bands than frag grenades and could push phase rounds into being a viable alternative to phase blast.

novel swan
#

!feedback

If you kill an elite beetle queen and pick up the queens gland, it will spawn an elite beetle guard instead of a normal one

Or it would also spawn an elite beetle guard if you are using the artifact of honor

vast ledge
#

!feedback

Artifact of Composite:
Start the game with a random passive, and 4 random abilities (random primary, secondary, utility, and special)

shrewd vessel
#

!feedback

Red Item: Knockback Shield: every 25 seconds generate a 5.40m force-field around the character that will push nearby enemies back and block incoming attacks.
Each stack of Knockback Shield adds 0.8m to the force-field and reduce cooldown by 0.5 seconds.

rare meteor
#

!feedback

Everytime your drones get destroyed, allow them to crash and do a stun on the closest enemies.

scarlet apex
#

!feedback
Ben's Raincoat. Resistance to all debuffs sounds too imbalanced. Maybe instead of full resistance the item will reduce the duration of debuffs, for example, by 50 percent per stack.

novel swan
#

!feedback

Overcore
Equipment
When activated, double your damage and speed for 10 seconds, but after the 10 seconds it will half your damage and speed for 10 seconds (note: does not half your doubled stats that you get from activating, it will half your original speed and damage you had before using it)

somber chasm
#

!feedback

In Mithrix fight in phase 2 ( lunar chimera phase ), the looping of the song is very weird and feels very unatural, at the end of phase 2 part of the song a guitar riff plays and there is an awkward 1.5 seconds of silent and the theme loops obruptly, I would reccomend removing the guitar riff that plays in the end of the phase 2 part of the song and remove that silence so it loops seamlessly

shy wren
#

!feedback

Alternate Captain Right-click
Power Blast
100% damage(150% if hit directly)
.7 proc coefficient
no longer bounces(therefor shorter range)

Instead of firing a tazer captain can now shoot a small palm rocket that does little damage but applies a knockback in an area of effect upon hitting a surface or an enemy. Giving Captain a much needed get off of me tool but also something to synergize with Captains Beacons and other abilities. Knocking enemies out of the Heal Beacon to hold a position, push enemies into the Stun Beacon for crowd control, keeping enemies together for a Diablo Strike, Being able to juggle enemies to combo with your Orbital Probe, Or simply being able to knock enemies off of a cliff is just funny. Knockback distance scales based on how close the enemy is to the center of the blast. Larger enemies would naturally have much higher knockback resistance.

sharp monolith
#

!feedback

Lore for the scary-ass Wetland Aspect ambient noises.

tawdry torrent
#

!feedback
Small QoL change for Loader's pylon: Holding the R button shortens the distance that the pylon is thrown. (Basically the opposite of how hooks of heresy works)

Currently, pylons are always launched an absurdly long distance with enough force to clip through walls. While this is great for pylon-boosting, it makes them really awkward to use if all you want to do is clear out some wisps or something.
This change shouldn't interfere with her existing grapple tech since you can still tap the button to throw it at max distance, but it would make it a bit more practical to use normally.

sharp monolith
#

!feedback

Small QoL: the ability to bind multiple keys or buttons to a single action. I like using M5 for double Rebar Puncher/Retool MUL-T because it allows me to strafe right while shooting but I also like pressing R for all of the other survivors, and it’s a bit of a pain to rebind every time I want to switch.

wind laurel
#

!feedback make one of the new survivors melee

alpine granite
#

!feedback
The DLC is still being made, stop making suggestions for it

novel swan
#

!feedback

Artifact of annihilation
Triple (or quadruple, idk if quad is too much) the amount of monsters, but all loot it legendary
(Also maybe a few healing items bc I forgot how many healing legendaries there are)

loud heart
#

!feedback

For the switch and lower quality settings, there should be a projectile/effect limit to reduce crashing and possibly lag.

stray frost
#

!feedback
artifact of domestication. during each run most monster familys start neutral towards you, some monster familys will always hate you and have it out to kill you (like a normal run) pressing the interact key on a neutral monster will turn that monster into an ally for the stage and make their monster family like you, if you get a monster family to like you enough they will love you for the rest of the run allowing them to be allys on spawn, give you free money over time, charge the tp faster if they spawned in place of the tp boss and interacting with them will recruit them to travel with accros the stages like drones. however if you attack neutral monsters that monster will turn hostile and their monster family will start to dislike you or undo how much they like you, if they dislike you enough they will hate you for the rest of the run and always spawn hostile against you (like in a normal run).

novel swan
#

!feedback

Elite drones and turrets if using artifact of honor

novel swan
#

!feedback

Volcano map with occasional raining fireballs that do little damage and knock you back a little kind of like the flying rocks on sky meadows

novel swan
#

!feedback

Add gup as a playable character

little barn
#

!feedback make it so when u right click with huntresses ballista special it shoots all three at ones. Having to spam click late game just to die cos ur standing still for 0.9 seconds makes the ability a bit risky.

stray frost
#

!feedback
when you spawn enemies via shrine of combat or difiant gouge, let it tell you what elite type said enemies spawned as, eg:
you have summoned blazing stone golems to fight!

sharp monolith
#

!feedback

New tier 2 elite modifier I can’t think of a name for. Turns all allies within a radius (maybe half the size of Celestine elites) against you. Healing drones heal enemies, gunner drones shoot you, and even your own abilities may harm you as if you had the artifact of chaos on.
Engi players suffer.

near nova
#

!feedback
Make lunar chimera wisps fire actual projectiles instead of being hitscan

hitscan just feels ugly and low effort to me, and the damage ticks straight up dont match the visual effect
it seems they tried to make them look like regular bullets, but didnt quite manage.
Additionally hitscan projectiles feel extra weird with high ping

cerulean tinsel
#

!feedback
Give overloading enemies a subtle sound cue when they spawn.
This is mainly so that you know that a dangerous t1 elite is around, similar to malachite elites having a extremely noticeable sound when they spawn. Making it somewhat subtle would let it not be ear piercing later in the game when twenty spawn a second, but still let experienced players know when one is around early game.

novel swan
#

!feedback

Legendary item
Passively gain $1 every 2 seconds, every time you complete a stage you gain 1 more dollar per 2 seconds (for example, when you pick it up you will get $1 per 2 seconds, and on the next stage you will get $2 every 2 seconds, 3 the next, etc.)

rare meteor
#

!feedback

If you host, allow players to see the name of the lobby and reconnect if you got disconnected / see visited servers. You must've had a good run, and your newly baked friend could've left.

sharp monolith
#

!feedback

An option to show how much damage a Tougher Times blocked in the chat. It can just read “[Player] blocked [x] damage.” or smth. I like to think about if blocked fall damage would’ve killed me on Eclipse 3.

split forum
mystic sigil
#

!feedback
New equipment: Micro-Mint
On activation, tosses 1 coin in an upwards arc, with its trajectory dependent on whether the player is moving forward, backward, or strafing side to side. Sprinting forward will toss the coin further forward while strafing will toss it off to the side the player is strafing in, and walking backward will toss it nearer to the player.

The coin can be hit with any hitscan or projectile attack (except AOE like Will-o-the-wisp, Kjaro's/Runald's bands, Gasoline, Frost Relic, Tesla Coil etc.) and will reflect that attack into the nearest enemy for 200% TOTAL damage. If there are multiple coins, the attack will be chained between each coin before reflecting into an enemy, gaining 200% TOTAL damage for each jump. Piercing attacks such as Rebar Puncher/Phase Blast/Cast nano-spear can still hit coins after passing through enemies, so there is potential for some combos with this equipment.

Holds 3 charges and gains 1 charge every 4 seconds. Can be activated multiple times in quick succession. And yes, you can make bosses hit the coin and hurt themselves (as long as it's not a melee like Mithrix's hammer or Stone Titan's ground fist)

tldr basically the Marksman Revolver's coin alt-fire from ULTRAKILL; requires skill to use and rewards you with sick combos and bonus damage

trim escarp
#

!feedback
How about some alternatives that can be used to activate drones instead of money:
Gasoline which allows them to trigger the on kill effect and also explode when they die
Fuel-cell they have slower cool-downs.
Fuel-array makes them quicker but will explode at 50% Hp

vast ledge
#

!feedback
More unlock-able skins.
Maybe getting to a certain wave in the new game mode, or beating eclipse difficulties.

rose oasis
#

!feedback

Warbanners should be able to depress Hidden Chamber pressure plates. Other player-spawned objects, such as Effigy of Grief or engi turrets, can do this, so there's no reason Warbanner shouldn't be able to.

sharp monolith
#

!feedback

Thqwib (Equipment)
https://riskofrain.fandom.com/wiki/Thqwib
Reasoning: very funny, and the Scavengers already use them so the assets already exist.
Maybe don't make them activate on kill effects tho.

last ravine
#

!feedback

Add an uncommon easter egg where the player's escape pod will land on an enemy and kill it when starting a new game

old rapids
#

!feedback
Allow us to disable excessive particles in the settings, similar to Minecraft. (ie, merges fire particles, stops bustling fungus particles, reduces explosion/projectile effects)

rotund comet
#

!feedback
Perhaps a survivor based around the monkey king? has plenty of inspiration material- and you could certainly get some interesting concepts going

pulsar forge
#

!feedback having some sort of outline around the boss whenever you dont have visual contact would be pretty useful to figure out where the last HoM enemy walked away

ebon edge
#

!feedback

Sometime I use artifact of metamorphosis via bulwark's Ambry to add some variety to particularly long runs. However, it's extremely annoying when after making through another 5 stages and then getting the same character again.
I know it's a bit nitpicky, but can is be changed so that the artifact of metamorphosis cannot give you the same character twice in a row?

rare meteor
#

!feedback

Selfish mirror.

You're so popular! Yet, those fans don't seem to like your appearance so much, though. I hope you're in good shape for such a long run!

On USE, you become the ONLY viable target for enemies for a limited period, but grant yourself a massive speed boost.

sharp monolith
little barn
#

!feedback
remove head stompers from the game. Its literal ass

trim escarp
#

!feedback
Hostile Pesticide Drone
Dispenses a mist of pesticide that lasts 20 seconds every 40 seconds in a 6m radius. Its clouds deal 100% damage & applies a 30% slowness debuff.
This would spawn on stage 4 and be an equivalent to the Mini Mushrum enemy thats more nimble and helps get rid of slow/still enemies.

novel swan
#

!feedback

Captain
Option to fire all 3 air strikes at once so you don’t have to spam the button

oblique wind
#

!feedback
new drone: the decoy drone a drone with a base price of 15 scale over time like every drone. the drone can't do damage but the enemy will be more likely to target the drone first so they don't attack you or your other drone and when they die it could confuse the enemy for 5 sec

cerulean tinsel
#

!feedback
Change Pressure Mines to be area control based.

Currently, pressure mines are extremely hard to use. They’re clunky to activate properly, and seem like they should be a test of your ability to manage the area and keeps enemies away despite the fact that engineer’s best test of that is his turrets. However, engineer also has a lack of area control options outside of his bubble shield that enemies simply walk through.
One could kill two birds with one stone then by making pressure mines have some form of area control, such as pushing groups of enemies away multiple times before disappearing. This would give engineer a lot more complexity simply by having you think about where your turrets and protective pressure mines are placed.

tropic brook
#

!feedback add a recruitable drone that you can ride, but it costs 2x more than the TC-280 prototype and basically works like TC-280 except rideable, maybe call it TC-280 v1

novel swan
#

!feedback

Item that increases jump height (sorry if there is already one that I don’t know of) unlike wax quail which gives you a boost forward when you sprint, it just generally increases jump height by a bit

split forum
#

!feedback
complete ion surge rework

charge for 2s, on release causes a lightning strike at your position, dealing 500-1500% in 16m, each enemy hit has lightning tendrils arc out of them, dealing 200% base damage, and bouncing 1-3 times

lightning and tendrils both have a 1.0 proc coeffecient
5s cooldown

karmic haven
#

!feedback
ENV Suit Tweak

In its current state, ENV Suit is okay, serving as a reasonable gap closer, extending air time, or mixed into movement in order to aid dodging and strafing

However, it often feels a bit clunky to use, and despite being a jetpack... it doesn't actually act as a jetpack

A proposal by @split forum and @tawdry torrent is to tweak ENV Suit to act more similar to Photon Jetpack, a red item from RoR1 that offered limited flight capabilities, but had to recharge after a point by staying grounded. This would allow for it to retain its use for hovering and dodging movement, while also offering some vertical movement to, y'know, act more like a jetpack

In addition, different from Photon, when the ENV Suit is out of "fuel", which can be represented as a buff icon or a marker next to the crosshair, it'll switch to a hover mode, acting identically to how it currently functions

(This would also get people to stop complaining about Arti not having mobility even though the whole point is to use your own skill to dodge and maneuver)

Photon Jetpack

https://cdn.discordapp.com/attachments/877427502757343262/934547234064826458/usage_Photon_Jetpack.gif

dusky solstice
#

!feedback
commando roll/slide reduce damage received for their duration while used on ground

sharp monolith
#

!feedback

A buff to Happiest Mask that makes Void Reaver ghosts not affect you when they die and Clay Dunestrider ghosts not affect you when they succ. The latter is especially dangerous because of the absurd damage buff making it almost an instant kill with a much larger radius than the Reaver. For me, this makes the item highly undesirable for long runs and an almost instant scrap in every situation.

plain grove
#

!feedback drone idea:
drone that revives you and destroys itself when it revives you (maybe make it expensive and frail?)

spiral sluice
#

!feedback
In multiplayer you could drop an item for a teammate if you accidentally grabbed it or they’re dead and will give it to them later via storage box or a toggled cursor

rustic turret
#

!feedback
Make drones not try to push you around. I've been trapped against a rock by the TC-280 Prototype.

split forum
#

!feedback
make captain's ability select color to be the shade of red on his visor instead of khaki, thus also making the role look nicer

west lodge
#

!feedback
green item: organic key
in similar fashion to the rusted key, summon an organic chest on the next stage if holding this item that contains an item. Ratio's could be: 50% green, 40% boss, 10% legendary.
I always found it sad how little opportunities there were in the game to get boss items. I think this would be able to supply in a decent manner in speed whilst also being not to hard to program in.
(alternate idea is to make a void version of the rusted key and change the ratio's to uncommon and boss only (60% uncommon 40% boss for example))

west lodge
#

!feedback
Every use of a mountain shrine increases the chance of a boss item drop, once happened it will revert to the usual 15% (in multiplayer the revert happens after the amount of players in boss items wouldve dropped)

plush skiff
#

!feedback I have no idea if this is implemented in any way, but make it so that the director gets less credits if anyone dies in multiplayer (say 1p dies in a 2p game, director gets 33% less credits) for any future monster spawns. The current enemies will probably be a large enough slog to kill and you already will get less items/minute as you cant loot as quick.

If you dont agree I perfectly understand that, reviving next stage already is pretty powerful, and dying is supposed to be punishing. Maybe this only works on drizzle and a bit on rainstorm for the newbies?

tawdry torrent
#

!feedback
Add some more small props to maps, like rocks, trees, debris, or whatever else would fit the maps theme. Maybe even have their placements be slightly random, if the AI pathfinding can handle that.

The extra details would help some of the bigger, flatter maps feel less barren, and having randomly-placed cover and terrain features would add a bit of extra gameplay variety without having to create an entirely new map variant. Extra props would also create more potential trimp spots, which is a nice plus.

pearl perch
#

!feedback

i am once again asking for a boss item for horde of many

||boss item for scav would also be nice but i’m afraid if that’s too much to ask||

open tartan
#

!feedback
Tattered Elastin (Void item, replaces Hopoo Feather). Looks like a small bat wing with holes.
Works exactly like Rusty Jetpack from RoR1. Holding jump reduces your effective gravity (-gravity per stack), allowing you to jump higher and fall more slowly.

You can jump and fall anywhere between zero and full stacks depending on when and how long you hold the jump button, such as a normal jump with minimum fall speed if you tap jump then hold it from the apex until landing.
scarlet kite
#

!feedback
make the slow debuff slow down projectiles fired by an enemy, since it doesn't do much against enemies with ranged attacks

sharp monolith
#

!feedback

Scavengers that spawn in a Teleporter Event's boss item should be randomly selected from the yellow item pool (excluding Artifact Key, Halcyon Seed, Pearl, Irradiant Pearl, and Yellow Scrap).
TL;DR Scavs have random boss items at TP events.

lilac helm
#

!feedback

Acrid's entry animation is cute and all but it needs some iframes or the ability to be canceled. I had a run end instantly because I was locked in that animation while enemies attacked me. I was killed before the animation ended.

plush skiff
#

!feedback make acrid do more cute puppy things in character select animation like rex does its little stretch

also make commandos entry animation slightly more appealing and characteristic than just 'hey guys uhh im here i guess'

trim bronze
#

!feedback
make it so mithrix can't kill you in the starting animation of his fight

mighty plover
#

!feedback
add a feature to engineer's turrets, make it so the turrets change targets and focus fire on whatever enemy the engineer pinged. changes target when another enemy is pinged or if the pinged enemy dies

stray frost
#

!feedback
sentiant frag bomb (void stun grenade)
25% chance per stack (hyperbolic) when hit to drop a frag mine that deals 150% base damage (plus 50% per stack) when steped on and vertical knockback.

novel swan
#

!feedback

Add a new turret like the buyable ones that can walk around like engi’s alt turrets (not laser just they can walk around like them) but not as much damage as the stationary buyable ones. I sometimes buy a bunch of turrets only for them to be all the way across the map from where I need them to be

TL;DR turret but it can walk but not as much damage

lethal axle
#

!feedback
if a player is still loading in give them immunity

shrewd vessel
#

!feedback

Unlockable skin for the Newt shopkeeper

buoyant needle
#

!feedback

command is cool and all, but wouldn't it be cool if you could only choose the rarity but not the item?

Introducing the Artifact of Agency
effect: Let you pick the rarity of an item, but NOT the item itself. Stacks with Artifact Of Command.

I like command a lot, and personally play on command sacrifice swarms drizzle all the time, but this would be the cherry on top of the artifact loadout.

novel swan
#

!feedback

Lunar item

Fire a massive homing missile that deals 1000-2500% damage. The rocket deals more damage the further it travels. Costs 1 lunar coin to fire

stray frost
#

!feedback
magic 8 ball (green item)

gain 1 per stack bonus levels, each bonus level increases your stats equel to 1 level up. bonus levels are displayed as +x next to your survivor level.

plain grove
#

!feedback new artifact similar to control, but you get to choose one of three items randomly chosen by the game when you pick an item up (artifact of balance? Choice, maybe?)

stray wyvern
#

!feedback

new void-based skins for each survivor in the DLC. As far as I know, there are no new skins planned for the dlc. I'm asking for that to be reconsidered.

Even just purple-y, void-y "reskins" would suffice. Having something is better than nothing at all, in my opinion (and far less work, which I think helps justify a reconsideration)

plain grove
#

!feedback new artifact that randomizes your items each stage into a different item of the same rarity (artifact of chance?)

distant sandal
#

!feedback

I had, a long while back, brought up an item that played off a mechanic barely touched, and it got me thinking.

I feel we should have more survivors, abilities, items, and equipment that play off things like, say, how healthy the player or enemy is, or using hp as damage like Hellfire does, or a passive that triggers off level up, etc etc. Right now, excluding Warbanner and mods, level ups are just, there. There's no build up to them, and after so long the heavy grind to get up to higher levels generally just don't feel as helping in late loops (partly because there's not much balance, if any, after stage 5/6). For HP, outside of Slayer, crowbar, and Hellfire, there's not much that play with that same idea.

little barn
#

!feedback

give captain's m2 ability (power tazer) a wider aoe of 4-6m (similar to arti's plasma bolts) and a slightly higher damage output to give it much more versatility in combat.

novel swan
little barn
#

!feedback Implement the artificer visual changes from the thiccify mod to make arti actually viable.

oblique wind
#

!feedback
new items idea
the bubble boot
a common item that reduce fall damage by 15% +5% per stack (more or less) unlock by dying 5 from fall damage

copper owl
#

!feedback
Item color counter
When i play with friends we like to have the same number of items but with too much items is hard to keep count while we playing and tryng not to die xD

stray frost
#

!feedback
add the ability to save, watch, edit and share replays of our runs. things like ajustable camera settings and being able to turn off hud displays.

trim bronze
#

!feedback
Add the ability to save your runs, like the proper save mod. I find it incredibly annoying that i cant save my runs, since I can't download mods

rancid nimbus
# novel swan !feedback Lunar item Fire a massive homing missile that deals 1000-2500% damag...

!feedback

Instead of being a Lunar item/equipment, it would be interesting to see a new interactable "Lunar Silo" that would have a chance of spawning on any levels. Multiple Lunar Silos could spawn on a single map.

Paying into the Lunar Silo would prime a "massive homing missile" that would fire when the teleporter event was triggered, targeting the teleporter pad with an AoE the size of the default charging area. The missile would act similar to Captains OGM-72 'DIABLO' Strike, in the sense that it would deal damage to all characters in the blast radius.

Missile damage would have to scale with the current round.

little barn
#

!feedback

Any low-cost anti-aliasing technique for geometry would be very nice especially for those who have to play on lower resolutions :)
FXAA or SMAA would dramatically reduce jagged edges with little GPU power. Ik there's reshade but that's obviously not as good or performant as an in-game solution. Game looks beautiful either way though!

tawdry torrent
#

!feedback
Upgradable turrets for Engineer:
Mechanically, this could work something like this:

-After placing a turret, it can be upgraded by interacting with it, which grants it improved stats, additional abilities, or some other benefit. This also procs on-interact items. Squid polyp/bungus synergy hype
-Upgrading a turret puts your special skill on cooldown for ~15 seconds, and at least one charge must be available in order to upgrade a turret. (This system has some issues, but in lieu of a resource system like metal in tf2, cooldown management is the next best thing).
-Turrets are still capped at two, but both turrets can be upgraded. Lv1 turrets are prioritized when destroying an old turret for a new one.
The idea behind this is to help emphasize Engineer's niche as a survivor that requires some strategy and patience, but in turn can create powerful defensive setups.
Upgrading turrets gives Engineer more options to consider when mounting a defense: For short fights, it may be best to quickly put down two lv1 turrets for extra coverage, or a single lv2 turret for more firepower, depending on the situation. For longer engagements, it may instead be worth the time investment of placing and upgrading both turrets, and using the downtime to place down mines while your special recharges. (A pressure mine buff also would go a long way here). Upgrading turrets also makes them a bit less disposable, and their placement all the more important. (Edited for slightly better formatting)

jovial sierra
#

!feedback

As an alternative to rewarding a set amount of Lunar Coins LunarCoin after completing the escape sequence after killing Mithrix, rework the Lunar coin drop rate to be increased exponentially during the escape sequence!

Either make Lunar Coins more likely to drop when killing enemies during Moon Detonation or let Coins appear as random spawns around the map, giving players an incentive to explore the moon during the countdown to get extra coins, at the risk of exploring for too long, as the timer goes down more and more.

This would impact:

  1. letting players the moon during detonation, as opposed to just rushing for the escape pod, adding tension and a unique risk(of rain)/reward mechanic.
  2. setting the escape sequence apart from obliterating and using Beads of Fealty by having the number of coins found vary from both luck and player input.
  3. making the overall detonation sequence more interesting! Currently, the more varied layout of commencement adds a lot of potential for exploration, but lacks difficulty in traversing when trying to just escape as fast as possible.

(and 4, technically) make sense lore-wise and be thematically interesting. The moon is literally splitting apart, why wouldn't this be an opportunity for Lunar Coins to sporadically appear?

plain grove
#

!feedback make the lunar coin reward for beating mithrix/obliterating increase by 5 every loop past stage 5/8 you do

plucky escarp
#

!feedback Instead of treating Scrap the same in terms of where in the order of items it ends up, have it always be all the way to the right/left. This way you avoid extra HUD clutter but still quickly find how much Scrap of each sort you have.

loud heart
#

!feedback

After every stage, it would be be nice if we got our items sorted just to avoid our inventories from looking like a pack of assorted mike-&-ikes

mighty plover
#

!feedback
make gunner turrets teleport near the player every 30 seconds so they don't just sit at one spot and do nothing all stage

sharp monolith
#

!feedback
A buff to gunner turrets that makes them teleport near the teleporter on its activation.

graceful tinsel
#

!feedback
_ _
_ _
Keybinding
current: "toggle" sprint
add below extra option
request: "hold" to sprint
_ _

sharp pawn
#

!feedback
Have Helfire Tincture always take the same amount of HP, regardless of defensive items, and increase damage to enemies and allies according to how much damage it had to do to you. Focus Crystals and Crowbars would still increase self damage as usual.
Helfire Tincture right now is overpowered because a single Repulsion Armor negates the self damage up to 1200 hp (As long as you don't have Focus Crystals or Crowbars), negating basically all of the risk. Scaling the damage of Helfire Tincture would make it properly risky, and healing would still be available to the Tincture Razorwire combo to negate the damage.

stray frost
#

!feedback
hasty bag o cash (void ghors tome)
gain increased movespeed based on how much gold you have up to +50% movespeed at 100 gold, gold amount required for increased movespeed scales over time.

sharp monolith
shrewd iron
#

!feedback buff #gd1-nullified by returning it to it's true form, gup-discussion-1

split forum
#

!feedback
make it so that merc's 3rd m1 is unaffected by attack speed

currently attack speed is actively detrimental to merc, as it makes it harder to time m1 extensions

with a fixed duration, the timing will always be the same once you get to the 3rd m1, and more attack speed will speed up the attacks before it, allowing you to get the m1 extend sooner

little barn
#

!feedback
make commando invulnerable during tactical roll to make it viable against tactile slide (and like the first game).

compact solstice
#

!feedback
Add a hotkey to turn on/off "automatic equipment usage"
Taking Geasture of the drowned turns it on permanently.

Is just a QoL change, you can already obtain this effect by spamming Q constantly, but it gets annoying.
(also to help prevent carpal tunnel injuries in some cases lol).

open hound
#

!feedback
Item idea:
Name: Meat nugget
Rarity: white
Description: heal when using an interactable

Precise description: when using an interactable, heal for 10% (+5% per stack) of max health.

Use: useful for mitigating the negative blood shrine effect. Heal up before teleporter. A nice heal when things get dicey, running away and opening a chest or some barrels. Overall reliable item that give heals frequently but does not heal too much unless stacked intentionally

compact solstice
#

!feedback
Make lunar chimera look like other creatures as they used to be, chimera wisps look like greater wisps and chimera golems used to look like golems until they got their eye removed in the anniversary update, roller doesnt look like any other creature.

I liked the theme of chimera looking like alternative versions of artificial creatures from the other stages

little barn
#

!feedback some kind of vague indicator for where out of bounds is rather than being abruptly teleported back in bounds.
something as small as textures on the grounds/height limit slowly shifting to a different biome, or something as noticeable as fog the further out you go.

safe geyser
#

!feedback acrid w a funny hat skin

sharp monolith
flint estuary
#

Lepton daisy should damage everything in the teleporter radius and life steal that damage back to you as healing and if the teleporter radius is too small you could toggle daisy to do the normal healing nova

plush skiff
#

!feedback make headstompers explosion radius bigger (from the same height) on stacking the item

real birch
#

!feedback

Make Diablo jumping MORE powerful

main goblet
# little barn !feedback some kind of vague indicator for where out of bounds is rather than be...

!feedback
going off of this, i would like to see some more border hazards, like in abandoned aqueduct. maybe meteors at high speeds for sky meadows. a snow storm for rallypoint. perhaps earthquakes in titanic plains. right now, many "border hazards" are just cliffs and drop-offs. in my opinion, neat initially, but overall a boring way to limit a map size. and in the case of distant roost, makes it sometimes irritating to navigate. not to mention items tend to get flung off the side of the map sometimes, which is annoying.

tl:dr. add more border hazards because sudden cliffs are boring.

stray night
#

!feedback

Have Mithrix whisper and laugh to you while you hold the beads of fealty. Make it a secret who, though 👀
Edit: The same way he talks to you during the boss fight. Not actual talking

sharp monolith
#

!feedback

A statement somewhere in the game that either implicitly or explicitly says that every character has the same move speed. I have seen a lot of people think that MUL-T is slower than the rest of the cast, but this is likely due to the FOV zoomout on the larger model of MUL-T, which is unavoidable.

devout bluff
#

!feedback

make mithrix mock you at 4th stage, when he gets revived by a dio

simple crescent
#

!feedback

If the player is carrying a Fuel Array, just ensure that the 4th stage will be Abyssal Depths. While, yes, adding a third Lunar Seer in the Bazaar would help a significant amount, there's still no guarantee that the player will actually be able to reach the Newt Altar on stage 3. From my understanding, there's no guarantee that you'll get an altar on stage 3 that isn't in the hard-to-access areas. Additionally, newer players probably don't have every Newt Altar spawn location memorized, which can be frustrating when they have to start a scavenger hunt for an altar while already under the pressure of the Fuel Array exploding.

Additionally, if the player selects Acrid, spawn a crashed escape pod near their spawn point so they're still able to unlock REX. It's not like Acrid can cheese it like MUL-T can.

simple crescent
#

An alternative idea @tawdry torrent had would be to simply guarantee that dead Rex spawns on every stage 4 until you unlocked him. Multiplayer servers would spawn him so long as 1 player did not have him unlocked.

Also I still think Acrid should have a crashed pod near its spawn so you can get Rex as him, theres really no reason Acrid shouldnt be allowed to do the unlock.

austere oracle
#

!feedback
Let engineer pick specials the same way captain does
You pick a turret for each slot, and they deploy the same way beacon does, r, then m1 for turret 1, m2 for turret 2

stray frost
#

!feedback
void rusted key
imagine stacking how the old rusted key worked, but it counts all players total void key stacks towards one total stack counter in the same way as the halcyon seed, and the item(s) (one item times the player co eficiant) are dropped by fully chargeing the teleporter.

thorn delta
#

!feedback
we have a scrap bin maybe implement a trading bin?
you have to put an item in to take an item out
maybe allow you to select which item to put in?

viscid yew
#

!feedback allow combat shrines to be used more than once, increasing with difficulty each time (similar to how blood shrine takes more health each activation)

chilly crag
#

!feedback Suspend game system, after every teleporter event add an option to "Suspend the game", which sends you back to the main menu but lets you continue the run from the next stage. Save is deleted after use to prevent cheesing
Basically, a save system for the game if you need to go somewhere for a while but don't want to end your run

shrewd vessel
#

!feedback

Cosmetic item pickups for drones such as little party hats for the anniversary or cause them to fire confetti.

deep tundra
#

!feedback

Give the Shrine of the Woods a plant particle for its healing AoE like the bungus' mushrooms and the desk plant's... plants. I think something like a spruce sapling could fit quite well.

prisma shell
#

!feedback

add Sora from kingdom hearts for

the dlc plz

lapis wraith
#

!feedback

Commando should be able to cook his grenades. The way it is now it feels awkward trying to get a good bounce to get grenades to blow up where you want. I think you should be able to hold the ability button down to cook it and let go to toss it.

ivory flint
#

!feedback this is more of a joke but a lunar item that gives you random damage between 100% and something like 2000% but either you cant proc bands or cant proc at all, or it makes you unlucky. makes your damage completely random

dim jewel
#

!feedback

Boss item suggestion for the only dude missing a boss item, the Scavenger:

Hoarder's Stash - At the beginning of each stage, obtain a random item that you don't already have at least 1 (+1 per stack) of.

Not sure how item rarity should be weighted for something like this, but for the sake of simplicity I'll just suggest the same rates as a default chest. Goes without saying that it doesn't give you lunars or boss items.

So, in effect, a single Hoarder's Stash would give one random item that you don't have. Two would give you one random item that you don't have at least two of, etc.

I think such an item would be uniquely suited to the scavenger. It also has a high power ceiling for the stage at which it can be obtained and in theory is capable of rebalancing its own power level as a run progresses and you obtain/scrap more items.

dim vessel
#

!feedback

Add some sort of mechanic to loader's pylon where you can hold the button to decide how far you want to throw it. As it stands right now it's a bit of a pain to get the pylon into a good position

tawdry torrent
#

!feedback
Unique music for survivors that plays when fighting their umbra, or at other relevant points in the game.

Even if it's just a single theme that just has slight variations for each survivor, it would be a neat detail.

noble prairie
#

!feedback
i know almost no one plays it anymore but i would love it if it was as easy to do multiplayer in ror1 and it is in 2

mystic sigil
#

!feedback

please for the love of god fix the glacial elite's death bomb hit registration
it's frustrating when you're visibly outside its radius and still get hit
maybe reduce the radius of the freeze and anything outside of that just gets inflicted with glacial slow? that would be an okay fix

random stream
#

!feedback

Elite aspect equipment should be able to be activated for a boost in their respective aspect, for example:

Glacial aspect will slow/freeze enemies nearby for a short period of time, doesn't execute like snapfreeze.
Malachite aspect will explode all spikes, dealing damage and denying healing from enemies.

Specifically not typing any exact damage values, proc chance, etc.

high flower
#

!feedback

An equipment item, on use you have double health, double attack speed, double speed, double damage, and double damage resistance for 6 seconds.

plain grove
#

!feedback make one of captains buckshot fire perfectly accurately to make damage at mid-range more consistent and reward precise aim

stray frost
#

!feedback
membership discount (my theorized idea for the revealed credit card looking equipment)
the closest purchaseable interactable that uses gold (chests, drones, multishop option and shrine of chance/gold/woods) within 5 meters gets purchesed for half price. equipments base cooldown would vary based on the purchaseable.

pastel girder
#

!feedback
Gunner turrets are very unsatisfying to purchase, I think once you begin the teleporter event they should all teleport to random areas much closer to the teleporter.

plush skiff
#

!feedback make the pillar of soul not shrink with progress, not nice to have one lunar exploder reset your progress entirely

broken karma
#

!feedback

Have the war banner drop a banner whenever you activate a pillar or a void cell.

Reason being is lepton daisy triggers during a pillar or void cell event so why not have the war banner trigger as well?

thin wren
#

!feedback
more elite types
for example
elite that takes half of the effects from proc chance items for example if u had a 100% to bleed an enemy you would have a 50% chance to bleed this elite
would only spawn at i see you difficulty

elite that has a random item for example it would have either 5 random white items or 2 random green items or a legendary item but that chance of getting a higher rarity item is incresed with difficulty
would only spawn at i see you difficulty

elite that has a small chance to disable a random proc chance item when it hits you would last like 10 sec
would only spawn at i see you difficulty

graceful kestrel
#

!feedback

it's probably been requested before, but why not.
I think it'd be nice if we got an artifact that could give every teleporter the Challenge of the Mountain effect. Its always a risk/reward situation when you activate a shrine of the mountain, and I really like it, but shrines of the mountain either don't appear very often or are mostly ignored in the late game. It'd give a boost of rewards, but also make the game more challenging early on.

wild sandal
#

!feedback add small worms as normal enemies that are just hugely annoying and dont benefit to the game at all

wind ermine
#

!feedback

the Artifact Reliquary heals some of its lost health when leveling up. i find this a bit annoying and it might want to be fixed maybe.

plush skiff
#

!feedback for the people that want to unlock rex with acrid, maybe a fuel array spawns in the crashed ships (ONLY in the first stage) that appear on every stage. Maybe only when playing acrid but this doesnt matter that much.

sharp monolith
#

!feedback

A buff to Purity that makes it get rid of the universal 0.5 second cooldown.

sharp pawn
#

!feedback
Give Artificer half gravity (And by extension removed fall damage) as part of her passive.

loud plinth
austere oracle
#

!feedback
Add artifact of spite as an eclipse level

tame delta
#

!feedback
Getting started with the game is brutal. I would suggest that the very first time you start the game a pop up should appear to suggest you to start with easy mode. Also the very first time you start in easy mode there should be a ~60 second delay before any monsters spawn so that you have time to learn the controls and the ui.

jagged pawn
#

!feedback
Add crossplay between PC and Console as it would make the games player base a lot larger.

torn hull
#

!feedback
Add some sort of incentive to looping and killing Mithrix or obliterating such as lunar coins scaling higher after each loop.

little barn
#

!feedback
make the smaller versions of Gups after you kill them be called Guppies! ☺️

sharp aurora
#

!feedback
Make only green hp count towards one shot prot, so that more than 1 psg/having wake of vultures will no longer be considered dangerous to high healing runs.
(This means that if you heal your green hp to full but don't have full shield, you'll still get your one shot prot)
For transcendence (and shared design) it could switch to shields counting towards one shot prot

loud heart
#

!feedback

A lil qol thing

When you reach the final difficulty there should be quiet laughter playing in the background for the rest of the run. Since monsters still level up it can get louder and louder but not too loud that it disrupts the game like crazy.

random stream
#

!feedback

A better FPS limit slider, since some PCs can't run 60/120 FPS without overheating, but 30 FPS is too low.
A better solution would just to make it a slider from 15-300 or something instead of the set: 30, 60, 120, 144, unlimited
If you want unlimited FPS you can put the slider fully to the right, further than 300 or just a toggle.

oak kestrel
#

!feedback

cheat code of some sort like ⬆️ ⬆️ ⬇️ ⬇️ ⬅️ ➡️ ⬅️ ➡️ 🇧 🇦 start (kanomi code)

digital harness
#

!feedback

Chroma keyboard support?

shell gull
#

!feedback
Somebody stop lunar coins weird bugusers, who often ruin game with unfair advantage, every lobby have 50% chance to have one buguser. At least meaning of plays in games like this is just expired too fast

stray wyvern
#

!feedback

give equipment drones a small little pistol-like attack. I think this wouldn't hinder their identity as a support-type drone, and it also gives more cool matchups with equipment (affix on-hits would work with it, upcoming goobo jr synergy, and even gorag's opus synergy)

mystic sigil
#

!feedback highlight the interactable that you're currently facing so you don't accidentally hit the teleporter if there's an item near it or hit the lunar shop refresh when you wanted to pick up a lunar item adjacent to it

hidden owl
#

!feedback

Add a sandbox mode to test stuff out and add a give item/equipment command as well as a god mode command in the base game.

sage plover
#

!feedback no idea if anyones pointed this out before, but just in case, mercenary's eviscerate has this weird quirk where if you press it near a teammate, it tends to autotarget the teammate (not doing any damage of course, however the movement prioritizes staying in place and acting as if the target you hit was just invuln, essentially cancelling the move. Not sure if this has something to do with how the game's friendly fire is coded but it'd be nice if it could be fixed. Sometimes i intend to dash forward with eviscerate to enemies in front of me, but because my ally is right next to me, it instead just stops me right where i am. I find myself often using blinding assault unnecessarily just to put distance between me and my teammate just to make sure this doesn't happen.

split forum
#

!feedback
pillars of commencement rework
note: this would require reworking the layout of commencement itself

make each pillar type linked to a reward island (things like soup island and lunar buds)
while the pillars are active, a bubble shield will prevent access to the island, similar to the one around the ship
completing the pillar disables the bubble, and creates a bridge to the island

the mithrix arena would be somewhere on the far end of the stage, and in the middle, would be another pillar
completing the pillar would disable the bubble around the ship
once you walk far enough away from the pillar, mithrix will crash down and try to stop you from leaving

this would allow you to skip the pillars freely if you're confident with your build
or
do all the pillars for extra rewards, improving your odds of beating mithrix

this would also give some thematic reason why there's a shield around the ship, as the shields would now be linked to the pillars

rare meteor
#

!feedback

Allow Huntress to have additional damage or compensation on Arrow Rain.

It feels nice to use, but it feels undone. Raw. Something's missing, but it would feel even nicer to be added like a feature. Be it sucking inside enemies in order to keep them in the zone, or giving them a "piercing" armor-shatter alike status, it'd be welcome(or snowstorm, which surrounds enemies in a small storm effect, dealing bonus damage).

At least let her deal additional damage via attack speed like Commando has it(attack speed = amount of projectiles), or expand her radius a little via focus crystals or alike. Otherwise it feels a little broad to use without on-hit or specific items in my opinion. Loses it's potential in comparison to Ballista(as it can use bands as an example).

torpid ridge
#

!feedback Minor animation nitpick on mercenary, transitioning from walking to sprinting (and vice versa) clips the sword through their body in a fairly obvious manner. Not sure if similar clipping issues are present for other characters' sprint animations, but that one is the most noticeable to me.

west lodge
#

!feedback
allow bandit to keep his desperado stacks when he is revived with dio's

plain grove
#

!feedback since elite monsters are so powerful compared to non-elites, it would make sense the player would be empowered in much the same way. Maybe add some health/damage multiplier to make them worth picking up and be mechanically in-line with how the monsters use them.

bright root
#

!feedback about making runs have more variance. So I really want to LOVE ror2. I've played it quite a bit, and what I can say is that the primary bit of variance between runs happens at character selection and almost all of the rest comes from legendary items. This leads to runs feeling different at the beginning between characters and then lead to proc chains again and again. It's basically all you go for. In order to change this we need something to introduce run variance beyond character selection. To do this without it getting out of control how often you get them, we should introduce a mechanic that happens at most once per stage, so we put it at boss drop. Turn each boss drop into an artifact of command like drop that is linked to a specific player. Only they can interact with this item. This item will have two options. One item that is the traditional boss or green item, if they select this, anyone can pick it up. The other item is a character/ability item. This would be an item that is linked to the abilities in their kit and modifies them in interesting and fun ways. Some of these items should also be impactful enough has to be an alternative to the crit/proc chain meta,. Since character and ability selection is the primary way that runs differ, I feel like providing ability modifying items extends on this well and provides an in run way for significant variance. This would take ALOT of work just to create enough items to be worth it. This suggestion is big enough that it could encompass an entire DLC, but I feel like the game needs it because updates and DLC have me going back to this game for a few good runs and experiment with the new things before I feel like I've experienced most of what I want to. There are plenty of other ways you could implement this similarly but I wanted to provide at least one concrete example of an implementation.

compact solstice
#

!feedback
Give us the password for the UES terminal, we are too dumb to solve the puzzle

sick cobalt
#

!feedback
args are dumb and also cringe

valid geode
#

based

timber ice
#

!feedback 1 hint pls

neat wraith
#

!feedback This might already be planned but I'll bring it up now. If Railgunner picks up Hooks of Heresy or anything else that might replace her secondary skill, her crits should revert to normal since it seems like she would have no way to crit otherwise.

sick cobalt
heady stone
#

!feedback could we get a rework on the aurelion boss fight? It's so underwhelming, have never had him destroy anything or be a threat. Increasing speed of him reaching objectives or changing the objectives could be good?

deep phoenix
#

!feedback Make a void chronobauble that does AoE instead of single target. this would make it so crowds are easier to kill and don't split up as much.

tough drift
#

!feedback
Redesign Railgunner's primary weapon so that it actually looks like a long rifle/sniper instead of being fat and blunt like a shotgun or a loaf of bread.

compact oriole
#

!feedback

Railgunner's abilities look incredible, my expectations were easily exceeded! While I do love what I've seen of their kit, I want to address their design. While I think it's mostly great, the size of her feet, backpack, and railgun are comedically large compared to the rest of her body to the point where it looks goofy. All of the characters and even enemies in the game have had fairly grounded proportions so far and I think Railgunner sticks out like a sore thumb. I'm sure enough people will make this point that it will get pretty annoying, but I wanted to try and phrase it in a constructive way.

We're still a month out from release (I want to go into cryosleep till then) so hopefully there's plenty of time to polish smaller details like this.

pastel girder
compact oriole
# pastel girder Idk why you're getting thumbs down, it's pretty valid criticism. My first though...

I couldn't tell you either. I think most people don't understand that the people who take the time to write out good criticism are typically the people who care about the game the most.

It seems like forced positivity to me, but it's the community and not the developers. I guess someone has to be toxic idek... I'm really surprised it's a controversial opinion to begin with, having continuity in your design is almost always praised.

little barn
#

It's unlikely to be a ever happen sadly, that's why you are getting ⛔ and 👎

chilly crag
#

!feedback i love goobo

candid grove
#

!feedback
cool update nice

sharp monolith
#

!feedback shut the channel down these past few feedbacks have been really bad thank you have a nice day 🙂

split dagger
#

!feedback
Implement the VRmod and VRAPI as a part of the base game please! RoR2 works fantastically in VR.

dense flume
#

!feedback
I am probably in the minority here, but it looked like the XQR Smart Rounds did too much damage in the short run through we saw. I feel like it should take one or two more shots to kill a wisp/any enemy on level 1. The primary and special skill already feel so powerful, it feels redundant to have such a damaging secondary. Don't change anything about the ability itself though, I love it as a part of the railgunner's kit. hmmkay

real birch
#

!feedback

Interesting fact I noticed: When you close and re-open the game, it saves whatever your previous loadout was. This is handy, because you don't have to go through the tedious process of opening the loadouts menu very much. But for Captain's Diablo Strike, it automatically reverts to Orbital Probes whenever the game is opened and closed!!! Preferably, please make Diablo save like all other skills, I want to instantly open a run and nuke something...

knotty helm
#

!feedback
Make the solid trees on distant roost and rally point delta visible with low graphics settings. I’m tired of running into invisible walls and wasting abilities on enemies that are behind invisible trees

topaz falcon
#

!feedback
Change up the model a bit for Railgunner. She doesn't look like she fits with the other characters and looks like a modded character. She also has weird proportions like her legs being too skinny, body is small compared to the size of the backpack, and the hood looks like a helmet.

split forum
#

!feedback
to make railgunner's long legs look more like an attachment rather than her actual legs being absurdly long, give her something like this

imo this would bring her in line with the other "huge limb" character, loader, plus look pretty sick as well

latent portal
#

!feedback buff huntress so she isnt subject to the powercreep of rein sniper the real risk of rain 2 character

vivid parrot
rancid nimbus
lean garden
#

!feedback
Make visiting the Bazaar on stage 5 lead by default to the route that matched the teleporter alignment, but offer the fixed stage selection to allow for looping, regardless of teleporter alignment

simple crescent
#

!feedback

Bring the console feature to PC where there was an option in the settings menu to make Artificer's hover a toggle rather than being required to hold the jump button.

gentle path
#

!feedback buff railer

lost bay
#

!feedback if railgunner's alt skin is the classic sniper skin it would be cool if it changed the name of the surviver to "sniper" while using it

tawdry torrent
#

!feedback
As long as we're talking about legs, would it be too much to ask for Loader to finally have a walking animation that doesn't look like she shat herself

steel cobalt
#

!feedback
I feel like the UI for railgunner's "crosshair" (not the scoped one, the base one when she isn't running) is a bit overcrowded, it looks very bothering, would be nice to have an option to opt in for a more simple crosshair.
Can't wait to get my hands on her tho, she looks incredibly fun to play!

lyric swift
#

!feedback Change commander's grenade skill. From splinter grenades to contact grenades. Still bouncing off the wall ,But as soon as it touches the enemy, it explodes.

rancid nimbus
#

!feedback

Regarding Railgunner's Concussive Device, it reads as "knocks back you and each enemy".

It would be nice to allow the Concussive Device also knock back allies so that you could have some co-operative mobility with other characters in your squad. In particular, this would benefit characters who do not have much verticality (Captain, Engineer, etc.)

It could be tricky to arrange a group jump, but I believe that would play into the fun of the kit.

blazing geyser
wanton sphinx
#

!feedback
give forgive me please a different model depending on which survivor is holding it

merry trail
#

!feedback
If bands Kjaros_Band Runalds_Band existing makes the cool new character really stupid I'll be sad
It takes so little effort to optimize using the bands that it really detracts from the balancing and power scaling of heavy hitters at times

worthy parcel
#

!feedback

Make Equipment Drones have their own wallet so the crowdfunder would be able to be utilized on it

rocky peak
#

!feedback
Lunar Item - Wild Child's Shield
Your team takes Less Damage BUT your own Attacks can damage friendlies

bold carbon
#

!feedback

bands rebalance:

  • stacking bands no longer increases damage directly, instead it allows you to charge +1 additional stack of band charge every 5 seconds after the initial 10 second charge time
  • bands damage is now determined by how many stacks of band charge you have
  • each band proc resets band charge to 0
  • band charges are now counted individually for both Runald and Kjaro bands

example:
with 3 Runald bands,

  • 10 seconds pass, Runald band charges to 1 stack of charge for 250% damage
  • 5 more seconds pass, Runald band charges to 2 stack of charge for 500% damage
  • 5 more seconds pass, Runald band charges to 3 stack of charge for 750% damage and stops charging

with this:

  • its harder to deal absurd amounts of damage without charging bands up for an equally absurd amount of time
  • no more instakilling everything because you found a printer (instead it's because you survived 3 minutes without dealing more than 400% damage)
  • shorter charge times after the inital charge time means that band stacking still causes some obvious damage upgrade
  • band synergy is back since double bands = double charge rate
  • using bands has more depth
  • still powerful, still fun, but less game breaking (in theory)
shrewd iron
#

!feedback void item: body enhancers. based off Shield_Generator . Increases health by 7% (5% on later stacks) while increasing hp regen by a reducing 5% (like tougher times). I want this to be an alternative way to increase your health. currently, iirc. we only have 2 items that increase hp. Bison_Steak (which is utter garbage) and Infusion (which gets exponentially stronger) this could be a different way to increase your hp. It could also be based on Bison_Steak as well.

modest grove
#

!feedback

Fix the potential crash that happens when you push the enemy vagrant’s exploding ball or lunar wisp’s tracking ball with Rex’s utility.
I’ve reported this a while ago in bug-report-pc and it just happened again, so this is a little reminder.

small star
#

!feedback
Certain items should synergize with specific character abilities such as:
-Diablo Strike + BrilliantBehemoth = A visible mushroom cloud as well as AoE that stacks fire damage in a given area for a couple seconds
-Any of rex's self-damaging abilities + Nkuhanas_Opinion = A sort of reverse effect of the item where you get surrounded by skulls that heal a small percentage of HP for each skull and last for 6 seconds. 1 skull per 25% hp lost. Maximum of 10 skulls. If more than 5 skulls are summoned, effect gains a 10 second cooldown once the skulls disappear. Skulls heal 1.5% HP each.
-Loader's Ground Slam + H3AD5T_v2 = H3AD5T_v2's damage is incorporated into the ground slam and the the AoE and damage of the slam increase with height accordingly.
-Desperado/Lights Out + Alien_Head = The abilities deal extra 75% damage if they land a headshot. Does not apply if the enemy is either just a head or has no head.
-Frag Grenades + Ukulele = If the grenade were to proc the Ukulele's effect then the grenade gets a electrical aura and explodes into a burst of electricity instead of the normal explosion. The explosion itself will automatically proc the Ukulele's effects but apart from that maintains the normal explosions proc chance.
-Artificer's Ice Abilities + Chronobauble = Makes the frozen enemies extremely slippery and causes them to slide around when hit with an attack, dealing fairly high contact damage if it collides with another enemy.
-Smoke Bomb + Stealthkit = Invisibility duration of Smoke Bomb is increased below 40% HP. +0.75 seconds of invisibility per Stealthkit. Stacks up to 3.

distant field
#

!feedback
if limiting player's awareness of their surroundings with railgunner's scope was the point it's fine
but if not i think zoomed scope should be halved in size and fov outside of scope should be unchanged

restive patrol
#

!feedback
I know when you first start playing you can see the artificer trapped in the newt's shop, but once you rescue them, this mechanic is never brought back. I was thinking since you can attack newt, add a 1 in a million chance that when you attack newt, he captures that survivor and the run ends (or in multiplayer you're switched to a different survivor for the rest of the run). This means you can't play as that survivor for the time being, and would have to unlock the survivor again by going to newt's shop as another survivor and rescuing them aka paying the same way you did with artificer in the beginning.

plain grove
#

!feedback make commandos frags explode on impact with enemies your damage isn’t determined by unity physics lottery

rare meteor
#

!feedback

Allow people to pass Session Ownership midgame so we can replace the host(which is about to leave) with a player that'll stay in order to keep a good run.

warm wave
#

!feedback let us cook commando's frags
edit: didnt see til now that this is in top feedback ha

safe prairie
#

!feedback
Change the shock debuff to only break at the threshold and remove it’s timer that causes it to wear off on stronger enemies (Golems, Elites).

This would strictly be a buff to Taser; shock beacon works fast enough to effectively make shock permanent already. I don’t think it should make taser overpowered either. It’s still mostly a single-target ability and there would still be a damage threshold that breaks it.

sharp aurora
#

!feedback
Make Artificer immune to fall damage.
Unlike other survivors (and hopoo feather), Artificer's jetpack is always available, no cooldowns at all. It's their passive after all. As it is right now, you have to hold space a bit before you hit the ground to negate fall damage, but why not just make Arti immune to fall damage since you can always do this?
The cherry on top is that artificer doesn't even physically touch the ground, so it just makes sense for them to not take fall damage.

rare meteor
#

!feedback

Allow polyps to use bungus.

unreal nexus
#

!feedback
Add the Railgunner to the server banner!

shrewd iron
#

!feedback rex shrine for rexy boi?

rare meteor
#

!feedback

Corrupt version of focus crystal, which enhances damage the farther you are from the enemy?

(Doesn't give bonus if you're close to enemies.)

wind ermine
#

!feedback

some more nods to the first game would be cool to see. stuff like HAN-D in the background of the character select screen. im kind of a sucker for easter eggs ;)

flat cypress
#

!feedback

Make the Grovetender more common, either by adding them to another stage such as Sundered Grove or by making them a more common boss in Sorched Acres like how Grandparents are more likely to be a Sky Meadows boss

small star
#

!feedback when huntress is in her ballista/arrow rain aiming mode, let her teleport abilities teleport her in the air without cancelling the attack. it would help make her less vulnerable while aiming

trim bronze
#

!feedback remove the homing qualities of homing attacks (Vagrant ball, dunstrider tar balls, etc.) while invisible, like when you're in bandit's smoke bomb or using old war stealthkit

crude mulch
#

!feedback idea for an equipment. Portable scrapper. Every (idk, say 80 seconds) you can press Q and open a scrapper menu and instantly spit out scrap
Edit: alternate idea. The ability would place a scrapper at your current location

north remnant
#

!feedback Corruption theme DLC with alternate routes or random variation spawns on all or some stages that are partially taken over by some sort of corrupt material/flesh/fungus/other generic or original lore version of such a growth and completing a goal, like killing a mini boss or something else, unlocks alternative stages that lead to a new ending or a new main stage where the player fights the "heart" of the planetary infection

vale anvil
#

!feedback When using Visions of Heresy, make it so that if you hit enough shots on an enemy you trigger a larger explosion. Visions of Heresy is already so similar to the Needler from Halo, just take it that one extra step. 🙂

crude mulch
#

!feedback New Lunar Item: Scavenger Pack.
Every 45(+15) seconds you pick up 1(+1) random item BUT all chests and printers become blocked

simple crescent
#

!feedback Make it so starting a run as Captain gives the item log for Defensive Microbots.

At the moment, the only way to get the log is by killing a Captain Umbra, which entails sitting in your pod for 10 minutes with 0 items until he spawns, to guarantee that DMB drops.

You already have the item as Cap, theres no reason you should have to go out of your way to actually pick it up to trigger the logbook.

cedar sonnet
#

!feedback give vision steak the infusiona way of obtaining health and give infusion a increase by 1% or so

pliant frost
#

!feedback

There's a glitch when you use rex's default utility and hit a pot with it where the pot just vanishes from existence.

While this is hilarious, it would be helpful to use this ability to move pots around, even if it's just a slight advantage.

calm mulch
#

!feedback
Alright this might be something that is already coming with the dlc but what if Blast Shower (the equipment that will be completely useless if you have the new raincoat item) also clears all the lingering pools and projectiles that are near you. These can include Malachite spikes, Beetle Queen venom pools, and other projectiles. Idk, just a thought to make blast shower something people may actually use.

small star
#

!feedback a way to add the artifact codes to some sort of codex since some of them could be difficult to remember and not everyone is willing to use the wiki

trim solstice
#

!feedback since raincoat doesnt synergize with bands probably mention in blast shower that it "resets item cooldowns" or smth the like, so its more obvious that blast shower has another insentive over raincoat

trim solstice
# trim solstice !feedback since raincoat doesnt synergize with bands probably mention in blast s...

!feedback seperate but similiar suggestion but buff Blast Shower so it has competition with Raincoat. You are sacrificing an equipment slot so it should be a debate of "should i take this passive item and grab a different equipment or get more benefit off of this equipment". How i would buff it would to apply the item cooldown resets to other items such as Headstompers or heavily reduce the cooldown of "Out of Danger" mechanics like shield, slug, or opal. (these are just examples it doesnt have to be 1 to 1)

worthy parcel
#

!feedback
I really enjoy multiplayer with friends and one of them likes engineer. We always try to give him fungus but its usually either too far away to be worth it for time or we end up auto grabbing it.
Give players an option in multiplayer when near engi for a 'press e to give fungus.'

tawdry torrent
#

!feedback
Add VFX for phase round increasing damage after piercing an enemy.

still dirge
#

!feedback
Buff the Grandparent

dim jewel
#

!feedback
Give Acrid's Special, Epidemic, the 'Slayer' keyword.

lime compass
#

!feedback Could you maybe decrease the chances of the Wandering Vagrant being a Teleporter Boss for the start of a run…? Just asking because Burnout and I’m tired of it always being the boss I fight before I start to Loop.

fresh fulcrum
#

!feedback A swarm boss akin to Beetle Queen that spawns Gup swarms, granting an item that gives you smaller Gups called Guppies

coral ridge
#

!feedback
Make harder difficulties more rewarding to play by increasing total lunar coins received upon a victory.

grave coral
#

!feedback
As an unlockable skill replace engineers 2 grenade launchers with 2 cannons or rpgs

trim bronze
#

!feedback give visual changes depending on whether rex is using his plant or robot abilities, corresponding to the part of the body where the attacks would come from

jolly anchor
#

!feedback
Potential balancing tweak for Oddly-shaped Opal: Increase armor by 50 (+50) for 1 (+0.5) second(s) when you enter danger.
"Danger" seems to be the keyword for "enemies are starting to attack you" so having it briefly activating while in danger rather than out of it would help it from becoming an ultra-niche item.
(image is opal's current stats.)

jovial valley
#

Hello I'm kind of new to the game. I have almost 90 hrs. in. I have a lot of experience with FPS games and seeing the new dlc coming out I have one suggestion to make.
I've been avoiding playing the Loader just because I have to change my mouse Sensitivity and key binds after each run. I don't know if it's a simple request, but i think the game could use character specific settings, especially with railgunnner coming out soon.

heady talon
#

!feedback Make the aspects do something extra. Half the time you already have a better equipment so they aren't worth it to pick up. Perhaps giving them some sort of extra attack by activating them to make them worthwhile. They're so rare that when I get one I want to use one, but in longer runs I can't justify it.

muted sail
#

!feedback Remove newt altars and make random bazaar portals more common

sharp monolith
#

!feedback

A buff to REX's DIRECTIVE: Drill that makes its tick rate increase with attack speed.

runic iron
#

!feedback day 2 of asking for crossplay

muted sail
#

!feedback An option to tap the jump button to do a normal height jump with H3AD-5T v2

shrewd iron
#

!feedback buff rex's robot skills. every single one of them are garbage, with default utility being the best of the worst. this will make it feel like you have a choice, rather than just plant

split forum
#

!feedback
aegis buff
when not taking damage for 7 seconds, gain a barrier for 100% (+100% per stack) of your total max hp over 2 seconds

obviously values can be adjusted, but I think this concept would significantly improve aegis, while also making it the definitive "defense" red item, which there really isn't right now

little barn
#

!feedback
More Skins
I would love more than just the 2 skins per survivor even if they are just recolors. I recon for those who beat eclipse 8 unlock a skin for the corresponding survivor. This also brings more of the community to start playing eclipse and show off their grind.

flat cypress
#

!feedback

Apparently we're getting character abilities with 3 ProcCoeff so if that's fair game now.

Buff Genesis_Loop Genesis Loop to 3 Proc Coeff like the Vagrant explosion it's based on, it's not that good of an item midgame and could be a little better for how infrequently it activates.

stray frost
#

!feedback SOTV second dlc survivor speculatated concept.
my design concept for the second dlc survivor is a fleshed out idea of the weaver (a concept survivor that was one of the voteable contenders for the 1.0 update) with a slender purple body (about comando height) while holding a puppet shaped like himself in front of him with strings emanateing from his left hand and a marionette doll also in his image clinging to his right arm with a creepy smile and empty eye sockets.

As for concept skills for weaver. here's what I got so far.
passive: weavers skills and minions deal 15% more base damage per debuff the enemy has.

m1: pull the strings of his puppet to slash in front of him with sharp threads (think like rui from demon slayer) dealing 175% damage.

m2: reaver fires a corrupted orb in a stright line that deals 300% damage to the first enemy hit and applys the corrupted debuff which causes the enemy to spawn a mini puppet (that copys 25% of your base stats) upon death to fight for you by slapping an enemy for 100% of their base damage each hit. you can have up to 8 mini puppets active at a time and each one only lasts 25 seconds before exploding for 300% of their base damage in a 10 meter radius.

Utility: weaver drops his marionette doll on the ground, reactivate the ability teleports you to the marionette's location. if the doll falls off the map it will return to you and set the ability on cooldown.

Special: weaver snaps the fingers of his right hand, causing every enemy with the corrrupted debuff to take damage equel to 200% their base damage, if an enemy dies from this attack they spawn 2 mini puppets that copy their elite aspect if they had one.

alpine bridge
#

!feedback
Add and Achievement for Beating Eclipse 8 on a Survivor, and for beating Eclipse 8 with every survivor

An issue I noticed is that after you get maybe 20-30 hours on RoR, monsoon practically replaces drizzle as base difficulty, as anything easier than monsoon is too easy. To solve this, eclipse was added, however it feels very unrewarding. I would understand the lack of a reward if it was a niche thing that only the "superior" players did, but every eventually gets good enough to beat some of the eclipse difficulties. I get that it is designed for players that want an extra challenge, but it doesn't feel very "extra" when you kinda have to do it to make the game harder. Additionally, many of the monsoon skins are just recolors of the vanilla skins with maybe a few differences. I suggest, to add more motivation to do eclipse, making the reward for beating eclipse 8 with a survivor a new skin, but with more differences to the vanilla one, and the reward for beating eclipse 8 with every survivor a new lunar item (i don't have any ideas for that). This way eclipse gives a bit more motivation for players to beat it.

small star
#

!feedback make it so healing and emergency drones don't target squid polyps, i hate being seconds away from death and my drones are trying to heal my polyp

rare meteor
#

!feedback

Allow MUL-T to use it's mobile ability in powermode, resulting in a drift, that'll send the player sliding whilst still maintaining combat capabilities.

crude mulch
#

!feedback
When getting a stun on an enemy that can't be stunned, there is instead a small pushback force applied

little barn
#

!feedback

make family events more common (and not just the lem and golem ones), a player could 100 percent the game without knowing they exist. while the rarity makes them more memorable, there is a point where they can both be memorable but also not nigh-impossible to encounter.

wild sandal
#

!feedback

make leaching seeds and scythe work so it gives you a % of damage. would make it work on arti or lodr etc. could also be the void version

prisma shell
runic iron
#

!feedback Day 3 of asking for crossplay

tawdry torrent
#

!feedback
Give artifact of command's interface an option for a random item.

Sometimes you just want to test out a particular build while having a relatively unbiased run otherwise.

loud heart
#

!feedback

On the topic of command

If aspects actually drop, there should be a special menu to access all of them, or at least ones in the same tier.

wraith geode
#

!feedback
Toggle button/option for more item details.
I understand the log entry is there for more info outside of run, but when in run I want to see how much items increase in value per stack, readily and easily. Especially when in multiplayer. Helps make decisions in run if I really need that extra "critical glasses" (as ex. considering hard wall on returning value) or not.

rustic marsh
#

!feedback
It would be nice if after using the infusion Infusion up it would revert your health bar back to green to let you know it has been completely used.

lime compass
#

!feedback I just got a new Boss Idea! Why not give the idea of a Shapeshifter Boss some love and have it Mimic an Enemy or the Player’s Current Class? I don’t have a name or Default Appearance yet, but a boss that changes its look and moves to match another’s when Half Health or below sounds like something that could be fun!

latent rover
#

!feedback
the tardigrade void item looks like it has a diaper on. they should add one to it.

kind bough
limpid hill
#

!feedback
make bungus the best item in the new dlc

chilly crag
#

!feedback please quick restart button in prismatic trials thanks

trim escarp
#

!feedback
This an idea for an alternate Loader primary
Weight bearing claws: Its a 3-hit combo where she thrusts her arms forwards and snaps the claws shut forwards one arm at a time then slams the ground on the 3rd swing, dealing heavy damage and knocking enemies upwards.

restive lance
#

!feedback starstorm dlc collab

cobalt breach
gritty haven
#

!feedback
engineer's turrets like to get stuck in the terrain, including sometimes all the way underground so that they can't fire. i'm not sure how to fix this, but it would be nice if it was looked at

flint anvil
#

!Feedback
give engineer some form of alt M1. it's not that M1 is b a d, but it just feels clunky and unsatisfying to use.

primal geyser
#

!feedback
Make it so acrid's alt m2 stacks like desperado except increases his max health instead of damage

heady talon
#

!feedback grovetender plushie

random stream
#

!feedback
Elite aspects respective to boss's aspect (including horde of many) are able to drop as teleporter loot.
Change aspects to a yellow item, as losing your equipment for them makes them only make you weaker instead of buffing you.

native jewel
#

!feedback Railgunner is best survivor and she isn't even released yet, make some adjustments before power creep takes over the game

unique arrow
#

!feedback Add some punchy VFX for when Visions of Heresy projectiles impact enemies and explode. I spent lunar coins on this new primary, but I often feel like I'm just tickling these enemies. (The game needs more VFX for hitting attacks in general)

modest grove
#

!feedback

Make Red Whip more consistent.
Right now it disables on use of Rex’s utility, while something like MUL-T’s transport mode or Bandit’s smoke bomb doesn’t. I can kinda understand why for transport mode, but for Bandit or Rex, it doesn’t really make sense at all.
How should it be changed is up to devs, but I’d like to see it not being disabled on Rex’s utility.

sharp monolith
#

!feedback

A buff to Artificer's Nano-Spear where it does more damage than Nano-Bomb. I think it's ridiculous that a single-target ability does less damage than its AOE counterpart, and the freeze, IMO, doesn't make it more worth it when Snapfreeze already exists.

broken karma
#

!feedback

Just a qol but have an option in the game settings to have the primordial teleporter to be set to either planet or moon when you arrive there with the default option being the moon.

sharp monolith
#

!feedback

A change to Artificer's Snapfreeze that makes it solid, allowing you to use it to hide from Vagrant explosions and to press down Aqueduct buttons.

open hound
#

!feedback

Make dying to “the planet” more specific, like if you fracture 98% of your ankles then say you died to “fall damage”. If you died to the moon detonation then say “moon detonation” and I don’t know what going out of bounds on abandoned aqua duct would be but I think I’ve made my point

little barn
#

!feedback I got the merc achievement for using 20 skills in a short time with visions of heresy. Feels unintended, and seems like an easy fix.

open hound
merry sigil
#

!feedback

Add checklists for characters (similar to the binding of isaac) Which unlock new items, skills or skins (on monsoon) when finishing the game in a certain way or beating a specific boss.
That will make the players want to experiment how they wanna end the game and not just obliterate or kill Mithrix.

simple crescent
#

!feedback

Make it more clear that the orbs that appear after you kill Mithrix are portals. I've seen wayyyy too many new players that dont understand how to escape the arena in a timely manner and end up losing because of it.

People really shouldn't be losing at the very very end of a run due to unclear communication from the game.

rare meteor
#

!feedback

Everytime Commando slides, it doesn't seem logical. His thrusters should propel him backwards(it seems like they should, guessing by the effect), instead of letting him slide. Plsfix

plain grove
#

!feedback make it so that the amount of lunar scavs that spawn in a moment whole is equal to the amount of beads of fealty you have as well as making all of them drop coin bags

sharp monolith
#

!feedback

Make Engineer’s Mobile Turrets sprint and jump more often so they can better utilize Little Disciple, H3AD-5T, Wax Quail, Energy Drink, etc.

graceful kestrel
#

!feedback
a few achievement ideas i had, mainly ones for 100% logbook sections
also, none of the logbook achievements will unlock anything. they're purely there for the challenge of getting them

Collector : Collect every item log
Monster Hunter : Collect every monster log
Adventurer : Collect every environment log
Master : Collect every survivor log
Perfectionist : Collect all logbook entries
What? : Skip to the arena on the moon without activating any pillars (i have an unlock idea for this ill post some other time)
Cleansed : Remove 5 or more lunar items using the same Cleansing Pool (no idea for this one)
Delicious : Eat 50 Foreign Fruits in a single run. (some kind of healing item??)
Welcome to the Void : Die to the moon detonation. (void item)
Controlled Chaos : Beat the first stage with all 16 artifacts on. (no clue)
Seeping Creep : Die to the tar in the Abandoned Aqueduct (a green item that leaves a trail of tar as you walk, slows enemies down, will elaborate further some other post)

worthy parcel
#

!feedback

Add in a guaranteed way to collect yellow items by defeating teleporter bosses under certain conditions:
Examples:
1)Kill Clay Dunestrider via environmental damage.
2) Kill Wandering Vagrant before it explodes
3) Kill the Beetle Queen without damaging any Beetles or Beetle Guards during the teleporter event
These are just examples/ideas and you could still receive yellow items from random drops. The idea is to give the player more power in the items they want in their runs without just giving them handouts.

You could also make these into achievements you have to complete before these items will start randomly dropping in runs.

sharp monolith
#

!feedback

I noticed a strange interaction with Mired Urn and Aqueduct pots. Urn destroys pots but only when you're "in combat" for some reason. I think that Mired Urn should never target pots as it makes pot rolling harder and ends up doing more damage to you than it heals

static hawk
#

! feedback Survivor that can ricochet off the environment like a pinball to damage enemies

sharp monolith
#

!feedback

Give REX's DIRECTIVE: Disperse (default shift) two charges, if only just for "rocket" jumping

sharp monolith
#

!feedback

Let the primordial teleporter on stage 5 be redirected after the tp event is over

odd lynx
#

!feedback

Make it so engineers TR58 turrets avoid lunar chimera's exploder's fire pools also make it so that when the TR58 turrets are standing still they can activate bustling fungus sometimes it doesn't activate.

sharp monolith
#

!feedback

Get rid of the startup time for Bustling Fungus' healing. It currently takes a full second for it to start.

trim bronze
#

!feedback make engineer's turrets hug and strafe around enemies so that they actually make use of mired urn

left aurora
#

!feedback The probes spawned by Empathy Cores should draw from a list of prefixes eg. Pleasant, Friendly, Content etc. to give their names some variety when there are more then two of them from item stacking or other methods.

slate lance
mystic sigil
#

!feedback
Lepton_Daisy
change lepton daisy to deliver a regeneration effect over a few seconds in the teleporter radius so it's easier to catch the healing

hollow kernel
#

!feedback
Quality of life suggestion: add a restart button on the pause menu so that I can rage quit and start over as the same character without having to back out to the main menu

pearl zephyr
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!feedback

Make it so we can scroll in the game chat, I want to see which one of my friends stole my items, and so I don't have to check for the 17th time to see how much the legendary chest costs.

buoyant needle
#

!feedback

ok, hear me out right, what if there were login rewards in risk of rain 2. nothing crazy, just something like 5 lunar coins and then 10 once every 7 days.

little barn
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!feedback

lepton daisy void item: periodically deal damage to enemies within the tp zone (or could maybe apply a debuff that deals dot)

small star
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!feedback a way to see the items on the death screen even after mithrix steals them all in his 4th phase, since its a bit strange having a empty death screen

wild sandal
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!feedback make magma worm change its name whenever it goes above ground since it’s not magma anymore

random stream
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!feedback
Increase the damage output and AOE of arrow rain and increase its proc to 0.5
It is by far the worst ability that huntress has and leaves people in open space for low damage and proc chance.

Huntress already is very bad compared to literally every survivor and needs an actual buff for being a "glasscannon" that has less overall damage to every other survivor.

cobalt breach
#

!feedback random character button in the character select screen

bitter island
#

!feedback
Fix multiplayer, getting disconnected 10/10 times. The current system p2p is horrendous.

cobalt breach
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!feedback large category chests (healing, damage, & utility) that have a base price of $60 and have an 80% chance of yielding a green item and a 20% chance to yield a red item of the chests respective category, akin to the large normal chests

willow rock
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!feedback maybe have the better ui mod implemented by default? or at least some of its features that are really better and useful.