#ror2-feedback-and-ideas

1 messages · Page 43 of 1

worthy parcel
#

!feedback

New Artificer utility: Arcfield
Deal a small amount of damage, micro-stunning every enemy in a cylindrical area. Has a chance to arc and stun other enemies hit. Can proc on-hit effects.

sharp monolith
#

!feedback

Random loadout button

verbal reef
#

!feedback

Turn Huntress' auto-aiming on her primary into a passive, and give her an alternative passive that exchanges the auto-aiming for bow-charging mechanic. Ideally this passive would increase both damage & projectile speed as the charge increases.
This change would give Huntress a more mechanically engaging primary.

mystic sigil
#

!feedback

Artificer's Plasma Bolt should explode on proximity with enemies, this would give it utility versus wisps and other airborne units for which the splash damage isn't as beneficial

little barn
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!feedback idea

Something raccoon related. Whether it be an item or enemy to fight in the future. Think it’d be cool.
Maybe as an item as pelt
If an enemy maybe like mini scavenger that uses a random single item

cobalt breach
#

!feedback
make grandparent more intimidating on their own. as i see them, they feel more like a support boss that makes it harder to deal with other foes.
i'd say give them another offensive attack (or replace the rock throw with something stronger, like a hand swipe or slamming the ground), to better help them be more of a threat to the player

sharp monolith
#

!feedback

These two suggestions seem unrelated but I wouldn’t want either to happen without the other also happening.
Remove one-shot protection as a mechanic and make damage not scale so hard so fast. For an example of the absurd damage scaling, Malachite elites have a six times damage multiplier right now.

knotty helm
#

!feedback
Make the chain lightning on nano bomb deal more damage

pearl perch
#

!feedback
Add some good ol’ isaac esc item synergies. like gasoline makes will o’ the wisp’s explosion bigger without increasing damage, rack increases healing of lepton daisy for all allies, having dios increases the chance of tougher times blocking damage when you’re low health (teddy friendship), having both bands make both effects stronger. Things like that. and i’m shit at coming up with these so i’m sure hopoo could come up with much better ones.

Point is, i’d like to have players seek to make item combos for reasons beyond “oh, the effects go good together” by using synergies for fun effects.

frail moth
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!feedback

Make Gups spawn as Geeps and Gips occasionally, just as a means of enemy variety.

worthy parcel
#

!feedback

Make a boss item for scavenger and the item is a raccoon pelt that spawns a mini allied scavenger and it copies one random item from your inventory and the item changes every stage.

small star
#

!feedback some more slight visual transformations depending on ability/skin choice on the character select screen like engie's turrets. A few ideas of mine are:
-Commando's pistols are slightly wider and the barrel has a funnel cone shaped end if he has Phase Blast equipped
-Huntress's bow has 3 smaller notches instead of one normal one if Flurry is equipped
-Mercenary's sword changes colour according to his skin (blue for regular, red for alt)
-REX is more overgrown/robotic depending on if he has all DIRECTIVE or all Plant abilities
-Artificier's ENV pack has blue exhaust fire if Ion Surge is equipped.
-Loader should have visible spikes on her fists if Spiked Fist is equipped

wild sandal
#

!feedback
add sniper drones back pls. i hate those 1hp wisps that got yeeted across the stage from captains m1

random pagoda
#

!feedback Workshop mod support

safe geyser
#

!feedback

more creature/monster characters like acrid :))

hollow basin
#

||!feedback||
Make Acrid able to use abilities mid leap.

You can spend a lot of the time stuck in the air with leap when you get some speed items, so it'd be very nice to be able to snipe (or bite) enemies mid-jump.

heady nexus
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!feedback
Commando is so incredibly boring to play in vanilla, there is no "oomf" in his pistols and the damage falloff + spread is crazy. Every character that is actually fun in the game seem to have a passive, so why not hand one over to commando too?

Just because he's the first character you unlock doesn't mean he gotta be 🐶

chilly crag
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!feedback I think it'd be fitting if imps had an artifact of chaos like effect applied to them, so they can attack other monsters that aren't imps; it'd be fitting for the lore and perhaps make the planet feel more alive

mystic sigil
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!feedback give captain's alternate skin (Admiral) more love, it's literally just a white repaint of his current model and for an Admiral I'd expect him to have like some medals and a different coat, dressed in a more regal manner fitting of a higher rank.

hollow basin
#

||!feedback||
Commando Passive Idea:
Requisition Card

Commando starts every level with enough gold to buy a single small chest. This would help him get through the early stages with a free item every stage, like Captain's hacking beacons.

acoustic swift
#

!feedback
small request: Please make ||artifact codes|| visible on lower texture resolutions

I initially started playing ror2 on a weaker machine, so since my graphics settings were low, I wasn't even able to see them, (even ||the one right next to the artifact portal, which I assume is supposed to be easily found||)
so I didn't know they existed until I got a better machine to play the game on.

Make it so that they are readable no matter what texture resolution is set to. Unintentionally locking people out of an experience like that kinda sucks.

daring gyro
#

!feedback
Thqwibs as a boss equipment(or on hit item) from Scavenger

timber blade
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!feedback Log entries for drones and turrets. I would love to learn more about the TC-280 Prototype

stray frost
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!feedback white item for the dlc, frozen sprit tag. summons a frosty wisp that fires an iceball every 2 seconds at the nearest pinged enemy for 100% base damage per stack, said iceballs have the same projectile size and travel 25% faster then a lumerian fireball and inflict the chilled debuff on hit that reduces attack speed by 40% for 3 seconds.

lilac kite
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!feedback to make Acrids "blight" passive more desirable give it a small armor reduction per stack to not only give it more damage but also some utility. To make melee acrid more desirable give him an alternate special in the form of a burst of poison from the holes and sores on his back to replace epidemic. Make the burst usable mid leap to make leaping at flying enemies more worthwhile and also easier.

prisma shell
#

!feedback
Change Loader's and Huntress' in-game descriptions to something more fitting (mock-up from @dim seal )

small star
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!feedback make portals on rallypoint delta less bright, in their current state they make everything around them impossible to see

lean garden
#

!feedback
Make the portals that spawn after killing ||Mithrix|| interactable instead of having to jump inside of them (You're taught all this time that you interact with portals to enter them, why are these an exception?)

Either that or update the objective to say that the portals can be jumped into.

sharp monolith
#

!feedback
I would like to be able to grapple on the rallypoint trees

simple crescent
#

!feedback

Make Ion Surge a Utility skill instead of a Special. It's purpose is literally utility, and this means Arti keeps the flamethrower. This would also make Nano Spear a bit better since you wouldn't have a mandatory ice skill making the freeze effect obsolete.

little barn
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!feedback make woodsprite active prioritize survivors in clumps of allies

hollow basin
#

!feedback

Buff Bandit's Blast rifle shots to do at least equal damage to the Burst shotgun (500%). Shotgun burst beats it in every department, as more shots are better for procs, and easier to hit, so the rifle should at least do equal to (ideally more) damage.

austere oracle
#

!feedback

Forgive_Me_Please should be able to push down the buttons on Abandoned Aquaduct.

cobalt breach
#

!feedback make enemy corpses able to press the aquaduct buttons

small star
#

!feedback

A way to make Engies turrets target specific enemies. Please.

thick nebula
#

!feedback

Artifact of Isolation: Item effects can no longer be triggered by other items. (sets the proc coefficient of every damage item to 0)

The game relies quite heavily on proc chaining, it'd be a refreshing challenge to see what it would be like without it, especially in the later stages.

sharp monolith
#

!feedback

New item: Will o’ the Wasps
Wasps (wasps)

cobalt breach
chilly crag
#

!feedback
Runald's Band's damage really should be counted towards Bandit's Lights out cooldown reset/Desperado's damage token, its already counted towards the kill mithrix with lights out achievement so why not make it count towards the specials themselves?

tawdry torrent
#

!feedback
On the subject of making turrets attack things...
If minions are unable to find a target while their owner is in combat, make them attack the same enemy that their owner is fighting.

Minions, and mobile turrets in particular, have an annoying habit of just hanging around not doing anything, even if there are enemies nearby. While manually directing turrets would be a good feature to have, it would still be nice if you didn't have to ping an enemy just to make your turrets notice it.

trim bronze
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!feedback Huntress passive (Hunter's Sense/name tbd): Give huntress "heightened senses" when near enemies/ in combat (x% higher move speed and attack speed repectively)

ornate wing
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!feedback Please allow quick restarts of Prismatic Trials. As it stands, when you take damage trying to get Mercenary: Ethereal, you need 5 mouse clicks and 3 fade-to-black screens before you get another try at it. It's flow-breaking and makes a very difficult achievement go from a hard challenge to an active aggravation.

radiant sky
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!feedback
Maybe give Acrid's poison an anti-heal component (probably only a healing reduction and not a full anti-heal so that malachite aspects are still useful). I feel like it would be a nice utility, especially with the new healing elite that'll come out with the new update.

serene finch
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!feedback
I've played with so many toxic people and hackers over the time ive played, I'd love to have a way to kick people from my games.

knotty helm
#

!feedback
Make an option to change the teleporter particles’ color

broken karma
#

!feedback

Just a small qol suggestion but an option to say which region you are from when hosting a server. With the default option not saying which region you are from.

cobalt breach
#

!feedback
make loader's thunderslam have increased damage based on how long you fall with the ability active, but reduce the base damage as a counter balance

hollow basin
#

!feedback

Give Huntress an alt primary that has no autoaim, and can be charged to deal more damage, like drawing a bow.

visual crystal
#

!feedback

Huntress desperately needs either an alternate secondary or a rework to her existing one. It is practically useless for single target damage and isn't very efficient for large group damage (10+ enemies). However, it functions well in groups of 2 to 3 enemies. It's generally not a very good ability when compared to most other secondaries in the game, so maybe adding more bounces (idk cap of 8-10 bounces) could definitely help it's performance as the run goes on, albeit only slightly.

Additionally, an alternate secondary that functions similar to Sawmerang would be nice. The idea is that the glaive would no longer automatically target the nearest enemies and bounce but would rather be an aimed, piercing ability. This would do wonders for large groups of enemies and would allow for MORE THAN ONE HIT on a single target, but would be less effective for the niche that laser glaive currently works in.

prisma shell
#

!feedback
shake up the meta, I'm bored

stray frost
#

!feedback
add a training mode to allow us to learn and pratice the strengths of each survivor and the uses of their skills, both default and alt unlocks. this means people can get used to the feel of comandos frag grenades or how to blast jump with railgunners concusion mine.

hollow basin
#

!feedback

Artifact of Rebirth: You can revive dead players by interacting with a grave their body leaves behind. Can only be done once per stage, and halves both players' health bars for the rest of the stage.

||Yea this artifact makes things easier like command, but also makes playing with friends way more fun as you can take big risks to keep the boys in the fight.||

ornate wing
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!feedback

Artifact of Asceticism: All items spawn only as white items.

dense sierra
#

!feedback

Make Artificers sprinting while hovering with ENV suit have more audio/visual feedback.

Hovering and sprinting on Artificer feels sluggish and slower than sprinting on the ground even if both speeds are the same. Sprinting has more feedback that you're going fast when you have a bunch of movespeed: a different sprinting animation, the rapid sound of your characters footsteps, sped up animation with higher movespeed and the environment zipping by as you sprint. But sprinting while hovering with ENV suit has none of this.

To that end I suggest having Artificer lean forwards into her flying, have her jetpack burst with more/bigger flames while sprinting, and have her dress flutter faster in the wind as she gains more movespeed. Maybe add some wind woosh sfx or different jetpack sounds. She leans forward more when sprinting on the ground, so why not in the air when hovering as well! Let her really fly forwards instead of just hover without any animation change.

hollow basin
#

||!feedback|| Add "Cope and seethe." as a death message happiesttroll

dense sierra
#

!feedback

Allow us to ping the blue portals and lower the one way barrier in Mithrix's arena after he is defeated.

I like to host lobbies for helping new players but sometimes there is a language barrier and players get stuck in Mithrix's arena because they don't know to jump into the portals or they get stuck against the one way only barrier on the perimeter.

It would be a nice qol thing to allow us to ping the blue portals directly and have it send a message in chat along the lines of [Escape!] or [Exit Portal] so if there is a language barrier, the ping would show in chat in whatever language other players clients are set to. The perimeter barrier disappearing after Mithrix's death would also allow players to just jump off his platform and run to the escape ship even if they don't understand the exit portals.

small star
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!feedback More commencement launchpads. Right now there are only two on the front of the map but nowhere else. This can be especially annoying to make the trek back to after charging the pillars on low mobility builds, even more so on survivors with no innate mobility.

My suggestion is, 1 launchpad per significant location. For example: 1 by the pillars of soul, 1 by the pillars of mass, 1 by the pillars of blood and 1 by the pillars of design.

cosmic pawn
#

!feedback

Not sure if this has been stated but this was seen during the new video with the fun looking gamemode with the new Dev item, code naming it Water.
I hope it doesn't insta reset the Band cooldown like blast shower does, as it'd be broken. It'd be funny the first few times, boring for the rest.
Just been told it's not going to do what I thought it'd do! I'll leave this anyways

fathom echo
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!feedback
Make statues in the game and when you offer money to the statue you get slightly better RNG chance

trim bronze
#

!feedback Make it so that scavs drop the items that they would've had before they died (rarity chances remain the same)

cobalt breach
#

!feedback
instead of infusion making the entire health bar red, make only the health it increased red

simple crescent
#

!feedback

Greatly increase the push force on Rex's default utility, for both the target and user.

Right now, it barely sends anyone anywhere, and the height it grants is minimal, meaning the default utility is only good as a shitty early game double jump, or unlocking the objectively better alternative.

This could potentially give it a use compared to its counterpart, whos only downside compared to the default is the 20% hp cost that you heal off with the same attack anyways.

modern snow
simple crescent
#

Why is that a reply to me. Disperse isn't even his fourth ability.

sharp monolith
#

!feedback happiesttroll

lament urchin
#

!feedback rename bustling fungus to bustling bungus

gray harbor
rich prawn
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!feedback allow acrid to freely maneuver in the air during his utility instead of just one direction with limited control like now, the idea is to give him more control over it to use it better for traversing and even hitting flying enemies easier

sleek void
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!feedback I know this has been suggested before, but having a way to guarantee that items dont jump off cliffs, especially from 3D Printers would be heavily appreciated. I almost always end up finding red item 3d printers on cliffs that if I try to use I just lose a red item, etc, so I avoid them altogether.

mystic sigil
#

!feedback
Artifact of Royalty: Only boss monsters can spawn. Director costs for spawning bosses are halved.

native jewel
cosmic pawn
sharp monolith
#

!feedback

More Eclipse levels would be very cool.

real birch
#

!feedback

A while back I feedbacked about how Diablo always reset to probes on game close, but y’know I realize now that so does Thunderslam to Pylon. I don’t know at the moment if it’s all anniversary skills, but this is just about thunderslam always resetting to pylon. Preferably fix this!!!

knotty helm
#

!feedback
Make teddy bears unable to block Diablo Strike so skipping pillars on captain is less frustrating

ornate wing
#

!feedback Allow users to see/sort the leaderboard for Prismatic Trials in some way. As it stands, you can only see the times around where you placed—sometimes I just want to see how fast the fastest players are

small star
#

!feedback
Mercurial Rachis bug

The radius of The Ward of Power is actually much smaller than the displayed one, since as you can clearly see I'm standing inside the circle and I'm unaffected.

analog thunder
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!feedback there is a way to skip Mithrix's final phase with royal capacitor+gesture of the drowned. This can in fact damage him during the phase's start animation

random stream
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!feedback A rare enemy which is a mimic, disguising itself as a damage/health/utility or large chest, which when killed drops a random item specificlly to the chest they disguised as.
Can't appear on stage 1's and are primarily melee, having a pounce attack.

tropic gazelle
#

!feedback

I think the Capitain skin should have a makeover, I really like this white skin but I think it's a lot less worked compared to skins like the one
from the Mercenary that is remodeled and with aesthetics, the Artificer that are several in one, or the Engineer and the Commando that in addition to the new color receive a small remodel, I think the Capitin deserves more, example:
still white, but with small details like, two lines on your cover that were a color like gold, or something like a little more life to your clothes

trim bronze
#

!feedback ability to adjust how many of an item you want to scrap. Default keybind is mouse scroll, but can be changed

flat cypress
#

!feedback

Make Energy Drink actually raise the "Sprinting Speed Multiplier" as opposed to just adding +17.2% movement speed while sprinting.
This wouldn't affect stacking Energy Drinks on their own but it would synergize with other movement speed upgrades.

sharp monolith
#

!feedback

Make Squid Polyps not lose health naturally. They currently will lose health even if not doing anything.

tired briar
#

!feedback item suggestion
I'll leave the details to the devs. A green item that increases your defense for a specific duration when your health drops a certain point. Good survivability item, good synergy with Genesis Loop.

little barn
#

!feedback
Replace Clay Dunestrider on Sundered Grove with Grovetender. I feel it fits more thematically, and gives out raccoon friend some much needed love

little barn
#

!feedback
Rework the shrine of chance reward system to give ample compensation for your money spent. (Increased item+rarity chance with each roll?)
The aim is to make the shrine of chance mechanic capitalize on putting in more money rather than losing more with every roll.

sharp pawn
#

!feedback
Have all stackable debuffs and buffs reset the duration of the other stacks. All it'd really do is let Artificer stack fire, Acrid stack blight, and Preds buff being easier to keep up (As if that matters). It'd also let fire debuffs debuffs stack on you easier, and buff Beetle Queen.
Primarily for complete consistency since it's odd that bleed is the only one that gets reset at the moment.

prisma shell
#

!feedback
Maybe remove fall damage immunity from Loader? Getting way too careless while playing her and it feels kinda bad, adding a new layer to the character via forcing of quicker decision and better planning could positively affect longevity of loader playerbase

sonic barn
#

ok i KNOW its too late in the dlc development to add anything too big, but can you add a quick artifact to make bosses more dangerous, but enemys cant spawn during teleporter events until the boss is killed?

bleak saffron
#

!feedback
Give Tougher Times the AIBlacklist Items attribute so enemies can't obtain it legitimately.

Tougher Times has no counterplay other than being lucky and having attacks randomly cancelled without being able to counter it with skill/game knowledge is really frustrating from a player perspective in a PvE game. It also heavily punishes slow, hard hitters such as Loader and Artificer.

Razorwire and Stun Grenade are similar examples of items that would be horrible if enemies could use them and they're blacklisted for similar anti-fun reasons.

sullen trellis
#

!feedback
Add the option to "hold to sprint".

The fact that there is no hold to sprint is my only gripe with the game. Gameplay would feel a lot more smooth if I could let go of the sprint key when I want to stop sprinting, and if I could hold the sprint key to automatically start sprinting after skill use.

Currently whenever I use a skill that kicks me out of sprinting I can feel myself being pulled away from the game in order to focus pressing the sprint key at the right time, because if you press it too soon nothing will happen. I don't want to press the sprint key TWICE, because sprinting isn't a queueable action.

little barn
#

!feedback
Allow the spawning of Bison on Titanic Plains post loop, increasing enemy variety as well as being thematic.

little barn
sage plover
dense sierra
#

!feedback

When placing Captains Hacking Beacon, allow it to highlight things that are in it's radius so you can easily see what is and is not within its area of effect.

It can be frustrating trying to position the Hacking Beacon right in-between two chests that are a little too far apart. The radius looks like its touching the chest but when the beacon drops, it fails to hack something because it was just out of range. Sometimes placing the beacon awkwardly on a slope leaves its radius at an angle with it being very unclear as to what it will reach, especially since there's no indication of its height range. [Is it a sphere or a cylinder?]

Adding a yellow glow highlight to chests/purchasables that are in its radius will make it a lot more user friendly as anything in its range will be easy to see. As an added bonus people trying the beacon for the first time can hover it over things to see what it can and can't hack.

Also as a sidenote, it would be really neat to have the price tag get a glitchy error effect as its being hacked!

wind ermine
#

!feedback

when dropping cap beacons make it show which beacon is which in the little indicator UI instead of just blank space please and thank you :)

ornate wing
#

!feedback
Minor lore change more than anything, but the ammo sizes are incredibly large. AP Rounds say they're 50mm, and Backup Mags say they're 45mm. My guess is that the intention was .50 and .45 respectively, in inches; as it stands, apparently the characters in the logs (and the survivors) are using anti-tank cannon and artillery rounds.

restive lance
#

!feedback i think it would be great if sniper had a crouch so when i one shot all of mithrixs phases i can t bag him

sharp monolith
#

!feedback

Give Engineer’s default M2 (pressure mines) more knockback. It’s currently sitting at 200kb normally and 600kb armed, while spider mines sit at 1000kb. This would help them to better compliment Engineer’s stationary turrets’ noticeable weakness to melee monsters and attacks and could make them even slightly usable over spider mines.

weak sparrow
#

!feedback Captain’s hacking beacon should be able to pop out a one time freebie at printers and pools

forest rose
#

!feedback

Teammate revive - i think this should be in game(not just mod), allows revive for the cost of own life or money. has revive delay. reviving interrupts when a mob/enemy is attacking. I believe we dont want to lose all the 6+ hours long run in the game playing solo because others died and cant be revived.

tired briar
#

!feedback

I have hundreds of hours in this game, though I'm not highly skilled (I switch between rainstorm and monsoon difficulty), but I find elder lemurians to be extremely strong, and wish they were nerfed. It's even worse when you get elite versions.

sharp monolith
#

!feedback

Make all the items from a Mountain Shrine unique. It would suck if you got 6 Squid Polyps or something after going through a Blazing Stone Titan.

rare meteor
#

!feedback

Add Thwqirls(or how were the orange jellyfish equipment name) into the game, as Scavengers use them.

hollow basin
#

!feedback

Change Guillotine's effect to deal bonus damage to enemies below half health, so it is useful against all enemies (non-elite, Mithrix, other special bosses) like other damage items instead of being a sub-par damage upgrade against elites.

graceful kestrel
#

!feedback
just a qol thing, whenever command is on, make it to where elite aspects dont appear as command essences
its nearly impossible to tell if its an aspect or not, especially when playing with sacrifice on, where a ton of equipment is just laying around.

hollow basin
#

!feedback Severely reduce the speed and bounce of Commando grenades when they hit a target or terrain, so they are more predictable, consistent, and satisfying to land ||sort of like how they worked prior to the anniversary patch||.

knotty helm
#

!feedback make frag grenades have fragments that shoot out when they explode

hollow basin
#

||!feedback|| Commando's Suppressive Fire should apply some of the pulverize effect of shattering justice.

Would be very useful for stunning and weakening priority targets in a more effective way, and would make the skill useful against boss enemies.

knotty helm
#

!feedback make artificer able to rotate ice wall 90 degrees by pressing shift again while in the targeting part of the ability

hollow basin
#

||!feedback|| Replace the Clay Dunestriders in Sundered Grove with Grovetenders.

||Grovetenders tend to groves, this map is a grove. Grovetender is very underused for such a cool boss and dunestrider spam on a map that already has mushrooms and elder lemurians is too much happiesttroll ||

sharp aurora
#

!feedback
Make the bridge on lens-makers glasses not clip through engi's helmet
(reposition them slightly or something)

pallid reef
#

!feedback
Radar Scanner always felt like a strange item as its ability isn't very good. Revealing interactables is nice and all but dedicating an entire Equipment slot to it seems very meh. But at the same time turning it into a combat based item would completely remove the point of the item being this super niche thing that gives you information.

As such a proposed rework is to make it so that on top of revealing interactables in a 500m is to greatly increase Logbook drop chance of all enemies within that 500m range. Not only is it thematic but also aligns with its unlock achievement requiring 20 Logbook Entries. This way it gains a new niche of being a nice equipment for completionists to hold on to grind out those pesky rare enemies (Aurelionite, Overloading Worms, Lunar Enemies...) for the Logbook. You could also go a step further and make it so that it ALSO adds Logbook entries for non-Hidden Realm Stages so you can stop banking on Radio Scanner spawns.

sharp monolith
#

!feedback

REX's DIRECTIVE: Harvest (robot R) has about a one second delay after firing before you can start using your other abilities again, including your M1. This is really bad and the delay should be dampened, if not removed entirely.

narrow geyser
#

!feedback
I feel that leeching seed is extremally underpowered, especially considering the fact that Harvester's scythe blows it out of the water with only 1-2 crit items.

My proposed addition to leeching seed is a small heal (like 3 hp +3 per stack) when dealing the finishing blow to an enemy, so that it wont be completely useless on characters like captain, loader, or any character that is hitting harder than more often, while also still being useful to characters building high attack speed.

sharp monolith
#

!feedback
Add a "Mono" audio setting for people who want to play with one earbud in and hear every part of the game.

nocturne otter
#

!feedback I want only one. Could you make Radio Scanner (not radar scanner) spawn a bit more often? xd

bold tusk
#

!feedback
I play with Artifact of Dissonance a lot and I've noticed that some mobs don't spawn at all when playing with this artifact, such as Hermit Crab and Clay Dunestrider. It seems to me that this is a flaw that negatively affects the variety of gameplay, and I would like to meet all enemies available in the game when playing with Artifact of Dissonance. Also, if you play with Artifact of Sacrifice, Lunar Pods stop appearing on the maps - this deprives the player of the main possibility of obtaining Lunar items when playing with this artifact. I hope that in the next Survivors of the Void DLC's updates developers will pay attention to minor flaws in the effect of actifacts on the game.

hollow basin
#

||!feedback||
Buff the Bison Steak in any way, it is insanely underwhelming and does not make your run feel different at all.

This could be done by reverting it to its old effect where it gave health regen on kill, or it could give you more health regeneration the lower your health is.

tired briar
trim bronze
#

!feedback make it so that stone titan can't punch during his laser

alpine ledge
#

!feedback let us pet the queen’s gland beetle guard

rare meteor
#

!feedback

Deadman's timer.

If you ever are about to go down, you can go down with style. This item gives you temporarily immunity to damage once you reach the bottom of your health and buffs you as you have a short period of time to kill enemies before exploding or dying yourself.

(Or, try and teleport into the next stage).

small star
#

!feedback

Mercenary's Eviscerate ability should completely freeze stuff in place when he hits them with the attack (with the exception of bosses), as the amount of times that I've tried to Eviscerate a Solus Probe and it's just flown right out of my range or a Alloy Vulture and gravity just pulls it out of my range.

||I also think knocking enemies airborne and eviscerating them mid-air would feel really cool||

white tangle
#

!feedback

Surprised I've not seen this one yet, why can't I press my escape button to leave out of the item selection menu when using the artifact of command, instead of opening the in-game menu, just let me press my "esc" button as I am panicking that I am about to die, cuz my brain doesn't think of pressing the close button at the bottom of the menu.

All jokes aside, it would really be a quality of life thing I could appreciate.

novel swan
#

!feedback

When using wax quail and hopoo feather, it will boost you forwards for all the jumps, instead of only the first one

worthy parcel
# hollow basin ||!feedback|| Buff the Bison Steak in any way, it is insanely underwhelming and ...

!feedback

I like the idea of buffing bison steak, but instead of buffing just the health it gives or reverting to its old effect/and buffing that; why don't you guys just keep the same effect of +25 hp with the addition of also having the same minor health regen on kill. This would not only make it more balanced item item in my opinion, it would also make it a little more unique, giving people to purchase this item over something like topaz brooch(still better late game due to things like malachite), shield gen or med-kit that has a much more effortless activation.

pearl perch
#

!feedback

We need a sundered grove survivor. I know you guys probably have your next character set in stone, but for maybe an upcoming DLC, because both abyssal depths and sirens call have unique survivor unlocks. What it is, i’ll leave up to y’all. || mycologist Bungus ||

trim bronze
#

!feedback fix the bug where when spectating someone, you can't see their skill cooldowns

safe prairie
#

!feedback
Increase accuracy of Engineer’s mobile turrets.

trim escarp
#

!feedback
Since Commando is quite weak as a survivor he should at least have a passive to help him out:
Steady Nerves: Standing still for 1 second puts you out of combat

This would make more items viable on him and would help him deal harder threats.

delicate belfry
#

!feedback
The Backup Mag in Commando's Left Hand isn't aligned with the magazine port.

hollow basin
#

||!feedback||
Bandit Passive Buff:
Attacks from behind critically strike. Crit chance further increases backstab damage.

Like the Railgunner, who also has a guaranteed way to get crits, Bandit's passive should benefit with extra crit chance, so that getting high crit chance feels rewarding, instead of making it so you just don't need to shoot enemies from behind anymore. If you have 100% crit chance, your backstabs would do 4x damage instead of 2x damage ||(or different amount based on the crit conversion ratios for balance)||, making Bandit's passive scale much better into the late game.

sharp monolith
sharp pawn
#

!feedback
Buff or rework Mercurial Rachis.

pale flicker
#

!feedback Eclipse multiplayer, I feel that those who play this game mainly on multiplayer have a harder time enjoying Eclipse mode and would better enjoy it with friends. I also believe Eclipse mode should be multiplayer to let the player enjoy this hardest mode in the same way you would with the monsoon difficulty in multiplayer with friends.

maiden prairie
real birch
#

!feedback

if you drop a hacking beacon directly on a chest, it won’t open. Fix pls Drizzle

keen raptor
#

!feedback

just an opinion cos i have no clue abt the full reason of this not existing but here

  • Add an option to save the game, mid game when i either get some work or like take a break keeping the game running in the background by going afk often heats up my pc and ive got to keep the switch always on obvi. so basically if im playin it late night and having a rlly good run instead of losing it we can maybe save it.
  • suggestions on the same feature - to not let the game filed be too large or the job being hard for the game, instead of saving every run we could like save 3 runs at a time and once were ded it gets auto deleted.
weak sparrow
#

!feedback DLC skins but you still need to unlock them through achievements

small star
#

!feedback

Merc's sword sticks through the ground while not sprinting

pearl perch
#

!feedback

Let us open the logbook in-run

sometimes i just wanna see what achievements i’m hunting or see the stats of an item without mods

sharp aurora
#

!feedback
Make it so that the game saves the last difficulty you had selected before closing it (drizzle, rainstorm, monsoon) so that every time that someone opens the game, they don't have to remember to change the difficulty off of rainstorm if they main another difficulty.

sharp wadi
#

!feedback
Change Acrid's Ravenous Bite to let you do a slight "lunge" to better complement a more melee-oriented playstyle and to let him deal with aerial units in some capacity.

tawdry torrent
#

!feedback
Change healing/emergency drones so that they always heal a minimum of around 10% of the target's max HP per heal. (Basically the same way Acrid's poison works, but with healing.)

Due to how drones scale, this shouldn't change much when healing players, as they already heal a decent amount even on later stages. However, they are often woefully inadequate when healing other drones, which is really their main role once the player's healing becomes self-sufficient.
Healing 10%HP every 10 seconds doesn't seem too powerful, but it would still make healing drones far more effective at actually doing their job.
(There should still probably be a cap on how much they can heal per tick however, mainly to keep it balanced for extremely tanky minions like Aurelionite.)

worthy parcel
#

!feedback Bustling Fungus tends to be a very-very niche item, with it primarily only being towards one ability of a single character. Let Bustling Fungus also grow on gunner turrets so they a)are a little more useful b)makes the option of buying gunner turrets more attractive and c)can also open cool build strategies like stacking fungus and squid polyp

timber blade
#

!feedback a void variant of Lepton Daisy where instead of healing players in the tp radius, it damages enemies in the tp radius

plush skiff
#

!feedback
from what ive seen it is unclear how the railgunner's numbers work regarding crit chance. Is it a base 4000% dmg on a shot in the foot and 4150% dmg on weak point? 5150% with one crit glasses?

probably not, but I dont think it is clear enough. Maybe put 1.5x instead of 150%; or 150% TOTAL damage? maybe it is explained when you hover over the skills

rich pelican
#

!feedback
Add elite variant visuals in the logbook. maybe make it so they can be unlocked by killing certain amount of specific elites.
They have really cool designs its too bad we cant get a closer look.

safe prairie
#

!feedback
Increase the Aggro range of Grandparents, mainly for their rock attack. Think Stone Titans harassing you with their fist attack.

small star
#

!feedback

Make Clay Templars the "dangerous" enemy of the desert in loop 1, thus making them spawn more commonly there. Titanic Plains and Distant Roost has Stone Golems, Wetland Aspect has Brass Contraptions so why not give desert something to play with. Currently in the first loop they only spawn in Acres and onwards (which is a bit strange in itself). This makes going to Aqueduct just as dangerous as Wetlands since you have to contend with Brass Contraptions in Wetlands.

novel swan
#

!feedback
I noticed this earlier today and I don’t know if it’s intentional or not, if it’s not please fix this
The more soldiers syringes you have, the lower you go up when using merc’s alt secondary. If you get about 15 syringes, it gets to the point where jumping once makes you go higher than using the ability

slender bison
#

!feedback
Music based Survivor, someone who runs around with guitar/violin or other instrument and deals ranged damage by playing music.
I think it would be a fun character both in vanilla and modded versions, as modders could change the music to whatever they want ||(who doesnt love music)||

cedar parcel
#

!feedback
Mithrix* should do the revolving doors attack* if he detects the player is hiding on a pillar/out of reach for too long, to counter cheese strategies :)

alpine bridge
#

!feedback
I noticed while playing Mercenary that using whirlwind makes you stop sprinting, so you have to start again. If you use Blinding Assault, Focused Assault, or Evicerate it doesn't stop your sprint, and Mercenary can sprint while attacking. This seems like a quality of life change to me, but make it so that after using whirlwind, if you were sprinting, it doesn't make you have to hit your sprint key again, like literally every other mercenary ability.

humble marten
#

!feedback
idea: after you beat the game as everyone's favorite space chicken Heretic , you can select her from the menu so that I don't have to wait for her bits to eventually show up or abuse Command.

This has ups and downs as you won't be able to carry over Captain's microbots and you'll start with less hp than you would typically by the point you have her so she'll be far more fragile to start with, but on the upside I can play a full game with her.

I don't even care if she won't get any skins or alt abilities, I just wanna be chicken from the get go.

small star
#

!feedback

If going through a Blue Portal in Sky Meadows, there should be a third Lunar Seer that gives the option to go Commencement. Currently bazaars on stage 5 are completely useless if you aren't looping and you also miss out on a guaranteed Red Cauldron (this is especially annoying as most people tend to scrap less useful items to exchange for cauldrons on commencement but there's not even a guarantee there'll be a Red one)

alpine bridge
#

!feedback
Make Mercenary's Laser Sword and all of his abilities red if he has the Oni Skin. It doesn't really make sense that his entire set of armor changes to red but everything else stays blue. Especially when the character isn't visible very often because of being covered by his abilities, such as Evicerate, changing the abilities would make the skin a bit more noticeable.

hollow basin
#

!feedback Give captain a single shot alternate primary fire similar to Bandit's blast. Charging your shot could prepare a 3 round burst, or simply increase the shot's damage/penetration.

sharp monolith
#

!feedback
Make PSG remove one-shot protection 🙂

small star
#

!feedback

Make the Halcyon Seed drop from Aureilionite directly instead of spawning next to the portal since due to how bright portals are, new players can easily miss it.

little barn
#

!Feedback

Wungus should be able to work on walking turrets, this will make them more viably useful

pearl perch
#

!feedback

make captains alt skin better (please)

tawdry torrent
#

!feedback
Have radar scanner reveal the contents of nearby chests and multi-shops, In addition (or just as an alternative) to the map ping.

Since the current optimal strategy is to grab as many items as possible anyway, I don't think this would actually be too overpowered. But it would make scanner better for optimizing farming on early stages, and it would provide a reason to actually use it more than once per stage.

boreal stirrup
#

!feedback

Separate buffs and negative effects on the hud for sake of clarity, right now they're all just mushed together *and the hud only displays so much

hollow basin
#

||!feedback||

Buff Bandolier's ammo packs to refund a portion of your equipment's cooldown (maybe 10-20 seconds). Currently most survivors have pretty low cooldowns that don't make it worth going into the fray for a refund, so Bandolier having a synergy with equipment items would make it much more desirable.

karmic haven
#

!feedback

A concept for slightly altering Bandolier's behavior to keep it functionally the same but more useful on short cooldowns, created by @tawdry torrent:

When an ammo pack from Bandolier is picked up, it instead grants an extra temporary charge to all skills. This effectively functions the same as its current behavior, as it basically resets the skill cooldown, but allows it to be more useful on short cooldowns, acting as a second charge.

neat wraith
#

!feedback
An item that increases the pick up range and travel speed for pickups like health orbs and bandolier drops

hollow basin
#

||!feedback|| Make Leeching Seed a white item. It's not pulling its weight as a green item, with 1hp per hit being really insignificant, and there is already a green item that does a similar job better (scythe).

||Alternatively you could make leaching seed heal off of ALL damage including DoT and it would be a really strong green item with great synergies with gasoline, daggers, and Acrid's poison.||

sharp monolith
#

!feedback

Make the range at which you can pick monster teeth up increase as you gain stacks.

little barn
#

!feedback

Make it so once you have received all the health an infusion has to offer, your health-bar returns to green, giving a visual indication it no longer is effective.

small star
#

!feedback

Make the Grovetender be able to spawn in Sundered Grove

wooden shale
#

!feedback

Maybe apply variable power to jumps and/or wax quail boosts depending on how long the jump button is held down for some added control.

open hound
#

!feedback blacklist Nkuhanas from scavangers, tesla and capacitor can be a little bs but are balanced in their own right. Nkuhanas will kill you in 1 or 2 shots and scavangers will usually have some kind of healing, oh and they track. Nkuhanas should be blacklisted from evolution too, just as broken.

alpine bridge
#

!feedback

Aegis right now kinda sucks, as it requires an absurd amount of healing to be viable in any way at all. I suggest Changing Aegis to make it so it give a small amount of barrier every time you hit an enemy. This would overall make the item more viable, but still not amazing.

sharp monolith
#

!feedback
Make Aegis give 75% of overheal as barrier (+25% per stack) and reduce barrier degeneration by 50% (numbers are subjective, point is more barrier for overheal and dampened barrier decay)

deep tundra
#

!feedback
Either make the cooldown between when the Beetle Queen can summon Beetle Guards longer, or only have her summon 1 Beetle Guard instead of 2.

Because you’re very likely to lack decent DPS in the early stages where Beetle Queens spawn, it’s not uncommon to get 4 or more of the big palookas quite literally on your bum, on top of the hordes of golems and wisps by the time you manage to take the Beetle Queen down.

And don’t get me started on if you’re unlucky enough to come across 2 or more Beetle Queens. I’ve easily seen multiple instances of a dozen guards hounding after me as if I was covered in bison steaks.

They’re definitely the boss I’ve struggled with the most in the early parts of my runs ever since their Anniversary buff, and while I don’t know how many people have shared this experience, I do feel a boss easily being able to summon multiple tier 2 enemies should warrant some discussion.

compact solstice
#

!feedback
Alternative REX special:
When used your max HP is halved and slowly returns to the original max HP during 20 seconds: place a flower in the ground that slowly grows and entangles enemies. However it doesnt heal over time, instead, after 10 seconds it explodes pushing enemies away and dropping 3 healing fruits and 1 additional fruit for each entangled enemy. These fruits cannot be grabbed if already at full HP and if left alone for 10 seconds will turn into a sprout that acts like a proximity landmine that entangles the closest enemy for 5 second (max 10 sprouts at the time, older ones will dissapear)
40 seconds cooldown.

buoyant crypt
#

!feedback
I'd love to be able to close the game without losing the current run(single player, ofc)

little barn
#

!feedback

repulsion armor plate change idea, make it reduce a small stackable % of damage like 1% per stack capped at 25 or 30

vocal thistle
#

!feedback

Beads of fealty rework

unless you plan to obliterate beads are free pearls so they should have some downside that affects normal gameplay
Two ideas I had were that you took more damage from mithrix, or it increases the chance for a lunar family event to happen and allows it to happen outside of sky meadows

hollow basin
#

!feedback Buff Huntress' base damage, or increase her damage in some other way, as she only feels like the 'glass' part of a glass cannon.

hollow basin
#

!feedback Make the teleporter charge faster after killing the boss.

honest vector
#

!feedback please do try to make risk of rain 2 avalable on mac I do really enjoy it on console , so i am looking forward if it will ever be on mac. 🙂

urban comet
#

!feedback

When using the Artifact of Command, you should be able to exit the item select menu by pressing escape, rather than it automatically taking you to the pause menu. This has screwed me over a few times, where I go to select my item when there is no enemies around, and a bunch of enemies spawn in causing me to take lots of damage or even die because of the fact I was not able to hit the cancel button in time.

magic atlas
#

I like the new survivor from what we saw but forcing the player to stop moving is going to feel really bad / awkward, especially with how often it occurs. Even more so once we have some speed at later stages.

compact solstice
#

!feedback
recolor the new survivor so its a bit more purple and cosmic, the void creatures look so nice but this survivor looks kinda pale, also i would like it to look more void like with levitating bodyparts, but its seems like "lorewise" this survivor is not straight void, so the design should be already accurate probably

flint lark
#

!feedback

Please make the secret character from the last update a full character, either as part of the expansion, or a free update alongside it.

The transformation is cool as a one-time thing, but counting on getting 4 separate lunar items in a regular run every time you want to play as her is just unrealistic. More often than not, by the time you can transform, you already have enough items where your main abilities don't even really matter anyway. Unless you're incredibly lucky, or using the artifact of control, you'll never be able to play as her early game, which is when survivor abilities matter most.

Not to mention how expensive rerolling lunar items is. On PC, we get to just mod in a ton of coins so it doesn't really matter, but consoles don't get to do that. So you're asking them to expend a large amount of a very limited resource just to play as a secret character for 1 run.

To clarify: The unlock requirements should be to get all 4 items in one run, and it should be a secret unlisted character until you unlock her. Once you do, she's selectable anytime from the character select. I think this is the best way to do it.

I understand some might think she'd be overpowered early game, and you might be right. But that's a relatively easy balance fix. Bottom line is there's a lot of work done on a really cool full character that many likely will never see or get to play.

neat wraith
#

!feedback
The heresy skills should also be affected by Void Fiend's corruption

sharp monolith
#

!feedback

Please make changes to something I only saw 30 minutes ago 🙂

honest junco
#

!feedback

Void Fiend's shaking is incredibly upsetting and a little too close to someone starting to have a seizure

wheat venture
#

!feedback

allow options to move the corruption meter to somewhere else on the hud, just a nice quality of life

And…maaaybe tone down the shaking of the corruption meter when it’s activated, that or allow an option to just turn of the mass wibble wobbles given i know it can end up being distracting

acoustic swift
#

!feedback
I really hope that there will be a lot more HUD customization options in general coming with the update.
Especially with the indicators from the new survivours

small star
#

!feedback

Make the Focused Convergence (and Eclipse 2) reduce the ground area by half, not the actual sphere that makes up the radius since if you halve the sphere (like it is now) you're left with 12.5% of the original radius not 50%

(Source: Wiki) (Edits: Capitalization and Grammar)

sullen trellis
#

!feedback I sure hope that an optional "hold to sprint" setting is being added. It's just a simple accessability option that doesn't affect people who like to toggle to sprint.

static field
#

!feedback Void Fiend would be a lot more interesting if he remained the original commando

stark jasper
#

!feedback Please add an aim assist slider for controller on PC. The aim assist is just too strong.. a specific example is when I use bandit, I can't use the default secondary, since the aim assist is too strong to get behind enemies close up reliably, same with artificer shots, alot of time you need to lead your shots to hit the target, but the strong aim assist sometimes doesn't let you move past the enemy

restive citrus
#

!feedback please please please add a third lunar seer to the Bazaar. I believe the original point behind the lunar seers was to help mitigate RNG for stage-based unlocks, like achievements and logbook entries - and with the addition of a third alternative map for each stage set that point seems to have been lost a bit. While with two it does still mitigate RNG a bit, it doesn't change the fact that it's very possible for someone to get consistent bad luck in getting the stages they want or need.

rough prawn
#

!feedback

Make engi walking turrets always have the "sprinting" status. They dont need an actual sprint mechanic, but if they are just always considered sprinting, at least they can benefit from things like disciple and the upcoming Wungus

real birch
#

!feedback

Drizzle + 😳

little barn
#

!feedback

Greatly increase the travel speed of Commando's Phase Round. The time it takes for the projectile to travel is often enough for lined up enemies to disperse. It is also hard to hit enemies with the ability in general if they are further than close range due to the slow projectile speed.

fathom night
#

!feedback
Bring back the lines at the end of the game when you beat ie in ror1 and you play as commando and beat the game it says " and so he left with everything but his humanity" i want more of that but for ror2

random stream
#

!feedback Either lower the damage of void fiend's M2 or increase the maximum damage of charged nanospear (and maybe nano bomb) as it is absurd a short cooldown ability that instantly casts deals the same damage a fully charged single target attack does, which has a longer cooldown and both are M2s.
Just because it is a DLC character doesn't mean it should overshadow other characters.
This is not artificer bias.

late tundra
#

!feedback

chef
Where is he.

signal fable
#

!feedback

I personally love the environments and aesthetic of the game and would love to see some sort of photo mode to snap pictures!

merry trail
#

||!feedback

First impressions of the Void Fiend are that they feel very visually confused

Their normal palette looks ok, but their corrupted palette really stands out as strange to me. It suggests an imp theme when its supposed to be more?.. void influenced.

heres a picture with a lot of the visual things that break my immersion with the character, most of these are just nitpicks but they really add up

I think I understand the intent of adding a large visual difference, but I'm not a big fan of the execution right now

Also not related to visuals but I think the two word name is kinda weird, when it could have just been 'Fiend' and every other survivor is one word||

little lava
#

!feedback
The current bosses need a rework for their animations, they look too choppy and artificial there needs to be some sort of life and weight to their attacks.
We need boss enemies that have some 'kick' whenever they attack, like having the rocks on the stone titans follow the flow of the fist instead of going along the titans modeling like the arm is actually there.
The magma worms need to have some type of pause whenever they hit the ground as If they were actually burrowing into the earth.
Take for example the void crab boss, look at how fluent and life-like its movements are.
https://cdn.discordapp.com/attachments/559902049333018624/943333593864871957/c1f014e4f476904beaedc3f89c740911471c5b47.gif

plucky narwhal
#

bro i wanted chef

hollow basin
#

||!feedback||
If we have enough corrupted void items, we should die with a Void Reaver death explosion to shot how corrupted we've become.

This should be visual only so engie turrets and dead allies don't mess you up nor can you cheese final bosses.

fathom night
#

!feedback
Since people are confused on my previous statment make the final text when you beat the game as a character easier to see so new players dont miss it

little lava
devout aurora
#

!feedback
I am color blind.
I have a tough time distinguishing the green uncommon items from the orange equipment items. This is most noticeable while using Command Artifact (which I love). I will also struggle with the new purple items versus blue lunar items. I recommend looking into the different color blind types Deuteranopia, Tritanopia, & Protanopia. And implement a selection drop down in the options for “choosing your color blind mode”. Changing the hues of items in such a way to remove color blindness issues or at least help!

I have been a long supporter and fan of RoR & RoR 2 and would love to see support for the color blind community!

real briar
#

!feedback
make the additional max health infusion provides as a visual stack above your health bar (where your status effects sit)
never quite sure my progress on reaching full stacks with infusion, or how much its actually providing when you have multiple.

rare meteor
#

!feedback

Let beads stack like mountain shrines(||for boss||).

alpine bridge
#

!feedback

Improve Captain’s mastery skin. Right now it feels very basic, as it quite literally is just a recolor. Most mastery skins change the actual shape of the model, even with someone like huntress, which is rather minimal. I would suggest either making the colors more visually interesting, like making his coat white and his shirt black, or having his model change in some way, like the gun or his hat. The skin just feels very boring.

livid jacinth
#

!feedback
Make it so the mushrooms that mark the sundered grove legendary chest are a higher load priority because at the moment to mushrooms do not spawn when at the lowest graphic settings making it much harder for people with bad pcs to find the chest. The same could be said about the foliage around the abyssal depths chest but atleast that only has 1 location

bold tusk
#

!feedback
It seems to me that the Corruption indicator of the new character Void Fiend should be moved from the center of the screen down to the health bar.

loud plinth
granite pagoda
#

!feedback

Just a quick nitpick about the Void Fiend. I'm not sure how he'll look like in the final release but from what we've seen his M2 doesn't seem to have the same void-kill effects as the Void Reaver's instant kill death bubble or the Lost Seer's Lenses instant kill VFX.
From what we've seen his M2 acts like a regular explosion and on kill makes the enemies drop to the ground as if they died normally

Wouldn't it be much better (and cooler) if ON KILL the monsters get voided/obliterated similar to the Lost Seer's Lenses visual effect?

https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/33906904/809ca2cfc7f15033cba3094177fdb9aeeaac5c5b.gif
https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33906904/459bb47fee27a2e1e3b1944916f41d7b313f2986.gif

lofty gazelle
#

!feedback

Killing newt in the shop is really hard but doesn't really do anything or even kill him. Maybe he teleports away and spawns 5 lunar coins? It's a reward for players who loop for long long times without making it feel mandatory to do so.

You can only do this once per game, but the shop won't become locked or anything by doing this. The newt just won't be there for the rest of the run.

pallid reef
#

!feedback

Though I'm excited for the DLC and all the new content I do hope you guys will do a few touch ups on the older Survivors, namely Commando, Huntress and Artificer to bring them more in line with recent releases like Captain and Bandit. Commando feels like he's far too item dependent to really get going and Huntress is just far too squishy for such little gain. Meanwhile Artificer is a highly debated Survivor, either being called a.) fine or b.) trash with not a lot of in-between. Though I disagree that she's a bad character and meant to be difficult to play there's a good reason why she's so polarizing among the community and could do with a few QoL to help bring her up to speed and smooth out her clunkiness.

I understand that as a Single Player / Co-Op focused game balance isn't all that important but it's extremely noticeable how much the power creep has settled into the game.

gritty plank
#

!feedback Make a way to revive your team mate at the final boss stage.

compact solstice
#

!feedback
Since some enemy factions are getting bigger, the enemy logbook could be ordered by enemy factions, this would also help to know how will family events affect the stage
Also add more information like the stages where they spawn

-Jellyfishes
(vagrants and jellyfishes)
-Lemurians
(lemurians and elders)
-Void
(all the new void monsters and the new final boss)
-Moon
(mithrix, twisted scavengers and the chimera)
-Golem
(golems, titans and maybe aurelionite)
-Beetle
(beetles, guards and queens)
-Soul Units
(alloy workship, probes and control units)
-Clay
(templars, dunestriders and the new fat one)
-Wisps
(lesser, blue souls, greater and grovetender)
-Imps
(imp and overlord)
-Worms
(magma and overloading)
-[Unique name for parent's specie?]
(parents and grandparents)
-Misc
(everything else)
-Special
(unconventional creatures like: malachite urnich, fish sharks, and newt)

little barn
#

!feedback

Moving turrets should count as sprinting therefore they can benefit from weeping fungus ans rose buckler. Making the ability more accessible and viable to use

modern snow
#

!feedback
please for the love of god let artificer jetpack have an option to toggle on/off like the consoles. (PC FEEDBACK)

trim bronze
#

!feedback when using Kin and Vengeance , make a small chance for the stage to only spawn umbras, with shorter time periods between spawns

tropic gazelle
#

!feedback

I think the Capitain skin should have a makeover, I really like this white skin but I think it's a lot less worked compared to skins like the one
from the Mercenary that is remodeled and with aesthetics, the Artificer that are several in one, or the Engineer and the Commando that in addition to the new color receive a small remodel, I think the Capitin deserves more, example:
still white, but with small details like, two lines on your cover that were a color like gold, or something like a little more life to your clothes

primal pine
#

!feedback

Edit: messed up the spelling up above, thank you for the help, I didn’t see the mistake before posting because I was on mobile
The idea of turrets teleporting to the exit on teleporter event has already been said. But I think that change would work well with the other idea I have.
With that said, I think base (not corrupted) lepton daisy giving a damage buff along with the heal would help it stay relevant, however it should be very small for a player, if not non existent
However on an ally construct (maybe not that high of a damage bonus on engis turrets because they already get item) the damage bonus should be significant.
The turrets teleporting combined with this would allow it to become a decent item to hold onto as it would make the teleporter event easier as it heals and buffs the summoned turrets to a degree that makes the items green value worth it, at the cost of having little value in the fights before it. Thus giving players more of a reason to not scrap it the first chance they get.

obsidian parcel
#

!feedback

Make Void Fiend's corruption meter change from white to red by corruption percentage.
0% is fully white, 50% pink, 99% red
It will make it easier to tell how much corruption you have.

tropic gazelle
#

!feedback

although the Void Fiend's fill mark doesn't get in the way, I think it could be placed straight next to the Runtime or something, players often look there to see its time, its artifacts, void cell fill etc. , it's something that doesn't make much difference but it might also be a good option

neat wraith
#

!feedback
Mithrix should also suck up whatever tonic affliction you have as well. could make for an interesting strategy

sharp glacier
#

!feedback

Im not shure if there is an endgame goal in mind for survivors of the void already but i think it whuld add a whole new layer of fun to have the end or even a alter event where there are 2 options embrase the void or escape it (in case of alter corruption Vs purity) where you cant pick both but if you have a buddy they can pick there own as well and if its oposits to what you picked you duke it out as a kinda "ultimate boss fight" (and the winner gets a slightly better reward if its alter)

sage fulcrum
#

||!feedback||
Add purple highlights to the icon of the controlled form of Suppress
In its current state, it’s only green and black, which feels out of place because all of the other skills have a purple/pink/black color scheme.

Here’s a screenshot, see how it sticks out?

alpine bridge
#

!feedback

Make Void Feind apply the Nullify debuff with his m2. Since he is void themed, his attacks should have similarity to both the void reavers and void jailers that we already know about.

little barn
#

!feedback

As of the anniversary update, Commando’s suppressive fire is in a nearly untenable state. It has the same shots per second as double tap with the same damage per shot. It requires an animation cancel at base attack speed to be effective. It only scales better than double tap on a technicality, and even then that advantage is minimized by its 9 second cooldown. The only remaining feature is that it stuns. I’m not going to pretend that I know exactly what needs to change about this skill to remedy its issues. A change however would be appreciated. At the very least, I imagine that suppressive fire’s cooldown could be reduced to match frag grenades. The devs have stated before in the artifacts 2.0 update that cooldown differences are “generally a lame way to balance skill variants”.

gritty pilot
#

!feedback
A bit nitpicky, but please make the discord character roles a higher priority than the platform roles. i want my character badge back ;-;

stray wyvern
#

!feedback

I really like void fiend's design, kit, etc. I think it looks super cool and I'm super excited to play them!
The only nitpick I have is towards it's visuals; I think that it feels a bit strange for the survivor's "corrupted" mode to be all red. It feels more like a rage mode in that way. I think it'd be nicer if it was a deep purple of sorts, to fit in with the rest of the void-like visuals (purple void items, purple void enemies, purple void vfx... red doesnt seem to fit this corruption theme, imo).
That's all, thank you for working so hard on this content!

little barn
#

!feedback give void fiend in his alternate form +2 aoe effect, but while in normal form -2 aoe effect, it would make him need to micromanage his 2 forms more and use his more risky form where he can't heal all of his crowd control

safe prairie
#

!feedback
Consider giving Void Fiend a unique death animation instead of just a rag doll if you haven’t done so already. He is effectively a Void creature now.

alpine bridge
#

!feedback

Allow Rex to go on any surface, such as walls and overhangs while sprinting. Its running animation is literally burrowing into the ground. It would also add a new element to Rex’s gameplay, as he is probably one of the least played survivors.

frail moth
#

!feedback
Snowy golems
Reason: please

fluid haven
#

!feedback
There should be a way to get elite aspects. They drop too infrequently. It has to be very difficult to obtain tho, as to not be overpowered. Honestly, would cool if the elder lemurians behind door in aqueduct dropped each of their aspects guaranteed. Just an idea

glad gate
#

!feedback
Add audible ques to Essence of Heresey and Resonance Disk
Now, I don't play on low settings. So I never really see it going off and or killing things. You'd think I'd be like "O shit the disk just sliced through that mob and exploded and wiped everything!". Especially considering it's a red. And as far as reds go, you're supposed to see and feel their power. They drastically alter how strong you are visually and mechanically. I never get that feeling with Resonance Desk. It's a "get it and forget it" item, which is usually for lower tier items. Same goes for Essence of Heresey. Compared to the other 3 abilities they all have sound effects (less so for Slicing Maelstrom) but they all have that audio feedback.

Especially when you have a lot of stacks and you press it and the mob just dies. Doesn't feel that satisfying.

daring plover
#

!feedback
Character Specific Settings
I've noticed that I like to play different characters with different key binds. Certain instances for example would be (Abilities in order left to right as they are in game) my Loader being M1 M2 F (I use shift for sprint instead) and R whereas I would prefer that my Bandit had M1 R F M2 since I rely on spamming Lights Out and Smoke Bomb together and its just easier for me to pull off.

I don't mind how things are now but it's just a bit inconvenient to have to keep changing them. Maybe I'm the only one with this issue though haha.

woeful musk
#

!feedback fnaf 2 ambience

hexed herald
#

!feedback
artifact of intrusion
Allows void reavers and the new void jailer to spawn before looping

sharp monolith
#

!feedback

I would like to be able to pre-order SotV.

compact solstice
#

!feedback
If the enemy would have died anyways, dont activate the elemental bands, it just wastes them
(this is specially annoying as bandit when you chain lights out and will also be a problem for railgunner for sure)

sharp locust
#

!feedback
I think it would be more enjoyable if risk of rain 2 had a split screen multi-player option for at least 2 players for some good couch co-op between freinds.

compact solstice
#

!feedback
After giving the volcanic egg to an equipment drone i just noticed how fun is to have a little companion that just spins arround and automatically attacks enemies melee
so im suggesting.

New red item:
Spawns 2 (+1 per stack) strong "fire orb like" allies that fly arround the player and accelerate into enemies to deal damage as they pass throught them. The allies are completely inmune to any damage and have good accuracy and tracking, however they lack turn speed so they dont rotate chain the same enemy.

There are very few items that spawn allies, and the permanent ones are boss items, it would be cool to have an actually strong ally that has good accuracy, doesnt die and flies so its reliable in every scenario.

sinful ferry
#

!feedback I'm sure this has been said. I'd love itemstatsmod to be the vanilla info provided in game for items.

tawdry torrent
#

!feedback
Add an animation of the teleporter particles to the "Find and activate the teleporter" objective.

Teleporter particles are fairly subtle, and they tend to go unnoticed by new players until someone tells them what they do. Adding a small animation to the objective would give players a better idea of what to look for without being nearly as obtrusive as an in-game popup telling them to follow the orange sparkles.
(Included a crappy mockup of how this might look)

sharp aurora
#

!feedback
allow huntress to freeaim her bow if they aren't locked on to any enemies currently.
this would allow them to hit enemies further away than 60 meters, with some aim.

native jewel
#

!feedback
Switch rose buckler’s and oddly shaped opal’s rarity tier. Rose buckler is one of the weakest green items in the game and is soon to be even worse with the inclusion of oddly shaped opal.

lone gate
#

!feedback

Can we change the behaviour of pots in Aqueduct? (...and barrels in Rallypoint Delta, but primarily on Aqueduct)

Currently, if you want to push them ||onto the secret buttons||, you will have to do a little dance first… as these pots will straight up not move if you just walk at them.

Maybe allow us to pick up the pot by interacting with it so we can move it elsewhere… or roleplay a suicide bomber and accidentally shoot it while carrying it.

Alternatively they could be changed so we can just push them by walking into them... but that might cause some issues when you have loads of mobility items.

This would also make getting the|| bands|| a bit easier for solo players.

abstract tartan
#

!feedback
Little emotes would be really fun with friends. Especially when we are chillin in the void fields waiting for our 1 Cautious Slug we got last round to slowly heal us. Nothing too silly like a Fortnite dance, but acrid being able to cuddle up on the ground or Engi lay back and check his gear while hovering would bring me joy.

small star
#

!feedback

Make the light beacons of the Void Cells go much higher than they currently do as they're often impossible to see from lower altitudes/behind cliffs.

little lava
#

!feedback Add a lighting band that is activated upon receiving heavy damage and strikes the nearest enemy with lightning.

mystic sigil
#

!feedback Buff red whip to something like +50% movespeed or more when out of combat
there are many survivors who have movement abilities that are just better than the paltry +30% movespeed from the red whip, even an energy drink almost matches the red whip in benefit and that's a white item
this would make getting around the map to loot stuff easier and make it actually worthwhile to keep the red whip so you can reach chests that you may be too strapped for time to get normally

old turret
#

!feedback
Artifact of Heresy: Start your runs as The Heretic. Unlocked by beating the game on Monsoon as The Heretic.

tropic gazelle
#

!feedback

REX's skin should change his skills, even though his flowers have changed, his skills remain with the old pattern, his roots when running too, I think REX as well as the Engineer when he changed his skin his skills should follow his new design

signal bay
#

!feedback when you ping the teleported make it permanent so when looting you don’t lose the location and need to find it again

deep tundra
#

!feedback

Add a buff/debuff above the health bar that signifies the cooldown for the H3AD-5T v2 just like the Kjaro's and Runald's bands so it's much easier to know when you can use the stomp.

Also allow it to be cleansed in the same ways cause it'd be funny.

sharp monolith
# deep tundra !feedback Add a buff/debuff above the health bar that signifies the cooldown fo...

!feedback
This but without the last part because I think that would be broken. I am of the opinion that H3AD5T_v2 is the best red item in the game.
If I had a blast shower, a headstomper, and a quail, i could do 3/4 of a DIABLO strike in just over ten seconds, except, unlike DIABLO, it doesn't gave a 20s charge time or a 40s cooldown, and can be used on almost every character (MUL-T is cringe and hates quailboosting) instead of one character on a specific loadout. This is also not even taking into consideration shower's cleansing of bands, the use of focus crystals, the use of fuel cells, or the use of gestures.

limpid gyro
#

!feedback
Maybe rework commando's grenade so it sticks on enemies/surfaces instead of bouncing around

rich pelican
#

!feedback
Make Lepton Daisy can emit the pulse that can disable enemy attacks altogether (Like stun) within a teleporter range for few seconds along with the original healing effect.
Its too underwhelming to be in the green quality.

lone gate
#

!feedback

Li-ion Battery - Green item

Temporarily boosts your stats at the start of each stage.

Boosts your attack speed, movement speed, crit chance, health and health regen for 3 minutes. (+15 seconds per stack. Numbers can be changed.)

Timer resets every stage.

The boost gradually gets weaker as the time goes on; dropping by a quarter of the item’s initial buff when half of the timer is left. And dropping further to half of the item’s initial buff when ¼ of the timer is left.

Trivia: A lithium-ion battery, or Li-ion battery, is a type of rechargeable battery in which lithium ions move from the negative electrode through an electrolyte to the positive electrode during discharge and back when charging. Li-ion batteries use an intercalated lithium compound as the material at the positive electrode and typically graphite at the negative electrode. - Wikipedia

hollow basin
#

||!feedback||
Give Railgunner a funny alt special that is equivalent to Captain's Diablo strike, where you charge your gun up for 15 seconds or so before shooting an ultra shot for comedic amounts of damage. Disables your gun for 10 seconds afterwards so don't miss lol.

Completely impractical but super fun to use. Shooting this should send Railgunner flying in the opposite direction from the recoil.

open tartan
#

!feedback
Step 1: Each survivor skin saves its loadout separately.
Step 2: Whenever you enter a stage as a random survivor, the skin is also random.
Step 3: A "Random" button that puts you in the game as a random survivor, but doesn't change each stage like Metamorphosis.
Step 4: Profit.

Normally, players get one loadout per survivor, and Metamorphosis only permits that set of abilities.
With this, players can unlock a second loadout by beating the game on Monsoon, to quickly swap in the lobby or to roll with Metamorphosis. Step 3 isn't vital, but would greatly compliment this change.
latent portal
#

!feedback

this has probably already been suggested but make deathmark slightly increase debuff durations so that it at least does something early game, maybe just by 1 - 2 seconds could be enough. it doesnt have to stack that effect, but itd be great if it had that additional bonus to flesh the item out a bit. tho its possible it may not be needed with the dlc, as we arent sure how many new debuffs will be accessible to the player

novel swan
#

!feedback option to start a new run without having to go back to the main menu

small star
#

!feedback

Instead of Commando's Frag Grenades being bouncy, they should be sticky instead, it'd make them much more universally useful instead being entirely useless against anything airborne and/or fast

mystic sigil
#

!feedback Add an option to auto skip the cutscene when you open the game

novel swan
#

!feedback logbook entry for killing newt

swift lodge
#

!feedback commando's grenades should detonate on impact

random stream
#

!feedback Brass Constraptions shouldn't be able to fire off their spiked balls if they are frozen or stunned by captain's m2.

Kinda weird and annoying that you can freeze/stun them and they still attack you, while other enemies do not do that, not even the jellyfish explode if you freeze them and stand next to them.

wanton thorn
#

!feedback

Add option to create profiles for saving multiple selections of artifacts.

I play with multiple artifacts active and its usually the same ones. The more achievements I unlock the more my artifact window gets cluttered, making the selection process more and more annoying with every boot.

An option to just save a set of artifacts as a profile would solve this. Or load previously used artifact combination when booting the game?

compact solstice
#

!feedback

Customize eclipse penalities for each survivor

Right now eclipse is not as fun as it could be and the rules seem to affect some survivors more than others, Loader can almost ignore some of the penalties while rex gets totally nuked, and overall eclipse feels repetitive..

Spice eclipse up by making each survivor have its own progression and even customized penalties that change the way you play, for example unique penalties like:

-Engineer turrets take 8 seconds to activate once deployed

-Huntress autoaim range reduced 15%
-Huntress glaive bounces 1 less time

-REX skills cost more health% to be used
-REX toxines are weaker

-loader grapling hook relases automaticly after 5 seconds grabbing a wall

-Artificer freezing skills execution threshold is reduced by half

-Captain can only carry 1 beacon

-MUL-T gets all primaries nerfed (nailgun gets more spread) (rebar no longer pierces) (scrap launcher can only carry 3 charges) (power saw has 0.5 second spinup time before starts dealing damage and you cannot sprint while using it)

-Acrid Epidemic needs enemies to be 50% closer to each other to spread

-Mercenary only exposes enemies for 5 seconds

-Commando's primary is always at half accuracy spread

-Railgunner's supercharge makes you blow up and die if you use it below 35% HP (similar to fuel array)

-Void fiend cosumes the corruption 40% faster while transformed

safe prairie
#

!feedback
Acrid’s skin could be changed to look void-corrupted. It would be a better thematic direction for him.

buoyant wigeon
# safe prairie !feedback Acrid’s skin could be changed to look void-corrupted. It would be a be...

!feedback
Going off of this idea, I think it would be really cool if expansions introduced additional skins for existing survivors, unlocked for owning the expansion or beating the alt final boss on Monsoon as that character. It'd be a great excuse to add more, and it'd be cool if the skins matched thematically with the expansions they come from. For example, Survivors of the Void could introduce void-corrupted skins for various characters.

fading elm
#

!feedback
Engineers Mines/Turrets change based on which variant you have selected on the loadout section screen, yet characters such as Mul-T do not, would be cool to see Nailgun turn into a Saw if you have it selected as a primary

spring tiger
#

!feedback make the brass contraptions' attack move/accelerate slightly slower.

rustic marsh
#

!feedback there should be a mode that randomizes the artifacts every stage

spring dune
#

!feedback Grandparent
The grandparent boss is at best non-threatening, despite its appearance. What if the fire burn dot attack happens without the 50 percent health reduction? Or what if the speed of the projectiles increased? What if the grandparent can 'call out for the parent's help', spawning in parents? The current grandparent boss is too weak to be noticable other than its appearance. Personally I thought when ever the grandparent is hit, it will have a chance to spawn in a parent for help. The planula item can change accordingly, having a chance to spawn in a single parent for 10 seconds when the player recieve damage.

mystic sigil
#

!feedback Have more stacks of Warbanner warbanners increase the attack and movement speed buff by like +10% for each additional stack; the +30% attack speed buff is equivalent to just two Soldiers_Syringe, and syringe buff doesn't require you to stay in a circle to get it. Likewise the movement speed buff is not very helpful since the radius is quite small and you won't have much space to move around in until you stack them.
Allowing warbanner buffs to stack when they overlap would also give them much more use in co-op; players can bunch up when the teleporter is activated to create an area that gives lots of attack speed, perfect for ranged classes and Engineer.

heavy condor
#

Would it be too much for the engineer’s mines to be made agile so you can pop them on the go? (Base mines I know nothing about the alt)

little lava
#

!feedback

Would it be too much for the engineer’s mines to be made agile so you can pop them on the go? (Base mines I know nothing about the alt)
@heavy condor

ivory cypress
#

!feedback on sundered Grove replace dunestrider with grovetender. Dunestrider doesn't fit the location. As well as how grovetender is only on one stage making them tied for rarest boss. Although the other rarest boss is on a stage that you are required to visit to loop or beat mithrix meaning you're much more likely to see them.

mystic sigil
#

!feedback add rain to risk of rain 2

plush shuttle
#

!feedback
just a little thing i thought would be cool based from the dev thoughts videos
make it so that when you interact with a snowy mountain shrine, the snow falls off

sharp monolith
#

!feedback
Mountain Shrine lore.

lone gate
#

!feedback

I just watched the Railgunner Simulacrum video, and I noticed that combat is primarily limited to a stationary bubble, just like in the Void Fields. Sure, you get to move after a few waves but nothing really happens there.

What if there was an option (a permanent or temporary one) for the combat area to move constantly. Have the Focus loop around the predetermined path on the map. This would add additional difficulty as you not only have to watch out for the monsters, but also take care to not fall behind as well.

little lava
#

!feedback
Berzerkers pauldron corruption: Killing a boss enemy will increase your overall damage by 20% until the end of the level.

scarlet kite
#

!feedback
I know I've seen an item like this in a mod or another suggestion, but a white item that reduces your gravity. it falls into the white item philosophy of "small bonus, but scales well and integral to certain builds", by increasing the power of your other jump items

small star
#

!feedback Idle Poses/Animations

Reason: Although standing still for multiple seconds may not be a common occurance, I think it'd be cool that if I'm trying to heal up before the next Void Cell or sitting around choosing items from the bazaar or even just sitting around waiting for my friends to finish collecting items after the end of the teleporter, I think it'd be cool to just have your character loafing around in calm moments.

Suggestions: While I don't have a suggestion for every single survivor, I still have a few
-Commando: A kind of squat, Slavic style, maybe while twirling his guns slowly in is fingers every now and again.
-Engineer: Sitting cross legged, leaning a bit backwards, propping himself up on his arms
-REX: The plant becomes a bit more restless, squirming in it's place a little, While the actual robot stretches every so often (a bit like the character select screen)
-Mercenary: Sticks his sword into the ground, resting his weight on it slightly
-MUL-T: Folds himself up into a compact cube shape a bit like in his Transport Mode animation
-Acrid: Lies down and curls up a bit, occaisionally itching at themself

dense sierra
#

!feedback Steam Trading Cards

The first Risk of Rain had them so why not steam trading cards and a badge for Risk of Rain 2? The first games trading cards flavor text was written from the commando's perspective so maybe this time each trading card could be written from the perspective of each survivor.

Maybe the trading cards could be for things like Shrines or the Teleporter and the flavor text could be a logbook entry since things like that aren't in the in-game Logbook.

sharp monolith
#

!feedback

Add a golden background to characters you have beaten Eclipse 8 with on the Eclipse character select screen, like the background color a new logbook has. This would allow players to keep track of who they’ve won with on Eclipse 8, as well as a tangible, albeit not impactful, reward for the game mode.

winged agate
#

!feedback

Fix the issue when using controller on PC where pinging doesn't work 90% of the time. It's annoying having to put down your controller to ping a dangerous enemy or ping a good printer while in combat

old turret
#

!feedback Let us pet Acrid in multiplayer.

potent stirrup
#

!feedback
random item option on command I know it is stupid but i would like it

lime compass
#

!feedback GIVE US AN OPTION TO KICK LOOT THIEVES IN MULTIPLAYER! They’re a constant Run Killer and they need ANY way to be dealt with!

mystic sigil
ember parcel
#

The game just needs a proper multiplayer lobby.

dense sierra
#

!feedback Better Lobby Kicking

Currently the only thing you can do to combat griefers/harassment in lobbies is to open up the command console and kick them. Not only is this tedious and annoying, doing it mid run puts you at risk of dying and in a lobby you're usually rushing to type out the commands and copy their steam ID against the ticking clock before the game starts.

So my proposal is simple: People you have blocked all communications with on steam cannot join your lobbies and people you have console command kicked cannot re-join your lobby.

If you block all communication with somebody on steam, your lobby will not show up for them at all on the server list, as if your lobby was set to private and kicking somebody once is all you need to do to keep them out, as currently they can just instantly rejoin forcing you to constantly kick them over and over if they are intent on harassing you. Perhaps kicking somebody can prevent them from re-joining for that entire play session.

plush shuttle
#

!feedback

interact with bazaar newt to pet the bazaar newt

oblique wind
#

!feedback
option to mark everything as read so there is no yellow glowing square when you go check the log book or your survivor and it very annoying that you have to mark as read every items, monster and thing in the logbook manually 1 by 1 it long boring and i don't like the yellow box

uncut schooner
#

!ideas

I know, this is impossible, but can it be real, to have elite aspects like items?
Cause in the beginning get this aspect impossible, then it loses its relevance.

Or add special "elite mode" with debuff when you start the run with aspect and random debuff.
Maybe new artefact?

Please)
(Can't wait to play in new DLC)

frank root
# small star !feedback Idle Poses/Animations Reason: Although standing still for multiple se...

!feedback expanding on this idea.
Bandit: Pulls out a notebook or tablet and jots something down.
Captain: pulls out a some sort of communication device and reports back to the Safe Travels.
Artificer: Hovers in place while juggling a small energy ball.
Huntress: spins an energy arrow on her fingers and then dematerializes it.
Railgunner: Gets down and scopes in on something in the distance before getting back up.
Void Fiend: Uses a small energy beam to draw a mysterious symbol into the ground.

winged agate
hazy pulsar
#

!feedback
please add a 3rd pillar/portal whatever you call it in the bazaar so, especially in multiplayer games, i can choose sirens call so everyone gets a red

static hawk
#

!feedback please consider revising unlocks for certain abilities. Many of them feel tedious or extremely rng dependant Imo.

little lava
#

!feedback can we get more intense animations for the explosions and other item effects? Like more fire and smoke from an ATG or Will-o-wisp.

crystal sable
#

!feedback add healing done stat

tropic mica
#

!feedback use double with suffixes (Million, Billion, Trillion etc.) instead of whatever is currently being used for damage, healing and whatnot. It's just inconvenient to never see an accurate damage done because it goes above the limit of what the integer can handle after a command run where people stack crowbars to like 100 :(

maiden prairie
turbid quail
#

!feedback
Alternate Mercenary Primary: Great Sword
Agile. Slice in front for 200% damage. Every 3rd hit dashes through enemies.
The goal of this skill is to maintain the playstyle of constant dashing in and out of battle, as pairing it with WW, BA and Evis will allow for a ton of movement. The swing itself will be a tad bit slower that Laser Sword, but stronger to hopefully justify the choice

little barn
#

!feedback
I thought this may be a fun idea for an artifact: ‘artifact of sharing’. The main idea is that in coop If another player picks up an item you also receive said item. This means that items will be given to all plays.

trim bronze
#

!feedback aim assist and gyro support for pc players who use controllers

stray frost
#

!feedback
my best guess to the void tougher times or void dios (it could be either one) is you have a % hyperbloic chance that goes up with stacks to deflect a significant amount of damage you would end
up takeing back at the enemy who inflicted it (thinking about 50%), so if a stone golem beam attack would deal 50 damage to you, if the void item procs both you and the stone golem would take 25 damage instead.

small star
#

!feedback

If the artifact of Command is selected from the menu, have the option to have an option to simply blacklist certain items out of your run. Sometimes you still want to have a somewhat random run, with just having the odds rigged a bit more in your favour.

trim bronze
maiden prairie
#

!feedback

A relative difficulty option. This difficulty would get harder the more times you win, and get easier the more times you lose. The scaling should be an average of all your runs, so winning 50 times and losing once doesn't have the same effect on the scaling that winning once and then losing once.
This would give newer players a good place to start, because they'll be able to learn from their mistakes in a much more padded environment, while also giving super hardcore fans an eclipse alternative after they've already gone through every survivor all 8 times.

tawdry torrent
#

!feedback
Show survivors' base stats on the character select screen.
Kinda weird that you have to go all the way over to the logbook just to find important information like that.

sonic barn
#

i think you should give railgunner a passive aimbot ability that always hits weakpoints, that would balance i think

clear crest
#

!feedback
New Character: Pyromaniac

Passive: Immune to fire elites. Fire items such as gasoline have damage increase

Primary: Shoots a flamethrower for 10 seconds (proc chances happen every second) that recharges after use. (5 secs)

Secondary: Blasts a wave of fire around a certain distance of the character lighting all enemies on fire

Utility: Throw an explosive grenade blasting you in a direction (depending on position of player) also damaging enemies near it.

Special: Allows flamethrower to be shot unlimitedly for 20 seconds and increases proc rate by 2 (proc chance every .5 seconds)

Obviously numbers could be tweaked a bit, but i think this would be an awesome character to see sometime in the future

cobalt breach
livid karma
#

!feedback
Completely demolish and remove wisps from the game

little barn
#

!feedback
for Bottled Chaos, Volcanic Egg's effect should be to generate a separate fireball entity that targets nearby and/or deadly enemies and detonates rather than turning the player into a fireball like the equipment does on its own. would be way less annoying than randomly having to deal with the fireball state.

compact solstice
#

!feedback
fix artificer items not attaching properly:

plain valve
#

!feedback Revert commando's grenade physics to how they were pre-update. No more rubber balls

novel swan
#

!feedback
Lunar item idea
On-kill effects become on-hit effects, but on-hit effects become on-kill effects

little barn
#

!feedback

Nothing extraordinary, just please make REX’s vines change to his Mastery skin when he’s sprinting

dark idol
#

Engineers mobile turrets double tap bruh the bettle be dead there's another 2 seconds of layers at his corpse and then they stand still for like 2 seconds till they retarget if they re evaluate the AI the mobile turrets would be so fun

maiden prairie
grizzled spade
#

!feedback

Make elite aspects give stat boosts (Health/Damage) like elite enemies.

sharp monolith
#

!feedback

Not sure where in the Eclipse lineup this would be added, but an Eclipse modifier that removes Blue Portals could be interesting IMO. It would make the player not rely on Lunar items so heavily but still make them accessible because Lunar Pods still exist.

mystic sigil
#

!feedback Make Chronobauble Chronobauble also reduce attack speed of an enemy when hit, with the attack speed slowdown scaling hyperbolically with more stacks of Chronobauble. This would give it an additional use of being able to weaken enemies on hit rather than just being an additional effect to proc Death Mark. (Both the attack speed reduction and movement speed reduction would be the same debuff).

sterile locust
#

!feedback Can buff Huntress🥺

desert swan
#

!feedback add report system to get rid of hackers, for some reason they exist, and I just want to find a way for people to not encounter these, because while my encounter with one may have been funny, it's probably not for the other people I play with.

maiden prairie
#

I've noticed that you basically never get past level 30 in a run, regardless of how many stages you've beaten. I think this is kind of a tragedy, because it's the main reason leveling increases are so bad.

I remember being in a run and looking at the needed XP for the next level up and it was in the trillions. There should be an item that reduces the needed xp exponentially. Using x^0.95(-0.05 per stack) could be a good starting point. This would help leveling up a lot, especially when you're level 20, waiting for a trillion xp, and you're killing everything within nanoseconds.

To reassure everyone that this is balanced, 100^0.95 is 79, which is about 20 less xp, but 1T^0.95 is 250 billion, which is 750 billion less. This represents that you're getting a lot more value when you actually need it, instead of reducing your xp per level to 5 on stage 1

also would shadow buff items like banner, watch, shaped glass (in two separate ways), all three shield items, slug, and more.

edgy vessel
#

!feedback

In the case of stages that have important objectives on them, for example the Abyss having Rex's fuel cell or the Alloy Worship Unit in Siren's call for multiplayer lobbies, it would be a nice quality of life addition to have the stage/stages not seen in the lunar bazaar's dream orbs to have a guaranteed/substantially increased pickrate. This would mean that if you go to the previous stage's bazaar and don't see them, you're not out of luck and out of a lunar coin.

north remnant
#

!feedback

How about emotes or poses ingame, comparable to Apex, TF2 or Overwatch?
This could add some more fun in parties, poses for pictures and some silliness in general.
Would overall be a nice social feature for the game.

novel swan
#

!feedback

Fix this terrain issue on sirens call

wild spindle
#

!feedback

the game is fast and many times we dont know what other do or what they want. So we need better communication.
different ping marker (i attack this, i go here, i take this item) need also negative counterpart like ( i dont attack this, i dont go there , i dont take this.
You make the negative one when you holt an hotkey, hold this key and click on an other player gets an chat massage that says "wait USERNAME"
When someone is pinged without the hotkey in the chat his name and an specific text are blinking like "hey USERNAME"
Pinging an other user has an cool-down of 6sec.

rare meteor
#

!feedback

Bands icon should be separated for (ready for use/cooldown), as to wherever you pick one, it shows out as if you had both.

rigid gazelle
#

!feedback

M1 changes for Mercenary, this is only a minor change but I'd love to see it.

Unlock m1 attacking towards the crosshair, bind it to whatever direction merc is facing.
(holding D and pressing m1 will let you face and attack right)

Letting him sprint in every WASD direction, instead of only W with input from A and D.

This could be implemented as a seperate m1 if some players don't like it.
It would not change how the rest of his abilites work since they use the crosshair.

lone gate
#

!feedback

How about an auto-sprint option in the setting?

Also when enabling this option then the sprint key should instead make you walk. (As you would be automatically sprinting whenever possible.)

rare meteor
#

!feedback

Lunar item idea: Allows you to share(split) health of a player and yours, so you can restore their / your health and stay afloat.

Downside: You are twice as vulnerable to status effects.

fluid haven
#

!feedback
I’ve heard many complaints about huntress and that she’s the worse character. I disagree with these statements; I like her amazing movement ability and her good crowd control she has with her secondary. However, I also understand why people don’t like her. Longer cooldowns that most characters; super squishy, and slightly lower dps. To help satisfy the citizens of ror2, I have suggestions that I think will help keep her the same character, while also helping in the areas that need some work.

  • First suggestion is to simply lower the cooldowns for special ability; I do think that lowering this to maybe 6 or 7 seconds will help with her dps. I do think it strange that her special ability has one of the longest cooldowns, even though it is really only focusing on 1 or 2 enemies at a time. (The 6-7 sec is just an example; I just think an kind of shortening of time will be good)
  • honestly, I think the top bullet is the only change really needed but im adding this as an alternative or as a bonus in case it is not enough; perhaps a SMALL increase to her primary damage could be good as well; this is because her damage output is highly reliant on her attack speed (which is kinda slow first starting out). Upping the damage by a small degree might help her in early stages as well as down the road, just until she’s able to get a few stacks of attack speed.

Anyways, I hope these ideas are ok; I’m always upset when everyone trashes huntress. She is a decent character with a unique play style that I enjoy. If you guys are gonna trash her for her weaknesses, at least throw in some ideas as to how to make her BETTER. Complaining gets you no where. Please feel free to offer more ideas or constructive criticisms in the feedback chat.

warm trout
#

!feedback
Rearrange monster logbook based on stage appearance not lvl. 1 health. Mithrix should be at the end, not randomly in the middle just because his lvl. 1 health (which nobody will ever encounter him at) is 1000.
Monsters within a single stage would be arranged by health, bosses could have a separate page.

meager token
#

! feedback
The idea is this: I would like to add a training mode (simple in design, with the choice of opponents, their difficulty and number. Why is this mode needed? Practice character playing skills. For example: to train the skill "turn off the light", Coaching it on small clots. Thus, there will be a new incentive to train on your favorite characters.

valid patio
#

!feedback
With the introduction of the Void Potentials in the DLC, what about an "Artifact of Potential"?

It would turn item drops into void potentials, allowing a choice between 3 items (with a chance of one choice being a tier higher, as we have seen in trailers) allowing for a more controlled run without completely removing RNG. A more "balanced" per say version of Command.

Maybe if a player had both Potential and Command active, the drop chances would be 75% void potentials, 25% command essence?

The artifact code for this could possibly be hidden in one of the simulacrum variations of a stage (like maybe a constellation in the void version commencement?)

meager token
#

!feedback
The idea is this: I would like to add a training mode (simple in design, with the choice of opponents, their difficulty and number. Why is this mode needed? Practice character playing skills. For example: to train the skill "turn off the light", Coaching it on small clots. Thus, there will be a new incentive to train on your favorite characters.

junior crow
#

!feedback
The idea is basically giving the mithrix model some changes like: pieces of broken armor, scratches among with the phases etc.

valid patio
#

!feedback

  • Add the ability to start the run as Heretic at the cost of 10-ish lunar coins (it should be slightly more expensive than just finding all 4 Heresy items)
  • Only have the option show up on the character select if you have won a run as Heretic before, that way it doesn't spoil the surprise of becoming them for the first time.
pearl perch
tawdry torrent
#

!feedback
As an alternative to being able to start a run as the Heretic:
Winning a run as Heretic awards 6-8 more lunar coins than normal.

This might not be a perfect solution, but I think it's a decent compromise as the Heretic would keep her status as a special transformation character, but by partially refunding her coin cost she would be a bit easier to play frequently without grinding for coins or save-editing.

swift lodge
#

!feedback in the opening scene you should be able to see some maps in the game on the planet

alpine bridge
#

!feedback
I don't think I'm alone when I say that lepton daisy is probably one of the worst if not the worst item in risk of rain 2. You see it and think "scrap", not "green item". It being an uncommon paired with its mediocre ability makes it extremely undesirable to the point where a squid polyp is better. The healing during a teleporter event isn't as impactful as would be useful, so it just kinda gets forgotten. I would suggest either demoting it to a common item, removing it entirely, or giving it a massive buff. One option would be to make it give a pulse of regeneration every 10%, increasing amount regenerated for each stack. Another idea is that it could increased passive life regeneration for all players inside of the teleporter radius while a teleporter event is active, each stack increasing regeneration rate.

turbid jetty
#

!feedback
Honestly, I was thinking of an item.
Items of N'kuhana
an assortment of items that either belonged to N'kuhanas cult / her that you can get by finding a Altar to her, located only on stages 2 and 4, both aquaduct / wetland and sirens call, I forget the name of the forest map and abyssal depths. These altars take 3 lunar items to make 1 N'kuhana item. N'kuhana items will combine what you sacrificed into powering whatever came out of the altar, for example:
Say you sacrifice a shaped glass, gesture and transcendance
the item you would get sacrifices 1/4th of your HP for you to deal 1.5x as much damage, makes all equipment cooldowns 1/4th of what they used to be, and all HP become shields

but whats the catch? theres always a catch? Well yes there is!
Once you make an item using it, boom, you can't use the altar anymore, even on loops or different stages
Due to her corruption, you'll slowly lose health like the heretic, and get all your stats halved, and by killing off enemies, you fight her corruption using the souls of what youve sacrificed to her, slowly begin to negate the debuffs and make buffs for yourself.

ima be 100% honest, this was made on the fly, I left out a buncha details, it's just a little blurb of an idea.

viscid flume
#

I had an idea for a survivor. Very similar to engineer but follows a very necromancer type play-style. I’m thinking that they’re primary would be a pretty basic attack like a spell or something but they’re secondary summons minions that’ll attack for you and with more backup mags you can have more minions and the survivors play style is based around keeping their minions alive so that they can deal lots of damage. An alternate ability could be like one set of minions is melee oriented while when switching abilities the other set is range oriented. Idk just a survivor that I would love to play as

maiden prairie
#

Bone Shiv [Legendary]

+) Killing an enemy drops 1(+1 per monster tooth in your inventory) bone shard
+) Gain 0(+0.1 per stack) base damage
``` __Bone Shard__ [Uncategorized] ```diff
+) Having 10 in your inventory creates 1 Bone shiv
pallid reef
#

!feedback Pinging an enemy will make non-healing drones and Engineer Turrets prioritize hitting that enemy.

hoary cargo
urban comet
#

!feedback

Add some sort of reward when you complete a pillar on commencement. Currently there is 0 incentive to complete pillars (unless you have no way of skipping them of course), so something like an item or 2 per player in lobby being given once you complete one could be a nice way to incentivize players to beat the pillars, whilst also not punishing those who choose to skip them and go straight to Mithrix.

digital sigil
#

!feedback
Put the Aphelion Sanctuary theme on Scorched Acres. From what I've seen of the IGN trailers, Disdrometer still plays on Scorched Acres which has always felt a little off for that stage for me. The song that plays on the Aphelion Sanctuary would be very nice on Acres in my opinion due to them being somewhat similar in color scheme and enemy types.

gentle zinc
#

!feedback
H3AD-5T v2 should have a visible radius similar to Focus Crystal, except it is centered at where you would land if you were to hold E.

wild spindle
hollow basin
#

||!feedback||
Adjust Bandit's Lights out and Desperado to have a 0.25s grace period for what it counts as a kill, so that items procced by the shot (like bands) count towards getting the kill credit instead of taking the kill.

After looping, 600% damage is measly compared to the damage your items do, so having the items synergize with your special instead of take the kill credit from it would make landing revolver kill shots much more satisfying and feasible.

prisma robin
#

!feedback
A new artifact that gives the player a random lunar item at the start of each stage.

compact solstice
#

!feedback
At the start of each stage repair all the delicate watches and add 45 seconds to the game timer for each one of them, after enemies are lvl 99 the watches will remain broken forever

final merlin
#

!feedback
I propose the following three changes for my most played survivor, Artificer, with the intent to improve quality of life issues rather than giving her flat buffs:

Number One: Allow the projectile speed of Artificer’s attacks to scale with attack speed. This coupled with the next two changes would allow Artificer to more consistently hit fast and/or flying enemies the longer the run progresses without directly improving her more important stats.

Numero Dos: Allow Flamethrower’s tick rate to scale with attack speed, similar to Suppressive Fire. For the sake of both mechanical consistency (X does this but Y doesn’t?) and making attack speed a more relevant stat on Artificer in general, I firmly believe that this change is long overdue.

Number Tree: Move Ion Surge to the Utility slot and reduce its damage to 330% (down from 800%). As someone who switches between both Specials regularly, I have serious gripes with both play styles. With Flamethrower I have no means of escape in the event that I get surrounded by enemies that Nano-Bomb can’t kill aside from Snapfreeze which is useless against flying enemies. On the other hand I miss out on a monumental amount of DPS by using Ion Surge AND I’m even more vulnerable to flying enemies. This is not to say that I don’t understand why they haven’t moved Ion Surge yet because I do recognize that being able to instantly take high ground and rain death from above is a powerful ability that would likely need to be toned down further than my proposed damage nerf if it were moved to Utility (maybe limit how long Artificer can hover for?) but even still I believe that it’s unfair that Artificer is the only survivor who essentially needs to gut her own character identity to get any movement at all.

weary island
#

!feedback

Add an item that doubles knockback on crits. The item gives + 5% crit on the first stack. This would be a funny item.

willow sage
#

!feedback
Ability to move the commando bodies into the escape ship (with no achievement or special reward for doing so).

mystic sigil
#

!feedback Fix teleporters spawning right under roofs where the loot dropped clumps up around the center; it's quite annoying when it spawns right underneath a branch or ceiling or cliff and you risk accidentally activating the teleporter before you can loot everything.

  • it blocks the teleporter's yellow particles from being visible and making it a lot more difficult to spot; this is especially a problem on Sky Meadow.
sharp monolith
#

!feedback
I remember when I first unlocked Commando's Frag Grenades the first thing I tried was throwing them into Dunestrider holes. It did not work, and it slid over the tar-filled hole of the Dunestrider.
I think it would be super cool if the nades fell into the lids of the Dunestriders when they have them open.

wind laurel
#

!feedback pinging an enemy causes all drones (except healing) to attack it. If you ping a player all healing drones beloning to the pinger will heal him( the player pinged)

sharp monolith
#

!feedback
Make Artificier's Freeze a debuff that counts towards Death Mark.

noble prairie
#

!feedback
MAKE VISIONS OF HERESY WORK WITH MUL-T POWER MODE

sharp locust
#

!feedback
Can we have some form of split screen multi-player for the many of us who still enjoy couch co-op with our family and freinds because the game is lovely and simply adding a splitscreen would add a whole other layer of excitement and joy to many a man's heart im sure

worthy sandal
sharp monolith
plush shuttle
#

!feedback
engineer flashiness

  1. replace the mine limit with a max duration
    tbh this probably wont have many gameplay effects, but the idea of throwing mines everywhere with enough backup mags sounds cool in my head, and since the more used mine is the spider mine which is thrown at enemies anyway, this probably wont have much of a gameplay effect apart from storing damage on boss spawns (which captain can do with diablo strike)
  2. add some sort of scaling to the amount of turrets you can place at once
    sounds a bit busted, but when theatrically comparing engineer to other characters. you might have mercenary WOMBO-COMBOing with purity or auto-shotgun commando started blasting. yet with engineers reliance on his turrets, it would be cool to see him get a higher turret limit as the game progresses (condition and scaling up to discretion) to produce that feeling of EXCESS when you reach god run levels
hollow basin
#

||!feedback||
Alt Bandit Utility:
Hologram Trap

Slide forward, becoming briefly invisibly while leaving behind a hologram which distracts enemies. After several seconds, the hologram explodes, damaging and stunning nearby enemies.

||This gives the bandit more mobility than smoke bomb with the slide, but you are only invisible for 1 second as opposed to several from smoke bomb in exchange for distracting enemies with the hologram, and has a much longer cooldown. Pairs very well with Lights Out for laying multiple explosive traps in a fight and circumventing the cooldown.||

hollow basin
#

||!feedback||
Lunar coins should be gained through each run and disappear upon death. Their droprate would obviously be increases and certain events like completing mountain shrines, defeating optional/secret bosses, or fully leveling up shrines of the woods net a lunar coin reward.

||This makes getting lunars and spending them throughout the run much more of an interesting process, prevents balance issues of the more busted lunars by making the scarce and preventing you from always having infinite coins at the start of a run, makes getting powerful lunars though rerolls or the Bazaar much more rewarding (Tonic, Glass, Gesture), and encourages players to take on shrine challenges for greater rewards. Picking up a coin in multiplayer grants a coin to everyone, and everyone has their own coin balances to spend as they see fit.||

plush shuttle
#

||!feedback||

dynamite equipment from ror1 (its fun)

cobalt breach
#

!feedback make happiest mask a yellow item that drops from horde of many

warped bluff
trim bronze
#

!feedback random survivor and loadout options, respectively

random stream
#

!feedback
Ability to ban/forbid certain items in multiplayer lobbies to force people to stop using certain items.

little barn
#

!feedback

From void fiend simulacrum video. I guess double dots are not intended. Fix?

compact oriole
#

!feedback

What if there was a separate set of tracks for the simulacrum stages? They could be slightly slowed and have a bit of reverb and distortion. It's possible this could get annoying, but I think it could be done well. I think it would really add some great ambience when paired with the stage changes.

I doubt file size would be a largely affected, and I don't think they'll be any more repetitive than the standard tracks. (not saying they're bad or anything)

obsidian parcel
#

!feedback

Multiplayer for alternative gamemodes

little barn
#

!feedback

Idea: secret boss similar to the alloy worship unit but instead of a guaranteed legendary we get a guaranteed random boss item

little barn
#

!feedback

Here’s a boss and yellow item idea.
Boss: glacial worm.
Causes areas to have bubbles of slow down similar to effigy of grief

Cryo perforator boss item: when killing an enemy, leave a small frost relic bubble that does slight damage over time and causes a slow down effect

turbid jetty
#

!feedback

Mimic enemies that take the form of chests on several different stages, only small and large chests can be mimics, terminals and equipment barrels cannot.

pallid cape
#

!feedback
Add a way to view the elite variants of monsters and survivors in the logbook viewer.
Perhaps even make them unlock after you kill the appropriate elite variant of that monster.

hollow basin
#

||!feedback||
Consider releasing a smaller Skills 3.0 DLC that only adds DLC locked new alternate skills to every survivor. A lot easier than making whole new survivors for DLC, but still adds a good amount of content for replayability. This could be cheaper than other DLC to make up for less content.

still lion
#

!feedback

push pots by pressing W and not doing some arcane inputs that only work half the time

sharp monolith
#

!feedback

I think pots are great and should not be changed (this technically counts as feedback because it’s positive feedback happiesttroll)

zinc flicker
#

!feedback

maiden prairie
#

!feedback

mobile turrets' speed should be reduced and then should always be counted as sprinting. This would be a massive buff for a lot of reasons, including the most recent to join: wungus.

dividing 7 (mobile turret's current run speed) by 1.45 (the sprint multiplier) would be the easiest fix, because then that outcome multiplied by the sprint multiplier will equal 7 again, meaning no changes to their base stats.

small star
#

!feedback If you hit Goobo Jr with artifact of chaos enabled he should become aggressive towards the player.

gentle zinc
#

!feedback
Pots and the Rallypoint Delta barrels can be "kicked" with E

zinc flicker
#

!feed back is it possible to "uncorupt corrupted iteams like the corupt 57 leaf back into the 57?

gentle zinc
#

!feedback
Artifact of Potential, which works like Command but with the new Void Potentials instead. This would be nice for an in-between of normal and Command where you still get more control over your items, just not to the crazy extent of Command. If both Artifacts are enabled, either it could be where Command would overrule Potential or, alternatively, it would be random if you get a Potential or a Command Item.

trim bronze
#

!feedback let lunar pods spawn with sacrifice

little barn
#

!feedback

Artifact of inversion:
All normal items are turned into void versions immediately and where you would originally corrupt them they can now be purified and turned back into the normal version.

So think just the opposite of the way things currently are

hexed herald
#

!feedback
Artifact of withering
Enables the eclipse 8 health damage

oblique wind
#

!feedback
cool kid glasses green items or lunar
smaller enemy (Beetle, lemurian,hermit crab, jellyfish, laser wisp, lunar chimera,mini mushrum, solus probe?) the one that have approximately the same size of the survivor. will receive more damage or deal less damage.
if lunar both small allied (ghost form, engineer turret, drone) and monster get the debuff

sharp monolith
#

!feedback

An Eclipse level that makes damage truly permanent, as in whatever health you end up with after taking damage is your new max health for that stage.

novel swan
#

!feedback
Artifact of resistance
You can’t take knockback, but neither can enemies

sharp monolith
#

!feedback

Make Eclipse more obvious to players. I don’t see why an enhanced difficulty should be grouped with a speedrun mode and a wave-based endless mode, and many players I’ve talked to did not even know it existed. Maybe it could be right of Monsoon on single player and the Eclipse level updates when you win. Artifacts still disabled, of course.

visual tartan
alpine bridge
#

!feedback

There are currently 2 way to INCREASE fall damage in risk of rain 2: Eclipse 3 and Artifact of Frailty. Currently, by literally just playing Loader you can negate these, which seems unbalanced given that other survivors either need an items to negate the damage, like Head Stompers or a Hopoo feather, or use a mobility skill to reset their vertical velocity.

Right now, Loader is just one of the best survivors in the game, and shines even brighter on the Eclipse difficulties. To balance this, especially because Loader already has 3 mobility skills (hook, punch, slam), I suggest making Loader take half of the normal amount of fall damage when fall damage is doubled and lethal. So if Engineer took 20 fall damage on monsoon, Engineer would take 40 on Eclipse 3 while Loader would take 10 on Eclipse 3. This would require you to adjust your play style as Loader and be affected by these modifiers, as I have noticed that I have barely changed how I played loader from Eclipse 1-8. I have just noticed that once you are able to master Loader's mobility and the punches, difficulty changes don't change much anymore. And, like other survivors, Loader's mobility skills would cancel vertical velocity, which includes thunderslam.

fluid haven
#

!feedback
New equipment item:
Remote-Control Car

This equipment when activated, sends out a fast miniature toy car to a random unopened chest on the map (this includes regular chests, variety chests, large chests; does NOT include tri shops, lunar pods, or shrines). The car opens/hacks the chest open, and brings back the item that was in the chest to the player. The car, although it does not attack, has a health bar and can inherit the ability of the item it’s holding for the short time it has it on its way back (for example, Tesla coil, movement items, etc.) if it loses all health, it breaks down and if it has an item, it will be dropped.

Has limited uses per stage and a dceent cool down (not super short or super long). I just really like the idea, especially if you are low on movement items, the car can move faster and grab the item for you. Please feel free to offer criticism in the chat!

alpine bridge
#

!feedback

Make Acrid have immunity when he enters stage 1 as well as speed up his "waking up" animation. I cannot count how many times I have been hit with a Stone Golem blast right when I spawn in because acrid doesn't have a pod. Additionally, when any other survivor leaves their pod, it is very fast, while Acrid's is incredibly slow in comparison. Mul-T is fine, as he is instantly able to move when he spawns in because he doesn't have a pod, however acrid is not and an still be hit, This is especially an Issue when using artifact of glass and on Eclipse 8, as enemies can get a cheep shot off on you that can basically be a run ender.

lone gate
#

Faded Memory - Lunar item
(Looks like an old, damaged pendant)
Decreases your stats, but when removed via the Cleansing Pool: Gain 2 (or 3) random items (80% green / 20% red) and a guaranteed Irradiant Pearl.

Alternatively: Decreases your stats, but gain 3 guaranteed Irradiant Pearls when removed via the Cleansing Pool.

Stats return to normal after getting rid of the Faded Memory.

warm trout
#

!feedback
change Overloading Worm's name to something else (Charged Worm/Storming Worm/etc.) so it's consistent with the naming convention of the Magma Worm and to avoid confusion from new players who might think it's technically an Elite, when in fact it isn't

humble abyss
#

!feedback buff mercenary's regen to make it easier to play aggressive with him. It would help the flow of the character by not punishing the player as harshly for getting in close and playing aggressive.

slate lance
#

!feedback Please make the blade red for Mercenary's Monsoon skin. It would just be chef's kiss.

cobalt breach
#

!feedback fix the rocks in some of the enviroment logs clipping through the bottom
(note: second and third are titanic plains and abandoned aqueduct respectively, hard to tell in picture)

mellow dragon
#

!feedback

The current state of spectating in multiplayer feels unfinished. Firstly, cooldowns are not shown at all, which luckily doesn't seem too difficult to fix. Secondly, attacks Bandits M1 and other abilities that gain multiple charges gain up to infinite charges in the spectator menu. While this is more of a rare occurrence, it can still cause a lot of confusion for players.

Overall, the spectating menu needs slight changes to better reflect gameplay.

median blade
#

!feedback new white item
Ceramic vase

This item is a proc item that has a 10%chance to activate upon killing an enemy (or just hitting an enemy, I’d prefer the when killing an enemy) it is increased by 10% on first stack then 8% on second stack then 5% on 3rd stack then even less, this item would fire a clay ball muck shot at the nearest enemy, life stealing by 2 (increased by 1 each stack) hp each tick, it would last for 4-5 seconds and deal 40%, as well as slowing the enemy, (however much the exploding pots slow down entities or maybe less slower) and if the enemy is killed by it it will do a miniature clay pit explosion that can damage yourself as well.

First time I’m making one of these so if it’s too op or something sorry, but it’s kinda like a miniature mired urn that is single target

eager basin
#

!feedback
On abandoned aqueduct specifically, the recycler just doesn't target items in some spots. A fix for this would be nice since recycler is my favourite equipment and it's annoying just not being able to use it on one map.

open hound
#

!feedback
Yet another huntress tweak that will be ignored by the devs

A buff to arrow rain in the form of: when standing in the radius, gain +25% damage

unreal eagle
#

!feedback
Add reward for completing Eclipse (skins maybe).

wild sandal
#

!feedback
ror2 on mobile happiesttroll

tropic pond
#

!feedback
Local multiplayer via split screen for consoles

sage fulcrum
#

!feedback
Red whip should only deactivate if you deal damage with a movement ability, not just if you use one.
It feels counterproductive for a mobility item to punish you for using mobility skills.
This is especially a problem on survivors like Loader and Mercenary who get most/a lot of their speed from damage-dealing abilities.

coarse zinc
#

!feedback
an idea for a new location similar to the bazaar, called the forge. you can go there to spend a new currency to upgrade your abilities by increasing their damage, attack speed, decreasing cooldowns or other stat buffs. this new currency is obtained through challenges that you can get at this area, which will have to be completed in the same run that the challenge was obtained. these challenges can include defeating certain enemies or elites, reaching a certain stage and more

sharp pawn
#

!feedback
Make attack speed affect damage falloff and maximum ranges.

little barn
#

!feedback
add CHEF into the game but just sitting in the background of the character select screen with HAN-D

wooden shale
#

!feedback
Add a little distance indicator on the HUD that pops up as you come within 25 or so meters of a fall/height teleport trigger. That way we can time additional jumps to better position or mitigate fall damage upon teleporting back to land.

indigo zodiac
#

!feedback how about add artefact what will be diferent for all charecters the name of artefact is "artefact of fun". like for artificer flor will dameg you and only near interacting objects flor will not dameg you. for commando we cannot dameg enemies and interacting objects are free to use telleport only on time because we cannot dameg any one final boss only on time too but fasess are changing on time. for captan only chests are changing forsupport beacon 50% first option 50% second option. for loader dameg is a litle up and her ability recovery is faster a litle but she is cannot move, only way to move is her abilities. on that i have no ideas

little barn
# indigo zodiac !feedback ...

!feedback
To expand upon this, I really think mercenary when the artefact of fun should become back his removed because mercenary isn't fun.

deep flame
#

!feedback (sigh)

ornate thunder
#

!feedback pls just release at midnight instead of 11am

mystic sigil
#

!feedback Move the Gilded Coast exit portal away from the area where all the Halcyon Seeds are dropped. When command Command is active, if there's four players four seeds will drop (one almost on top of the portal) and if you're not careful you can trigger the portal by accident before everyone's grabbed their seeds. I think it's better off to the side or directly underneath the huge golden ring on one side of the map.

warm trout
twilit atlas
#

!feedback
with there being a new alt boss with the dlc why not add some new skins for the all of the survivors for beating the alt boss (preferable for beating them on monsoon as well)

indigo zodiac
median blade
#

!feedback

New equipment: Arbitrary Component,

The equipment takes a random elite aspect and applies it to the survivor, with blazing, glacial, and overloading as 25% chance to be that elite aspect and a 12.5% chance to be a malachite or Celestine elite aspect, the duration would be 5-10 seconds and a 70 second cool down,

Idk I’m just trying to give it a shot

daring wagon
#

!feedback players should be able to see what killed them in a multiplayer game before the results screen,

main crescent
#

!feedback

New Character: The Scorcher

Passive: Attack speed items instead increase the duration Incinerate can be used for before needing to reload

Primary: Incinerate
-Use your flamethrower to spew out flames in front of you for 900% damage. Can be fired for 5 seconds total before needing to reload. Can also be manually reloaded at anytime(takes 3 seconds) (Range of Incinerate is 15m)

Secondary: Incendiary Rocket
-Fire out a rocket propelled incendiary round that explodes on contact for 600% damage and ignites enemies (6s cooldown)

Alt Secondary: Sticky Cluster Bomb
-Toss out a napalm bomb that sticks to enemies and surfaces. Explodes for 1000% damage. Also throws out 4 smaller bombs that each deal 400% damage in a smaller explosion radius. Ignites enemies (12s cooldown)

Utility: Oil Slick
-Throw out an oil spill in front of you that slows enemies who walk into it. (Scorcher can use this to slide across it and gain a 20% movement boost) Can be ignited using Incinerate or Incendiary Rocket (10s cooldown)

Alt Utility: Firewall
-Aim your flamethrower at the ground in front of you and create a wall of fire that ignites enemies who walk through it. Lasts for 8 seconds (length of firewall would be similar to Artificer's ice wall) (12s cooldown)

Special: Incendiary Rounds
-Place an ammo pack on the ground that allows your teammates attacks to ignite enemies for 25 seconds when collected by them. (This ability must be interacted with by teammates to grant them the effect. Increases the amount of fire damage Scorcher deals. Same effect goes to teammates who already have abilities that deal fire damage such as Artificer's flame bolt or flamethrower. Strengthens effects of Gasoline) (35s cooldown)

Alt Special: Firestorm
-Unleash a devastating heatwave surrounding you that deals 1500% initial damage and ignites enemies (Radius of Firestorm is 15m) (10s cooldown)

ornate wing
#

!feedback
Whenever bandit turns invisible, there's an odd model issue where his left foot is bird-like that is not represented on his right foot at all. It seems unintentional, so my feedback is to have that be removed
Edit: That's his hand, as I've been told. Perhaps move it so it seems less like his foot? I'll leave this here for posterity either way

kind bough
#

!feedback Artifact of Restraint: Only M1 and M2 abilities can be used; lunar special and utility also will not work.

alpine bridge
#

!feedback

Change Wake of Vultures. Almost all legendaries are good, but most of the time you would prefer almost any legendary over Wake of Vultures. I’m not sure if this would make Wake of Vultures too OP, but make it so that unlike the aspect items, Wake of Vultures gives the elite damage and health boost with whatever elite you kill in addition to the elite effects. This would make it far more versatile. Additionally, to balance this, you can only have one wake of vultures aspect at a time so you can’t stack multiple health boosts.

bitter wedge
#

!feedback
put environmental scanners in a guaranteed(out of the way) location like the environmental logs on hidden realms and commencement

trim bronze
ornate wing
#

!feedback
Bandit wears his revolver in two different ways. on survivor select, he wears it standard, but in-game he wears it for cavalry draw. both look good, I just think it should be consistent between the two, regardless of the direction picked

pearl pine
#

!feedback it really feels bad when you run out of minions because you hit the limit, especially with the empathy cores + beetle guards and any tc-280s you have. But what feels even worse is when you hit the limit and a bunch of random purchasable drones just clutter up the level. Unless there's some other plans to address the limit, perhaps purchasing additional drones past the first could upgrade your existing drones rather than add to your army? Then you can run around purchasing extra drones to your heart's content without sacrificing your beetle guards, equipment drones, and empathy cores.

Of course there probably needs to be a conversation about beetle guards and equipment drones (I like having a bunch of beetle buddies on command...) - maybe purchasing a new equipment drone could cause your old one to drop its equipment, making each equipment drone spawn a chance to swap out which equipment you put on it? maybe after 2 beetle guards, additional glands give you a Queen that scales with glands and doesn't summon more guards?

There's also an issue with Happiest Mask and squid polyps, of course. But if you can only have 6 drones, 1 turret, 1 tc-280, 2 cores, 2 guards, and a queen, it becomes a little harder to clog up your summon pool.

abstract urchin
#

!feedback

After beating an eclipse difficulty on a certain character, allow players to select previous difficulties along with the current one, but make it so that previous difficulties do not count towards progression.

For example, if you have eclipse 5 on MUL-T, then you would be able to choose from eclipse 1-5 where 5 is the only mode that can actually count towards progression.

vale lion
#

!feedback
Shaped_Glass canonically newt boner

jolly flame
#

!feedback

GIVE CHRIS CHRISTODOULOU HIS OWN ITEM IN THE GAME! IMMORTALIZE HIM!

vital jolt
#

!feedback

Allow carbonizers to walk on walls

compact sierra
#

!feedback allow rex to walk on walls

trim bronze
#

!feedback allow pots to walk on walls happiesttroll

lone gate
#

!feedback

Soft Vest - Red Item

“Damage taken is applied over time, rather than instantaneously.”

This item basically turns all (or most of the) damage into DOT. You still take full damage but in smaller, easier to out-heal chunks. Additional stacks spread the damage over a longer period of time.

wild sandal
#

!feedback
new lunar that does the opposite of corpse bloom (inspired by the above)
double all damage, but apply it over time

cobalt breach
#

!feedback
make stationary turrets (not engi's, the ones you find in the environment) more useful.
whenever they arent in combat, they follow the player around, similarly to engineer's mobile turrets. when in combat, they go stationary and shoot at enemies. they are unable to move whenever enemies are nearby. increase their price to something more expensive, to reflect their usefulness. this change will make them more useful and not just one-time defense against a teleporter event or large group of monsters.

trim bronze
#

!feedback engineers mines should hold down the buttons on aqueduct

trim bronze
#

!feedback stone titan should spawn stone golems, vagrants should spawn jellies, etc.

little barn
#

!feedback I think it would be really cool if more food items were added, like bergers or fries or blueberries.. it would really make the game more colorful and more relatable.. (I forgot to put feedback first time)

unkempt gyro
#

!feedback
add recycler near the entrance to the Mithrix arena -- to get rid of the items that'll punish you in Phase 4

stray wyvern
#

!feedback

I think a lot more can be done with the logbook. It would be a really nice touch to not only see the item, or the enemy, but also possibly where the items are placed on every survivor, the different elite affixes on every enemy/survivor, etc.

This could probably be accomplished by adding buttons to a portion of the logbook entries, instead of having it all sprawled out on that one area. Either way, I think it would be cool to see more aspects of the game in closer detail.

maiden prairie
rotund crest
#

!feedback

It would be nice when looking at logbooks and 3d models to see different animations and types for monsters/survivors as well as options for different backgrounds.

ornate thunder
#

!feedback

A special kind of simulacrum wave where the safe zone is moving while the wave is going on

wraith raft
#

!feedback

It'd be nice if the higher jump component of the HEAD-5T legendary item was triggered by holding space instead of just always being a slightly higher jump, so that you could still benefit from the item's negation of fall damage without losing out on your regular jumps when the slam is ready. It's manageable by just using the item's impact effect off cooldown, but I feel like an intentional trigger of its higher jumps could make the item more desirable by making using it more deliberate.

unborn condor
#

!feedback Change the way gestures stack so tonic isn't as easy to break your run with, and finding a fuel cell printer is up with crit or band printer in terms of excitement to find.

crude mulch
#

!feedback
New lunar item idea: Soul Lift
Functions simular to a jetpack but the fuel is your health. After a jump, keep holding space bar (or at any time while you have no jumps) to levitate, but while doing it you lose maybe 15% hp per second

I think this could encourage more healing and makes certain situational healing items more effective like lepton daisy since you can purposely use 50% health during the boss.

stray frost
#

!feedback
sentiant punching bag: equipment idea.
deploy a sentiant robotic punching bag that taunts enemies within a large radius (something around the half the base teleporter radius) to attempt to directly attack it instead of you, the punching bag is unkillable and unaffected by void implosions, only lasts 10 seconds before expireing, you can only have 1 out at a time per player (activateing it while one punching bag is out replaces it with the newly spawned one), and it has a base cooldown of 65 seconds.

random stream
#

!feedback
Make the tri-tip dagger a tri-tip dagger or change its name to fit its model, as the white line is barely noticeable and confuses players. TriTip_Dagger

lofty gazelle
#

!feedback
Blast shower now instantly starts the effects of out of combat items on use (red whip, cautious slug)

It's not a huge buff but it's a nice way to make both the often considered weak blast shield and passive items better

rain mulch
#

!feedback
been thinking about day/night variants of stages
possibly with different enemies depending on what time of day it is
e.g nighttime roost could have imps be part of the roster or something
plus i think it would look really pretty to see certain stages have a darker skybox (with stars and etc)
and maybe an item to help increase visibility if players are concerned about that

heady kernel
#

!feedback

Make Rex's mastery skin into a plant pot, I main Rex and I can't stand his mastery skin being a simple recolor of his original skin, so I drew this quick drawing today, it would be awesome if it actually made it into the game and I think it would fit Rex very well.

bitter wedge
#

!feedback
simple chat commands like "we should do the teleporter" "someone else can have this item" and "wait" could be helpful since they are said in almost every multiplayer game and the d-pad can do something

knotty helm
#

!feedback
Add an alt primary for bandit that makes the shotgun spread vertical

undone delta
#

!feedback
An Item that heals you for overkill damage...or a part of it (Lets say you kill an enemy that has 100HP with an attack that deals 500 dmg, that would be 400 overkill dmg.)
That would help burst characters like Artificer or Loader to stay alive early

cinder steppe
#

!feedback

Make Leeching seeds healing independent of proc coefficient that way it has a niche compared to Harvesters scythe, in that it can heal more on fast low proc coefficient moves like nail gun multi and make it scale better since the current version is just green scrap without a scrapper.

little barn
#

!feedback

next dlc: red plane. I think exploring the imps environment in a cynical robotic red neowave world would be crazy cool, just as much potential as void.

rose garden
#

!feedback

Please prevent Loader's M551 Pylon passing through thinly-constructed terrain at certain angles. (In most cases while jumping, pressing sprint or looking down.) Sometimes I just want it to place it next to me, y'know? And have a proc-chaining buddy. It doesn't shock anything if it's underground.

(Maybe this should have gone in #ror2-bug-reports-pc.)

vale lion
#

!feedback

squid polyps divide into 2 other squid polyps after being healed to stay alive for 3 minutes

still lion
#

!feedback

After beating the game as Heretic, there should be an option to spend some amount of Lunar Coins at the character screen to access the character instantly.

This would still keep her as a “hidden survivor” to new people but also be a reward for having enough dedication to play and win as her.

I don’t care if it’s 5 coins or 50 coins, but having a set amount to play as Heretic would add another goal to grind for as you play ror2, and would also be a better way to access her repeatedly beyond getting super lucky or modding in coins and rerolling the shop

plush shuttle
#

!feedback

i feel like railgunner should have an unlock requirement besides "own survivors of the void dlc". it sounds a bit too instantaneous? i think it would be better to introduce players to the new content first, it would be a bit unfortunate to pick railgunner and then land on titanic plains for your first game

mental otter
#

!feedback

Add more rain.

maiden prairie
#

!feedback
if the simulacrum is canonically a place or somehow tied to a place, can there be a simulacrum log book?

I feel like learning more about the void, and more specifically the new game mode, would help a lot for the lore of the game and understanding the universe

wary shore
#

!feedback

Flag Engi's Carbonizer turrets as sprinting. They could use a bit of a baseline speed increase from this if possible, but the main gain is item synergy. Rose Bucklers would be a major gain that helps offset the tendency for them to just run in to mobs of enemies, and they would have their own fungus synergy with the new Weeping Fungus void item.

pine galleon
#

!feedback

Currently, there’s a few lunars that don’t have a stackable downside, meaning there’s no increase in consequence for taking more stacks of these items. I’d like to propose a potential solution for one of these items, that being transcendence Transcendence
Whether you view getting shields as a downside or not, additional stacks of transcendence only stand to benefit you currently, which is one of the reason many people view the item as broken. I think additional stacks should increase the time it takes for your shields to recharge, perhaps by half a second per stack. This would keep the benefits of the item intact, continuing to reward players who don’t get hit often with a bigger pool of health, while introducing a noticeable downside that makes the player consider picking up additional stacks of the item like other lunars do.

shut wigeon
#

!feedback

Picking up a duplicate of an item you already have should display the effect of stacking the item. For example picking up a second ukulele would display something like "Targets per chain +2, Range +2m" under its regular description.

gentle zinc
#

!feedback

After beating Mithrix, you should be able to go back through the teleporter you came from to continue your run. Not sure how this may conflict with the lore. Presumably, the moon would no longer be visible on certain maps.

ornate wing
#

!feedback
There's a weird hangup with Bandit's M1. Currently, if you hesitate just a second too long (typically to have the reticle bloom reset) he'll start to reload. If you click in that time, the input seems to be just ignored/eaten and you don't fire. This feels really bad; I propose it works like TF2, where all reloads are instantly interrupted if you choose to fire, but those fresh rounds aren't counted as "loaded" unless the animation/internal timer for it completed. It'd go a long way to making it feel like his M1 doesn't fight with you to use in certain situations

little barn
#

!feedback

Beatle gland and empathy cores should benefit from aspects and wake of the vultures. Where they also become elite versions of the enemies

plush shuttle
#

!feedback

add a targeting laser/cone to engineer's thermal harpoons, its hard to understand what your harpoons are going to lock on to

sullen trellis
#

!feedback

For the love of all that is holy, please add hold to sprint already.

hot granite
#

!feedback Could we get a setting for alternate mouse sensitivity when aiming down sights via Railgunner's secondary?

mint gate
#

The HUD in PC with a gamepad: it's hard to see what you have preselected. It looks very dark and almost transparent.

median blade
#

!feedback, idk this might be hard and idk if I can do enemy submissions.

A new worm enemy where it like bends along the ground to move like a worm, about the size of geep, when it stops like hermit crab distance it launches tar or poison balls that deal 15 dmg(that’s up to the creators) and when you get close it tries to bite you dealing 20 dmg.

It can spawn on wetland aspect, sirens call and sundered grove (and eventually sanctuary/like the third thing of the second stage when added) and distant roost after loop.

sharp pawn
#

!feedback
Hopoo games please

still lion
#

!feedback

Please dear god in Washington, blacklist Unstable Tesla Coil from the enemy item list. This is not a fun gameplay experience and has never been, no one likes Void Fields getting Tesla Coil except for schadenfreude. And now someone’s stage 50 Simulacrum run ended due to Tesla Coil. There’s literally no counter to it when you either die in a safe zone from proximity, or die out of a safe zone from life drain.

frail moth
#

!Feedback

This is definitely a nitpick, but maybe you could put Railgunner next to Commando and Huntress? The three are by all accounts the “starter” characters just the thought of a fresh save where you have railgunner unlocked but still completely separated kinda irks me. Like I said though, really more of a nitpick

stray wyvern
#

!feedback

ror2 dlc feedback: ||symbiotic scorpion is cool, but it feels like a shattering justice void item (it also kinda feels like a BETTER shattering justice). maybe it could become that instead?||

simple crescent
#

!feedback

Make it so that you cannot die to void fields atmosphere. I get making it hurt more for a challenge. But there isn't an actual challenge in walking between cell vents, all you do is walk. And at the moment, it can very well be impossible to survive if you didn't get the proper items. If it just drops you to 1 hp and doesn't kill, then any enemies would very easily be able to finish you off regardless during a wave if you chose to step outside, while also making it not literally reliant on luck to be able to survive a walk between cell vents.

It's fine to challenge the player, but you shouldn't be killing the player in ways that skill can't prevent.

quaint sluice
#

!feedback

Gonna spoiler cuz it involves the new dlc items
||In the void item logs, it says what the item corrupts, but that's missing for the singularity bands. They corrupt the kjaro/runald bands, but it doesn't say that. ||
Not really too important, just a little oversight

golden bane
#

!feedback

(Possibly a bug)
Probably shouldnt allow the player to spawn in a void seed arena, vice versa as it can lead to literal instant death

amber furnace
#

!feedback

It may not be that relevant to dlc itself but I'll still say it. It would be really nice to have new in-game achievements from the dlc added to steam. It just feels weird that the base game has them and the dlc doesn't and I honestly can't find any reason why would it be like this

cobalt breach
#

!feedback whenever railgunner uses her m2 with visions of heresy, when she unscopes, she only has 1 charge of the ability. hopoo pls fix

umbral crescent
#

!feedback

Make elixr only work in combat, its annoying having charges being consumed when youre doing parkour on characters that dont have mobility, for example falling down the newt shop to the void fields portal.

tribal cipher
#

!feedback

Having no way to change the scoped sensitivity separate to the regular sensitivity is a HUGE oversight.
It's omission makes Railgunner unplayable for me. I'm surprised that Hopoo missed something so fundamental.

shrewd lance
#

!feedback

Every heal in the game reduce corruption on the void fiend. So if we want to play the transformed character, we literally have to take no health item 😅

brisk heron
#

!feedback

Hope this isn't just a bug on my end, but Artifact of Command should show item descriptions in the selection menu. There was a point where I knew what the items were so it wasn't a problem, but now with new items and personally taking a long break from the game, I have no clue what I'm choosing between. This has lead to either wasting time trying to figure out what items do, or accidentally selecting items I don't want (ex. chose the lens makers glasses void thing when i wanted a 100% crit Huntress build, ruined a run). Huge inconvenience for new/returning players that want to screw around with artifacts

hallow egret
#

!feedback

Egocentrism (a new lunar item) is easily the worst item in the game, it steals one of your items at random every minute of gameplay, crippling your entire build within minutes. I think this item could be fine, but the steal timer needs to be at least doubled.

winter vale
#

!feedback

Void fiend's Flood doesn't have a charge indicator showing how much it is charge to (ie: loader gauntlet both thunder and charged), this can make it hard in the middle of a huge swarm trying to pull it off due to not being able to hear the indicator and needing to focus on where your going/who your fighting.
I think it would be cool/great if a charge indicator was shown either the crosshair changes to another color abruptly when its fully charged or smth of that sort

tawdry torrent
#

!feedback
I hate to be posting feedback within like 3 hours of release but...
please reduce the volume of the void AtG missiles when they're used with ICBM, my ears are suffering

winged dune
#

!feedback
the primary attack for Railgunner feels a bit useless, as the bullets target whats closest to you instead of what your aiming at

proven walrus
#

!feedback
the spinel tonic effect appearing when you scope in as railgunner is really annoying

feral copper
#

!feedback

Hi, please fix the characters maintaining their momentum after being placed back onto the map from falling out of bounds. I've lost several runs from falling off the map and being stuck in a loop because of it. Thanks.

hallow egret
#

!feedback

I know has probably been posted a million times, but I would say the number one thing the game needs currently is more unlockable skins, since these are a key aspect of its progression loop. In particular, it'd be great if you could earn a new skin through the new Simalcrum mode.

open tartan
# pearl pine !feedback it really feels bad when you run out of minions because you hit the li...

!feedback
Expanding on this idea: Separate caps for different minions. For example, Gunner Drones could be capped at 5, while Emergency Drones could be capped at 3.
Then, whenever you would buy a Gunner Drone while you already have 5, you instead get a permanent effect that increases the health/regen/damage of Gunner Drones by 1/5th. Emergency drones would get +1/3rd to their health/regen/healing. (Again, the numbers are only examples.)

This way, there's still a cap on total minions cap to prevent game crashes, but the game engine limitations no longer penalize this aspect of gameplay. While you have maximum drones, Beetle Guards will still spawn, and new drones will no longer waste the director credits that would otherwise be items.
vapid kindle
#

dlc too fun thank you for

trim bronze
#

!feedback with command can it freeze the outside game so you can actually think about what you wanna pick? Pls and thanks

vital lava
#

!feedback
Railgunner has a problem with unlocking the secondary alternate, in multiplayer

brittle pollen
#

!feedback please include patch notes with the launch of future expansions.

uneven badger
#

!feedback
in the new mode falling is sometimes lethal for almost every character since the momentum of the fall is kept and it launches you outside the safe zone if there are no walls to catch you

alpine bridge
#

!feedback

Add amogus to Risk of Rain 2

patent mulch
#

!feedback blind pest and vermin on snowy stages look too similar to their ice elite versions

narrow cypress
#

!feedback
Please put out patch notes for the DLC update, I don't care how long the patch notes would be.

boreal slate
#

!feedback
shorten the animation of fiend going crazy mode so that it is the same as him exiting crazy mode, it really sucks to be sprinting or in combat and have all control taken away for a bit.

plain valve
#

!feedback
Roll of Pennies is not proccing on Rex's self damage.

tribal meteor
#

!feedback
Void seeds are regularly unfinishable for me, marking that there is 1 monster left but after a good 7 minutes of two of us searching, we could not find them. This has happened with 7/8 of the void seeds i've encountered. maybe add a visible highlight to the last few monsters in the seed?

prime sedge
#

!feedback
update feels really rushed, I have encountered many obvious bugs while only playing 4h. still very happy with the dlc and looking forward for more content👍

fast osprey
#

Please remove the delay for when you press the button to fire Railgunner's R and when it actually fires.

hollow brook
#

!feedback Please give the simulacrum some kind of “anti-repeat” coding for the maps. I pretty much always got titanic plains and the moon

little barn
#

add a timer in the new game mod to see how much time we spend

wise raven
#

!feedback

To fall more in line with the identity of the railgunner, make the railgunner's primary more akin to a tesla beam instead of a reskinned visions of heresy. Having her fire off arcs of electricity from her gun makes the character more unique and reinforces the "you cannot shoot out your primary weapon because it's still recharging" while still keeping the "homing" aspect of the primary make sense.

frail tulip
#

!feedback

please add steam achievements for the dlc, just a handful of ones relating to the new characters, areas and other stuff. Thank you for taking the time to read my feedback.

woven lynx
#

!feedback
Corruption draining from healing is quite stupid.
You have an ability that drains corruption to heal.
So if you heal then you get less corruption meaning you cannot use the ability to heal.

Healing causes you to heal LESS.
It makes no sense.
(Not to mention a very friendly engineer with 13123Bustling_Fungus can just drain your corruption entirely. Engineer can literally just delete half of the character....)
So:
Remove healing draining corruption

random jungle
#

!feedback The benthic Bloom should not be able to turn items into 57 leaf clovers. It leads to a snowball effect of all of your items being upgraded, leading to not being able to hold any white or green items at all.

wind ermine
#

!feedback

alternate feedback channel for SoTV feedback so the spoilers are kept away?

sharp glacier
#

!feedback

sooo....noticed some "desinc"

velvet holly
#

!feedback Add the death message " X Got styled on by the cosmos"

zenith peak
#

!feedback
The mines of railgunner should be activated manually

compact solstice
#

!feedback
fix the manual activation of the railgunner shockwave mines
You can instantly detonate them by pressing the utlity button again, however you will place another one because you have 2 by default, so that 2nd one will yeet you which makes this very pontless

zinc flicker
#

!feedback the simulation game mode the crab goes through the ground and sometimes the railgunners smart rounds dont fire or just spin around the tartget before they hit.

pure briar
#

!feedback Although I do love playing the void fiend he feels kind of unsatisfying at times in the game. The first 2-3 bosses going corrupted is nice because his high burst makes dealing with bosses easier but still not easy because of how close you have to be. However, after the first 2-3 bosses the damage seems to not scale at all compared to regular with items and going corrupted feels more of a burden because you don't have the ability to heal and the short range becomes a hinderance. Also picking up a corrupted fungus or just getting healing in general to survive taking away your corruption meter feels really bad. If you want to get a lot of healing to survive later in the game you will effectively never see your corrupted form making it feel like only half a character since you just have your default kit managing the meter doesn't become a factor anymore. Once again though since corrupted void fiend doesn't seem to scale well going a lot of healing to stop going corrupted seems to be meta to get high progression.

  1. I'd suggest allowing corrupted form scale better with items like syringe or crit glasses since his primary attack just doesn't seem to hold up.

  2. I'd also suggest the only way to change the gauge of void fiend being strictly in his special ability not in healing because of the point I mentioned where you can unknowingly or purposefully negate going corrupted in it's entirety effectively removing half of void fiends kit and what makes him unique.

Sorry if some of this is redundant or doesn't make 100% sense I'm a bit tired and just wanted to get my thoughts out.

inland cedar
#

!feedback
When standing still with The Railgunner to activate effects of bustling fungus, hide the cosmetic mushrooms that spawn around you so it does not obstruct the zoom in when aiming downward at enemies. It's a bit annoying to deal with.

edgy echo
#

!feedback please add a scope sensitivity for railgunner

timber moth
#

!feedback Speed up the Focus (crab) in Simulacrum or some other alternative where you're still able to grab some items and it teleports to the next location. It's too slow especially for long distances.

smoky snow
#

!Feedback Goobo Jr Needs a buff he should copy your items or have a quicker cooldown!

umbral crescent
#

!feedback

I understand void fields had to be updated as its the focus of the expansion but the void damage over time being able to kill you now is a very frustrating change on low mobility characters if you get unlucky and have no movement items. Its not very fun to die simply for walking to the next cell vent, especially since this hasnt been the case since void fields were added to the game. Not a very fun thing to accidentally realize after that being the norm for so long

compact solstice
#

!feedback
Fix Void fiend, It doesnt feel good.
You spend 99% of the time playing as the uncorrupted version after stage 3/4 because of how many healing you have, this causes the player to only transform after taking a lot of consecutive damage, so you will turn into the corrupted offensive version with no healing skills and low range while at 30%-50% HP and surrounded by enemies. This just doesnt work.

Rework:
-Make corruption escale and increase faster the longer you stay in the normal form, this way, even with a lot of healing items you will eventually transform (literally 2 wungus is enought to start losing corruption over time)
-Make healing no longer reduce the corrupted form duration, (sometimes i transform for just 8 seconds because of how fast i heal)
-Make the transformaton animation not lock you in place (you dont get locked in place while you are going back to normal, not sure why it isnt like this for the transformation)
-If you transform while doing an skill the void fiend should finish it, it actually feels really odd

paper kestrel
#

!feedback

with captains passive the micro bots i feel like it should be changed in some way

i wanted to use a red item printer but it took the micro bots instead of one of my other items, and since it doesnt come back at the beginning of the next stage i just lost out of an incredibly important part of captains kit

my proposed fix is make the item "locked" in some way so that it cant be taken by a 3d printer
but keep the whole it doesnt come back next stage if you used like a scrapper since thats by choice

i just feel like the micro bots are an important part of captain and having it taken away like that isnt the best

errant trout
#

!feedback

make patchnotes for the update/dlc. even if theres some things missing, show us that you know what major changes you made in your own game.

should patchnotes not be possible, as I've seen mentions of, it would be a sign of bad management. i really hope thats not the case here, and that they are coming sometime down the line.

odd halo
#

!feedback

I would love it if we got void themed alternate skins for getting to wave 50 of simulacrum on monsoon

pallid wyvern
#

!feedback could you add new achievements ( in steam) later on for void fiend and railgunner for the new dlc

hazy tundra
#

!feedback

If you're not going to give us patch notes, you could at least have the decency to make item descriptions actually informative. It's very frustrating to have little to no idea what half the items in the game mean, and the joy of discovery is constantly ground to a half to alt-tab over to my browser to search what this new thing actually does since the in-game descriptions are crap.

umbral crescent
#

!feedback

railgunners base shift should stun, its pretty useless in combat and railgunner desperately needs a "get off me" tool in her base kit. She gets swarmed WAY too easily (i understand its supposed to be a weakness but getting stuck in a corner by beetles is not fun

supple dome
#

Ocular HUD buff: If you already have crit chance, it stacks allowing you to do triple damage

plain valve
#

!feedback The game feels way easier with this dlc. The common occurrence of void items, as well as the fact that they work by themselves (without needing an item to corrupt) basically has my character having multiple red items at stage 1/2.

slim talon
#

!feedback

The initial hurdle for simulacrum mode is a bit more rng heavy compared to regular runs. Going into the void itself is basically a death sentence for characters without healing, thus you have a lot less room to move around in as half the time you start in an area bisected by a piece of geography. A cautious slug or similar healing item can remedy this to a degree, but still. And again, pair this with the spawner often having much more dangerous enemies to spawn depending on the level and you will end up with a cramped space with possibly no mobility items and enemies swarming you.

I'm not sure what would be best to remedy this, maybe a tweak to the values of the early waves, or having a special cheaper than usual chest at the start, or just making the initial wave area bigger. As it is now you can end up with way more difficulty variance than there probably should be just based on which stage and which area of it you spawn into

EDIT: even if the intention is for simulacra to be more more difficult than base. Fighting those pyramid enemies, mushrooms, multiple elder lemurians, and alloy units with what amounts to at best a stage 2 item loadout in a closed arena because you rolled cloud meadows seems like something that's a bit of an issue in terms of difficulty

wind ermine
#

!feedback

update changelog please and thank you :)

ancient patio
#

!feedback

a quick restart button, at least in the death screen

near mulch
#

!feedback

Make it so you cant spawn in the middle of a void seed please

pallid wyvern
#

!feedback (like mithrix) The End boss after you beat it and escape (I would assume more of a negative then positive dialogue) There should be text dialogue depending on what survivor your playing as like Ex:loader - "and so her fate was unknown as her power grew deeper and deeper into nothingness"

lime wraith
#

!feedback

Revert the void field changes. Having time progress in an environment where you get one item a minute makes it a massive cripple in monsoon runs, and alone is a major reason to avoid it entirely.

The environmental damage is also way too high, Railgunner and Captain are far more susceptible to dying from just walking between cells which is a major annoyance and kills any desire for me to put up with the void fields at all.

mossy harness
#

!feedback

Could there be an arrow or an indicator or some way to make enemies with void elite aspect more obvious where there is a void seed on the stage. If you get a void seed early the primary difficulty in clearing it comes from finding the enemies with the aspect and not the danger those enemies actually provide.

This is especially a problem when the elite aspect spreads to tiny immobile enemies or just a beetle who cant pathfind his way to me causing me to circle the void seed for minutes on end to find the darn thing.

still cliff
#

!feedback Are there no updated steam achievements atm?

mossy harness
#

!feedback

A button to select a random survivor on character select would be amazing.

modern swallow
#

!feedback
When you jump with Wax Quail you should make a boing noise like when you negate damage with Tougher Times.

neat wraith
#

!feedback Hellfire Tincture should not trigger Ignition Tank on yourself imo

warm trout
quasi willow
#

!feedback

Voidtouched "delayed blast," needs to be touched up to probably just do max hp % damage rather than dealing damage however it does right now. Getting slightly nicked by the explosion of a VT Elder Lem and then taking fatal 700+ damage is not fun in the slightest.

umbral crescent
#

!feedback

Captain not being able to use half of his kit in the alternate final level completely kills any motivation or reason to want to go to the final stage when playing him. He literally cannot do anything besides m1, or use equipment. I do not think this fight was playtested with him in mind.

tame stream
#

!feedback

Please nerf a little the burn damage, is way to overpowered right now, almost 10 seconds burning

weak hull
#

!feedback

Make drones not willingly leave safe zone around void nodes being cleansed and instead hang out in the DoT until death

sharp monolith
spice sentinel
#

!feedback Give Commando better grenades, they don't do much damage. Maybe frag grenades that explode with shrapnel or incendiaries, that would be really cool.

simple crescent
#

!feedback
Lower the damage of voidtouched allies, or at the very least make squid polyps immune to bugs. The fact that you can get shredded by a squid polyp after you buy a void item makes an already horrible item even worse.

dull prairie
#

!feedback

Since Void Fiend's corruption feels difficult to maintain or trigger at optimal times, why not have taking AND dealing damage contribute to it, allowing players to more easily utilize the transformation effectively at semi-predictable intervals. That way it doesn't discourage players from taking a great chunk of items.

golden wharf
#

!feedback

while the artifact of sacrifice is on, void seeds should either: not be able to spawn (as they provide no benefit or items), or should have one of the things that spawn the void item. otherwise, i'm not sure how void items are obtainable with sacrifice enabled

neat wraith
#

!feedback
Void Fiend's corrupted primary should have at least some ability to hit targets at a distance. Give it a massive ramp up of damage falloff or something, doing no damage to an enemy after just being able to snipe it from across the map feels a bit frustrating

urban zenith
#

!feedback
Make void monsters more obvious. ex: Add a marker to void enemies, like bosses. Our teleporter spawned with a void seed on top, and we couldn't find the last void monster for over 20 minutes.

green crescent
#

!feedback
I love this update so far, but please add a scoped sensitivity slider for RG

wooden phoenix
#

!feedback

Newt should have a death animation.

kind cairn
#

!feedback
Merc's R (Eviscerate) Still attempts to attack friendlies, stopping the dash and not attacking if you dash too close to a turret/friend/drone etc

My feedback is that is should not do that because it hurts my soul

hardy pumice
zinc flicker
#

!feedback when facing the new boss in the planetarium the intermission parts of the fight where you do into the rifts should have some healing items like the eggs in the dream of wind so low mobility characters do not die due to void damages.

glossy notch
#

!feedback

I've been having issues with using the getting the dedicated server running after the update specifically with password protected servers and joining using the Steam dedicated server browser. At this point the dedicated servers should have more documentation and should not require an external guide to setup. See bug report here: #ror2-bug-reports-pc message

Things to improve:

  • List of commands and arguments for the dedicated server
  • Official documentation for basic setup
  • Console output with colors or labels to differentiate between errors, warnings, and information
little barn
#

!feedback

menu option to lock icons to display only keypad or gamepad.

Why? Steam Deck had gyro people can use and it works well with it set to mouse over joystick. So automatic icon changing may be unwanted in those cases.

hybrid coral
#

!feedback

Artifact of glass in the Simulacrum is literally just unfair. It happens instantly with no preparation and usually comes with 100 enemies ready to one-shot you as soon as they spawn. Blacklist it.

long zenith
#

!feedback
Please for the love of god let Captain have his abilities in alternate zones. We now have another boss that Captain just cannot fight (at least without Heresy items to replace his kit) because you have chosen to make his character unplayable in the name of "lore," and a detail so small nobody would've noticed had you not gimped his character over it.

plain oyster
#

!feedback
For railgunner, option that let players chose between toggle zoom-in and keep pressing to zoom-in.
Same goes on ENV of artificer!

tame stream
#

!feedback

Please check the timer on burn debuff 😦

restive citrus
#

!feedback
This has probably already been suggested a couple times, but the void fields changes should be reverted. While there are the void potentials now, I don't think they anywhere near justify how difficult the stage has become due to the void damage increase. Not to mention, the items simply don't become worth it with time moving again; that was exactly the reason time was paused in vields in the first place. The stage takes around 12+ minutes every time, and doing that for 9 items when you could've easily spent 6-7 minutes on an actual stage and gotten just as many if not more items just, really isn't worth it. ||Not to mention, the fact that void fields are the only consistent way to get to the Void Locus makes these changes feel like an even bigger nip in the butt than they would be otherwise.||
These changes seem like they were done for consistency with ||Void Locus||, and nothing else. It genuinely feels like no thought whatsoever was put into this decision. And that sucks to say.

novel epoch
#

!feedback There should be HUD arrows pointing towards the remaining Void Seeds on a stage similar to how Boss monsters have red arrows when they are out of your FOV.

ebon parcel
#

!feedback No idea why you can't play the new characters without the SotV DLC turned on, seems like a huge oversight

versed shard
#

!feedback give the railgunner a sensitivity slider in the settings for their sniper

strong gust
#

!feedback railgunner's secondary(just using the scope) resets red whip, this doesnt really make sense, as it's not actually an attack. Make it so that her scope does not reset red whip

golden wharf
nova ridge
#

!feedback BRING BACK OLD UKE ITEM SPRITE

grizzled ridge
#

!feedback DON’T BRING BACK OLD UKE ITEM SPRITE

modest grove
#

!feedback

I’d like to see the enemy/boss indicator for void cell when it’s moving to different spot. The gloomy vision outside of the focus zone and the fact that the cell can go through terrains make it hard to come back to the moving cell after going out for chests.

warm wave
#

!feedback

Change shuriken on captain to fire the shuriken when you release m1 instead of when its first pressed. Right now it fires the shuriken when you first start charging and feels awkward.

blissful raft
#

!feedback Survivors of the Void's Regenerating Scrap is too strong for the Bazaar Soup. Having the ability to collect Red items at a rate of 1.2/stage per stack of 5 (plus any potential Green items tossed into a printer and then scrapped) is a bit too strong. It should be consumed when Souped.

sharp pawn
#

!feedback
Give us a way to pay the 5 extra dollars for the DLC.
Let us give you more money Hopoo.

neat wraith
#

!feedback
Ignition Tank claims to double Ignite damage and duration when in a match, but the logbook claims to increase the damage dealt by 300% per stack. One of these is wrong.

hallow egret
#

!feedback

If a friendly gets infected by the void mite and you kill them, it should just free them from the mite, rather than destroying them. Having to fight your own allies is bad enough without them being destroyed

little barn
#

!feedback
so, i broadly adore railgunner, shes incredibly satisfying and i wouldnt change a thing about her

but... i do think it reflects a little poorly on older survivors with the context of how her alt special is balanced (so, for now, spoilers):
||given her alternative special is a half-damage less committal version of her regular supercharge, but given context, doesnt it reflect very poorly on artificer (who the mechanic was made for) that both of her freezing attacks do pitiful damage in comparison (ice wall only does a maximum of 800%, which takes the enemy being both grounded and large enough to be above the weight class of being frozen by ice wall, plus ice spear takes approximately the same amount of time to charge as railgunner's cryocharge while doing a maximum of 1200% (almost half) of what railgunner does with their cryocharge?), while railgunner can garuntee crits doubling up that 2000% from second 0 of the game, and artificer gives up her much more damaging nanobomb, and loses a regular safe utility in exchange for her weakest ability in her kit to have the freeze mechanic
again, i think railgunner is excellent, i enjoy her very much, but i do think it shows a little love may be needed for older characters, when their core unique mechanics get wittled down to being tertiary functions of other characters||

do hope that was sensible to follow along with, apologies if that wasnt the most perfectly written

again, tldr, not saying to even change railgunner, shes great and enjoyable
but like... shes part of the modern game, and the modern game is the context everything should be built around, so
touching up older characters to match whatd be acceptable for new characters should be a goal, shouldnt it?

sharp monolith
#

!feedback
Make Void Fiend's Trespass not make him go "out of combat" for Red Whips.

mild quarry
#

!feedback
can we please get some patch notes for the Expansion release? for the most part I'm loving it but there are a ton of nerfs and changes no one knew about before getting back in and experiencing it first hand

slim talon
#

!feedback

If there are more DLCs planned that are roughly around the same size as this one or even just ones that add a handful of new items and a survivor, I think it would be prudent to invest in an item blacklist/whitelist option as part of the base game. Even just one or two more DLCs will result in a fair amount of item bloat, and while the option to turn off the DLC content is given, that's more of a sledgehammer solution.

warped charm
#

!feedback

Having your drones turn on you when corrupted makes them feel like more of a liability than they're worth, which feels super tragic especially given the new drone buffing options

kind epoch
#

!feedback

While railgunner is very fun I think that there should be a sensitivity slider for when you aim

random pagoda
#

Trophy Hunter equipment should be able to be used on foes that have an available log book to drop, to give a much higher chance to obtain said log book.

wicked anvil
#

!feedback

Void fields feels awfull right now.
I understand that it needed change, but I believe you overshot this one.
Time doesnt stop.
Damage is incredibly ramped up.
Damage mitigation seems to not work on void damage.

This makes the zone borderline unplayable for several of the characters which is an incredibly poor decision. There is already RNG into the zone with what items the mobs can gain, but now you cant even escape since the void damage is ovewhelming.
This will simply force people to skip the zone completely since you can die in it easily to RNG safe zone order, AND to RNG items for the enemy mobs.
Plus that there is now huge mobility requirement and healing/defense requirement to even try to get inside.

I dont mind that timer isnt frozen, I dont mind that you can reduce the damage, but the max HP damage is absolutely crushing.

old sleet
#

!feedback when i used railgunner, i noticed a small recoil that pushes you back in midair. the more rof i had, the stronger the recoil.You are actually able to fly with that, but its still annoying. Please remove it since it could ruin your movement https://gyazo.com/27c5e041df5dfaf1b8ae9dd9ce90ab5e (a small demonstration)

worthy grove
#

!feedback My one issue is that I feel that void fiend would feel better if healing from items and drones wouldn't stop your corruption meter. It feels that once you get either med kits or harvesters scythe, it removes the other half of its kit.

solid radish
#

!feedback
Sometimes when respawning after falling into the void you get yeeted of the map at high speed repeatedly

compact solstice
#

!feedback
rework the parkour section of the new final boss, is just not fun and breaks the rythm of the combat, also reallt sucks with wax quails or excessive mobility

little barn
#

!feedback
revert acrid m2 to be able to be held down to keep firing when off cd again. It's extremely tedious and annoying to have to keep clicking it

ornate ruin
#

!feedback
The Blind Pests need a big nerf. Just got one shot at 1400 health (And max topaz shield) by a regular one. Wasn't even special. Everything else about the update is great so far, except that part. They spawn on top of you and by the time you notice them or kill them, you're already dead. Only counter is proximity kill build which ain't happening on early stages.

limpid fiber
#

!feedback
Please let corrupted/void item spawners appear in sacrifice

urban comet
#

!feedback

Void fields changes NEED to be reversed, or at least some of them. The amount of damage you take outside the safe zone now is absurd, the reliance on mobility items to even survive is beyond stupid, meaning that for lots of survivors void fields is almost impossible without stacks and stacks of goat hoofs and energy drinks. I don't mind that the timer keeps going whilst you're in there. Being at the mercy of RNG because ||you wanted to fight the new final boss|| seems like a huge oversight and plain stupid - which I hate to say seeing as there was clearly a lot of care and time put into the DLC. || And the fact that the only consistent way to reach Voidling is the void fields makes getting to him consistently ridiculously hard. ||

sudden sierra
#

!feedback

Backup Mags should let Railgunner shoot as many bullets as she has mags in scoped mode before reloading. Mags are currently useless on her which kinda sucks imo

snow ice
#

!feedback

In the same vein as adding an optional item blacklist, give us an option to blacklist certain maps. Having these options would give more power to the playera to play the game how they want to, and I think that's good. I'm going to re -roll the first map every time to skip Distant roost anyways.

rapid mountain
#

!feedback

Can we remove Bens raincoat from the enemy list? Feels pretty awful getting to wave 50 on monsoon with acrid, just for them to get the raincoat and completely ignore my poison, and all my items I have amassed over an hour plus. There is no viable reason why over 20 items (and that is low balling it) should be essentially turned off. That’s not a challenge, it’s unfair. I shouldn’t run the risk of being a liability simply because I played a character I wanted to. And some characters shouldn’t have their kits crippled due to the coat either. Acrid poison? Useless. Rex weaken? Nope. Bandit bleed? Nah. Artificer freeze? No. You getting the picture here? How is that fun?

flint anvil
#

!feedback

at least on my end, RoR2 is doing a Unity error I've seen in some other games before, where alt tabbing, even for one moment, completely freezes and crashes the game. no ifs, no buts. it didn't do this before the new DLC. please please tell me this is fixable, as there isn't one game I don't play while also talking on discord or switching around my playlists and whatnot. ;_;

solemn dove
#

!feedback

whenever a void seed spawns have arrows on screen that point towards the remaining void enemies, similar to the tp. those little parasites are a pain to find.

lofty gazelle
#

!feedback
Btw item descriptions of new items are super Inconsistent rn. The void glasses have statistics in them, so does the burn green and the crit scope. All telling them exactly what the statistic increase is in a percentage, but no other items have that. It feels super out of place when nothing else tells you what it does.

tepid harbor
#

!feedback
Buff engi walking turrets. With bustling fungus being the main go-to item for engi, the weeping fungus, the bustling fungus counterpart, where it heals you while you run instead of walking, it would only make sense for it to work on these turrets. However, the turrets are never 'sprinting' until they're miles away from you, thus making the weeping fungus nearly useless because they're always walking. Another buff they need is a range buff, their range compared to regular turrets are stupid low. This would give engi more turret build paths.

prisma flume
#

!feedback
When doing a kinda big update, having the option to roll back to a "beta" older version would be nice, since this seemed to have broken all my mods.

spring tiger
#

!feedback If an item falls off the map, it should respawn to where the chest that made it is

pallid reef
#

!feedback
A lot of the new enemies feel more like "Mobility Checks" which make them frustrating to play against. The Blind Pests and Larva come to mind as the former are erratic in movement and can keep up with players even with around 2 ~ 3 Goat Hooves and have a very small downtime on attacks. Meanwhile the Larva's hurl themselves at incredibly fast speeds and often come in packs when you face them.

I'm all down for harder difficulty but these two enemies make characters who are lagging behind due to bad RNG, are item dependent, lack mobility or a combination of any of these brutal. It's hard to shake off a herd of Blind Pests, or kite around Larvas even with some decent movespeed. Getting around 5 Goat Hooves and/or a Wax Quail or two in a loop isn't always possible so I hope you guys could at least slow these guys down a peg or two.

brittle totem
#

!feedback

Please, let the game accept both KB&M input and gamepad input at the same time like most games do, or at the very least let us disable gamepads completely.

The game keeps switching from KB&M to gamepad inputs because of conflicts with random USB peripherals which are always a nightmare to troubleshoot.
This breaks any and all UI that require a mouse cursor, including main menu, escape menu, scrapper item selection, potential orb thingy from void fields and encrusted boxes as well as Command artifact boxes.
Using any of those in-game results in the player being stuck in the menu, unable to exit and recover control of their character, leaving them helpless while enemies kill them.

I reported the random switches in the PC bug report channel, but even if that was fixed, the game would still benefit from being more flexible with its input methods.

pine comet
#

!feedback

I know it may not make sense "in universe" for Captain to have his Becaons accessible within the Simulacrum, but it honestly feels kinda bad to play your favorite character and simply not have access to his special for no reason at all.

Every other character have all of their kits, so I don't understand why Captain, a character who is already severely lacking in the mobility department, can't have his special to back himself up with at least some utility. Like, I'm aware that the hacking beacon is not even that good in this gamemode, but having a consistent source of healing in a pinch would be a great way to compensate for his extremely low mobility.

pure briar
#

!feedback

Revert the momentum changes when falling off an island back to what they used to be. I have had so many runs end because the momentum scales crazily and the tiniest if falls will either drain all your HP or continue to fly you back off the map ensuring you have no HP. Idk why this was even changed tbh.

bold tusk
#

!feedback

Please pay more attention to the work of such artifacts as Artifact of Sacrifice and Artifact of Dissonance. When these artifacts are enabled, some of the content stops appearing in the game, for example, some enemies stop appearing during the game with Artifact of Dissonance. And with Artifact of Sacrifice, Lunar Pods do not appear in the game at all, which makes it impossible to use Lunar Items without going to a special store, and Void Corrupted Pods also stop appearing, which completely deprives the player of the possibility of obtaining them when playing with this artifact. Please make it possible to use all game content with these artifacts!

willow hazel
mint rapids
#

!feedback

Certain Items need to be restricted in the voidfields, while before it was pretty easy to escape once Dio or Tesla was added, it is near impossible now, adding to that, ||if spare drone parts are added, every single enemy gets a Col. Droneman, this will kill you instantly, no counter play whatsoever|| damage also needs to be tweaked outside of the zone, its too punishing to survivors without built in movement/buffs

random stream
#

!feedback
Artifact of Sacrifice shouldn't remove void candles, this can be seen very clearly in Simulacrum, where only printers, (enc)rusted lockboxes and shrines spawn if enabled.

gentle jacinth
#

!feedback
make it so void fiend's corruption mode is toggleable, a bunch of the time in Simulacrum I don't want to be in corruption mode like when the wave is over, so I end up just wasting it. If you have Corruption mode off, it will sit at 100% until you enable it.

mellow dragon
#

!feedback

It would be nice to seperate single player and online co-op Simulacrum PB's, as to set those records without one overlapping the other.

static plinth
#

!feedback

Void Fiend has some issues with him preventing him from really flowing with the game, especially in later levels and long runs. The non corruption utility skill locking you going upwards feels bad, especially considering after minimal movement items or sprinting you then land with fall damage. While fall damage does increase your corruption meter using a utility skill to dodge a laser then fall and take damage anyway feels bad. Being punished for using a skill is never fun.

When Void Fiend transforms it stops all your momentum and often gets you stuck in bad areas especially later into the game. Having the transformation be instant would make the character flow a lot better. It feels quite bad to suddenly transform from a wisp hit and lose all momentum, sometimes spawning back into a minimushroom zone on the ground or a beetle guard winding up. Thankfully his utility skill resetting is great. It feels amazing to use in corruption form, and wish it was his normal utility skill. Having to instant cast it after most transforms stage 7 plus sucks. In later stages there's no real way to farm corruption or exchange your hp without instantly dying. This makes his kit really miss the mark of trying to balance corruption and health. I see almost no place for this character in 2 hour plus runs. His damage numbers are obviously great, but these drawbacks don't make sense

sterile badger
#

!feedback
please fix Sky Meadow's tp music not continuing after tp completion, like it did before sotv.

vocal thistle
#

!feedback

With the introduction of scorpion parasite, shattering justice is now useless. It stacks better, scales better, and fits the niche of “defense reduction from lots of its”

Therefore, I think shattering justice should be changed to provide defense reduction to burst damage characters like loader or railgunner.

Shattering Justice:

On killing an enemy in one hit, apply a stacking 30(+5 per stack)defense reduction to nearby enemies (same radius as 1 gasoline and increases in radius the same per stack as gasoline)

This would fill a different niche and still fit in with shattering justices theme of slowly battering an enemy. When you one shot an enemy in a group, all other enemies take more damage and become easier to one shot, and it continues to get easier until the entire group is dead

Tl:dr
Scorpion parasite has made shattering justice obsolete, so shattering justice should now provide a defense reducing aoe on one shotting an enemy, catering to burst damage characters rather than proc/high attack speed characters

EDIT: spelling

random stream
#

!feedback
You can't kick through console anymore, which fucking sucks
Let us able to kick again.

lapis wraith
#

!feedback Please add new slider for scaling look sensitivity while scoped

crude mulch
#

!feedback reduce damage in the void fields while a vent is not active so people have more time to get to the next one

simple crescent
#

!feedback Can you make the sound effect for Plasma Shrimp not stack? Getting the item as Captain makes my fucking ears explode whenever I land a meatshot.

sharp monolith
#

!feedback

Add the new Simulacrum enemy level cap to the other game modes.

shell solstice
#

!feedback in order to counter the increased damage in the void fields, create some sort of temporary healing station that costs something (either a lunar coin, health, or money) that turns off after maybe 15 seconds

restive citrus
#

!feedback
A couple of tweak suggestions for the void seed:

  1. Make it so you (and the teleporter?) Cant spawn inside the good seed radius.

Spawning inside the void seed can lead to some pretty unfair deaths, particularly with the Jailer and its ensnarement trap wombo-combo with the life drain.

  1. Reduce the enemy difficulty a little bit.

Very personal gripe, and speaking from the perspective of someone who solely plays on Rainstorm, but getting 3x voidtouched scavs or a voidtouched overloading worm on stage 7 feels like a little much sometimes; especially compared to what it was like before the update. This is also why I suggested perhaps not having the teleporter spawn within or near the void seed zone, just so the player can elect to try and ignore some of these ludicrously strong enemies until they power up more.

  1. Add a little boss marker dot and arrow to seed enemies.

This has been suggested before, but I'm gonna put it here just to second the idea. The void enemies can be incredibly difficult to find sometimes, even with the new purple healthbar. Hell, I think I've even gotten some enemies related to the void seed before that weren't voided - be that intentional or not.

  1. Maybe relate it, somehow, to getting a purple orb to spawn?

I've noticed that void seeds are like, 10x more common than the purple orb - and yet, don't seem to have much correlation to it(?) So just adding something - maybe as simple as just defeating the seed - to trigger the purple orb directly would be incredibly useful. Especially for those who don't really want to go through vields to access it.

crude mulch
#

!Feedback so I know a lot of people don't like the new void field changes. Its not even worth going to the VF anymore with time passing normally, but I think instead of just reverting it, it could be fun if time passed really slowly. So time would still pass, but at like 5 seconds per second. So you get like 10 items and only 2-3 minutes pass. I think it would also just be cool to see the timer counting really slowly.

primal valve
#

!feedback Crowbar should not increase the self damage ability on void fiend. If corrupted at full health you go down to one shot protection with a few crowbars.

Also, let us see the corrupted abilities in the menu. They’re bugged in game rn (can’t see their stats when hovering over the icons, only shows the non corrupted) so having the details in menu would be great

solemn glacier
#

!feedback

Hey! Just wanna say quick, really loving the update and I really appreciate how alot of the old items are now much more usable (shield gen, bungus, etc), solid change here. Void items are such a fun and great addition.

I agree with pretty much everything that's been said about the void fields maybe being too steep right now, and the fact that it's still kind of a boring, long winded activity on top of that makes it feel a bit more like a chore than it should be. I think some changes in the difficulty there + maybe adding some more interaction (like, kills charging the cell a bit more perhaps), or just making it straight up faster would really help motivate players to go there more often.

I know that Void fields is seen as kind of broken pre-expansion, and I agree, but perhaps making it easier and faster to do (reletive to how it is now) while keeping some of the new changes to the damage outside the zone would make for an experience that overall feels harder, but is more rewarding to go through since you didn't just spend 10 whole minutes of your run there. This is just a thought I had on it. I was really hoping for a much bigger rework of Void fields since it's a great idea, but it just feels like it drags, and moreso now that It's even harder.

Lastly I wanna mention that the Void seed events are super fun, but I think an indicator showing where the last few enemies is on screen is necesarry to keep it from being very frustrating especially later game. I've had it happen more than a few times now that there's a single Void infestor or a gip in a corner hiding where i couldn't find them easily, making me spend up to 5 minutes just looking for that one enemy to kill. Otherwise the whole thing is a super welcome addition!

Thanks for all the great work and such a great expansion, hoping some of the bugs and issues people have mentioned will recieve some attention going forward!

little tree
#

!feedback remove void fiend losing corruption on healing

Reasoning: Void fiend starts out a run just fine but his main gimmick falls off Incredibly hard the moment you get even just a trace of healing, completely butchering half his kit.

Given the kind of game ror2 is, healing is both nearly mandatory and nearly guaranteed to get a lot of, so in most cases unless you try to force a gimmicky transcendance build or forcibly avoid any form of healing items,his kit will drop off incredibly hard, rendering him nearly unplayable as the corruption form only gets entered like, once every 3 mminutes by pure accident, at which point it merely acts as a hinderance as it only lasts like 3 secconds before you get out due to the healing completely undoing it.

Getting rid of the lose corruption on healing aspect at least allows the skill to be looked at and played around more reliably, opening it up to actually more tactical play rather than the obnoxious coinflip it feels like right now, allowing the player to properly gauge the time they have left, choose to speed it up by purposefully taking damage, or delay the transformation for a more oportune time.

young jasper
#

!feedback

I'm pretty happy with the void fields timer changes, but I am absolutely not in favor of the crazy damage increase from the stage. It's way too punishing, especially for low mobility survivors, and you shouldn't have removed any capacity to mitigate it through armor plates or tougher times.

cinder steppe
#

!feedback railgunners primary (not zoomed in) XQR should not move the character so attacking does not break Bustling fungus. I also don't see the point in moving the railgunner when using her secondary (zoomed in) attack.

In addition I feel like her special should have Agile so you don't have to resprint since it feels weird to activate, the justification for this is that activating the special is not using the attack since that requires the primary or secondary to use.

main goblet
#

!feedback

Here is a way I just thought of to potentially nerf gesture, I got this idea from ||bottled chaos||, a new item in the DLC. Whenever gesture activates the equipment, it activates a random lunar effect (+1 per stack). Lunar effects can be either equipment or passive effects.

edit: anyone who downvotes this is a gesture + tonic abuser :^)

hollow brook
#

!feedback I think it would be neat if you could unlock mastery skins in the Simulacrum. Say, complete 50 waves on monsoon?

rose dock
#

!feedback I'm okay with not having patch notes for the new items and characters, but can we at least get an idea of what base systems have changed or what items have been rebalanced? As it is right now it's very frustrating to tell what existing systems have been tweaked.

Also, currently the logbook is our only way to look at "documented" changes, but I've also heard it's wrong for some of the new items. Rusted key I know is wrong, because it still says it has an 80% chance for a green item.

little barn
#

!feedback

There really needs to be a way to obtain void items in sacrifice. It's a very popular artifact to play with, especially in multiplayer, and having a major part of the DLC not obtainable feels a bit silly. Not having void items obtainable in sacrifice also makes void seeds entirely useless.

I think that either A. The void item pods should spawn within void seeds as normal (lunar pods spawn with sacrifice on so why not voids) B. The void elites/any enemy within the void seed should have the ability to drop void items (only in sacrifice mode)

trim bronze
#

!feedback We were on wave 50 and got gups with dios, and they all died, but the game still thought they were all alive, so when the bubble shrunk we died

spiral gale
#

!feedback

Just bring back damage mitigation for void fields even nerfed a bit. Those items are now entirely useless in void fields and that honestly just kinda sucks.

fathom lodge
#

!feedback

Simulacrum mode has some big issues.. The drone sometimes likes to fly off somewhere that an early character just can't get to easily. This seems to happen more in areas like Abyssal Depths, Sky Meadow, etc. This seems to unavoidably stop your run early on as you take the long way around.

The safety field being a cylinder also creates some issues. If an enemy falls way down below to another platform, it can just hang out forever where you can't reach. If you drop down to kill it, there's no way to survive the trip back. If you don't drop down, the run stalls out.

simple crescent
#

!feedback

Make the simulacrum safe field not literally vanish if you take too long on a wave.

Why does it do that? It can lead to situations where you just die if theres an enemy tankier than you out of reach.

winged bane
#

!feedback

INCREDIBLY minor gripe, but I'd kind of like it if the Railgunner's.....railgun, the defining aspect of the character........was perhaps in Railgun Configuration more often than it's not? It's just a flavor thing I guess, but it being in the full-power config for MAYBE half a second at a time, only when you're scoped in, does weird things to the silhouette of the character when she's got this huge battery pack behind her and this little Cube Thing in front of her most of the time.

Also, the way it's displayed in the character select is glorious (and this is an even more minor gripe), and I'm not sure why it doesn't look like that when you're scoped in in-game. The primary optic being offset to the left with a piddling laser sight next to what I think is a shorter range optic on the top of the gun is a lot weirder looking and imo less satisfying somehow than just having the big scope on top.

rose garden
#

!feedback

Remove the Teleporter icon from the edge of the screen after using the teleporter/portal so I can take a cool screenshot after the HUD disappears and use it as my desktop background.

frail tulip
#

!feedback
Maybe there could be specific rewards (skins or something along those lines) for reaching a certain level in the simulacrum as different survivors.

lost root
#

!feedback we need sensitivity adjustment for the railgunner sniping mode

viscid kelp
#

!feedback not sure if this was intended or not, but all the songs could use a volume increase as it’s pretty hard to hear compared to the other songs

young jasper
#

!feedback

Please tune down void seeds a tad. Spawning in at stage 3-4 and having to deal with like ten void elites right off the bat is incredibly annoying, especially since you're unlikely to have very high damage at that point. Please consider greatly tuning down the amount of enemies they spawn at earlier stages.

pearl pine
#

!feedback I think void fiend would feel better if you swapped his special skill so that uncorrupted could build corruption at cost of hp and corrupted could sacrifice corruption for hp. The current iteration of his special seems designed to to sustain the current form for longer, but the nature of the corruption means it ends up really difficult to stance change later on

umbral crescent
#

!feedback

Please implement a system to prevent you from spawning in void seeds. Was playing coop with a friend and we both spawned in a void seed and since he was new he didnt understand what was going on and died before he could react.

grizzled ridge
#

!feedback In the void fields, use the old void damage while a vent isn’t active and new void damage while they are. It lets sacrifice players pick up items outside the vent after clearing and lets people walk from vent to vent without many movement items, but it still encourages players to stay inside the vent and prevents sacrifice players from farming infinite items (at least, not in a way that isn’t doable everywhere else in the game)

urban comet
earnest laurel
#

!feedback

I think the older characters need a little love.

Before the expansion, I would play anyone and everyone. Rainstorm was rough, but beatable, for me. Mercenary was particularly good for me.
Now? I tried to play mercenary, and I could not deal anything resembling decent damage. I could just be bad, but it feels like enemies scale much faster now.
Railgunner can handle it, with massive scoped damage. Even Merc's best moves seemed to have little effect, though.

The game could just be harder now. That's not a problem for me. I just would like to see the old characters still able to keep up.

mellow quarry
#

!feedback

void fiend undertuned, railgunner overtuned D:

north dragon
#

I've now unlocked and played the new characters for several games now and have a couple of issues regarding them.
For Void Fiend, to play him optimally, you are basically forced into avoiding healing items which makes it very difficult to survive later on. Also when in corrupted form, the short range of the primary forces the player to get close to enemies and you can't heal otherwise your corrupted form will end quicker. I really like the idea of Void Fiend but this makes him very frustrating to play. I think the range of the corrupted primary needs to possibly be increased, and the player should still be able to heal while in corrupted form.
As for Railgunner, I really like her, but she is basically screwed against crowds of enemies. You can whittle them down with your sniper, but constantly having to zoom in and out on a crowd seems risky and it can take too long. If you decide to use the machine gun instead of sniper, you do barely any damage to the group, and the homing effect causes the bullets to fly all over the place. If you throw in the pulse grenade, the crowd gets blasted everywhere, and you get surrounded and make it significantly harder for yourself. Of course, getting Gas or Wisp can help with this situation, but if you don't get any, you're basically screwed. I don't really know much about what could be done with her. Possibly make machine gun fire agile, allowing her to sprint while shooting machine gun, or having the pulse grenade damage enemies.

simple crescent
#

!feedback

Simulacrum shouldnt be able to give you Commencement as early as it does. Its not hard. Its just really fucking boring. I had it as my second stage before and waves would consist of like 6 bomb chimeras that would take forever to spawn. Its really easy and really boring.

Also, as a side note, hazards created by enemies should go away after the wave ends, so that you dont have to wait for a bomb chimeras fire to go away to be able to get your void potential item.

crystal mantle
#

!feedback

Void Fiend is OP AF. I recommend a nerf. I just solo'd Mithrix with 2 health potions, 2 health kits, 1 cautious slug, 1 infusion, 1 mired urn, 1 goat leg, 1 harvesters scythe, 8 rough times, 4 mochas, 6 glasses, and 1 hardlight burner.

I did this on Monsoon difficulty. This was harder on Railgunner to achieve lol, but Void Fiend can easy breeze through most things because of his invincibility frames.

Void Fiend makes Heretic look basic (In fact certain abilities of Void Fiend look familiar... oh right, basically has the heretic invincibility ability and the heal from it as a separate ability.

tawny pebble
#

!feedback

When playing the simulacrum, it should require you to interact with the little guy (for lack of a better term) after wave 5. The current timer gives you very little time to check around for other intractables.

clear barn
#

!feedback

would like some sort of indicator of where the void creatures are for void seeds. I've had numerous games now where the last few are nowhere to be seen. The worst offender is the 5th stage, with enemies being launched far out of the map because of the rocks.

cobalt breach
#

!feedback if you die to mithrix phase 4, make it so you can see the items you had before mithrix stole them and killed you

nova ridge
#

!feedback release patch notes please i just wanna see buffs and nerfs

ashen mango
#

!feedback change the message for jellyfish in the void fields to be grammatically correct (jellyfishs have been released -> jellyfish have been released)

hazy ravine
#

!feedback I think that a cap on how much healing affects the Void Fiend’s corruption meter would help maintain the kit’s functionality in longer runs.

short dagger
#

!feedback Prevent more than 1 void seed from spawning each stage, or have each void seed's enemies have a separate counter. Right now you can get multiple seeds, and you have to kill every single enemy in each one to unlock them all (can't kill all of them in 1 seed to unlock that specific seed). It's annoying and often requires you to travel across the entire map killing these enemies without looting. Due to the time progression, this can kill entire runs, especially if one of the seeds is locking the teleporter down.

clear barn
#

!feedback
Would love to have water themed skin unlocks for beating the alt stage or something. Like a deep diving suit for the engineer, a mariner skin for the captain and so on.

north dragon
#

!feedback
Acrid has effectively been nerfed a little after this expansion. Unless I was messing something up, you can no longer melee cancel by sprinting after you attack. Then on top of that, if you take purity, you can't hold down right click to repeatedly use Neurotoxin (dunno if this effects Bite as well), so you have to spam press right click which isn't very user friendly. On top of this, Acrid's still feels like he's in a weaker state compared to other characters, and the things I mentioned above make it worse. Honestly speaking, for ranged Acrid, the only good new item this expansion off the top of my head is Delicate Watch which passively increases the DoT damage on top of his other skills, but it's still pretty minor, then if you get a bunch and the damage bonus is actually decent, if you get to low health, you lose the entire bonus (I'm not blaming the item. The item is fine.) Also I managed to get to the new boss (Voidling I think its name was), and I tried shooting it from the other side of the arena and Neurotoxin would disappear way before hitting it. Neurotoxin range needs to be increased I think. Because of this, I got closer then got 2 shot (albeit I was using Shaped Glass to at least have some damage as Acrid) and immediately lost the run.

shy minnow
#

Railgunner lensmaker glasses are useless. Any weapon except for a crit shot on sniper actually does a critical. Got 10 lensmakers in a run and then cried when machine gun proceeded to have 0% crit chance

regal sluice
little barn
#

!feedback
please get dedicated playtesters.

so much in this update feels like it wasn't playtested thoroughly, as well as previous updates.
mercenary has had an ally targeting special bug for 2 years, softlock island on the moon which whilst super easy to cause went unrecognised, enemies still can fly out of the death zone and stay alive causing a soft lock if its a boss, whilst half vent the frustration of blatantly obvious issues that go unrecognised is mutual throughout a lot of the community.

id suggest either volunteers in this discord under an NDA or hire actual playtesters, but please just get some direct input rather than a channel where half of it is nonsense and the good feedback just goes into 'we'll check it later 2 electric boogaloo'.

next fiber
#

!feedback
Change the item texture of Power Elixir it looks bad🤢

indigo quiver
#

!feedback put the void back to the way it was

graceful maple
#

!feedback for the love of god please update console players on the state of the dlc because it seems like the dlc on pc is REALLY fucking buggy and needs some fixing and devs are already going to need more time to write the damn patch notes for pc AND console and it doesn’t seem that Q2 is likely anymore considering how slow updates to console is and I’m extremely annoyed about this since we haven’t gotten any news

winged bane
#

!feedback

There seems to be an issue with conflicting data in some items that should get rectified, because the logbook entry and the in-game text provide data sets that are entirely in conflict with one another. For instance, the in-game description of the Ignition Tank says that burn effects deal twice as much damage and last twice as long, but the logbook says that ignite effects deal 300% more damage over time. The Voidsent Flame says that hitting a FULL HEALTH enemy ALSO detonates on hit, whereas the logbook specifies that it ONLY detonates on hitting an enemy that's above 90% health. I think there are a few more that aren't immediately coming to mind right now, but it's problematic because I literally don't know which description is actually representative of the item behavior

regal sluice
#

!feedback Look into Unity bugs and graphics optimization because it seems like a lot of folks are having issues even getting the game past main menu (some even have 3080's)

spring zodiac
#

!feedback
Lower the required consecutive (or get rid of the consecutive and make the shot count needed much higher) weak point shots needed for the "Marksman" achievement/challenge.
The amount of concentration required for this if you are going for it is excessive and is frustrating to say the least, and getting it through a casual run is not going to happen unless you are utterly cracked and somehow get lucky with inconsistent hitboxes.
For example you could somehow get a regular hit on a wisp which, doesn't make sense as it's entire visible frame is within the weak spot hitbox.

wise raven
#

!feedback

have it so you can interact with void crab in simulacrum to have him start moving instead of it being a countdown. Having to drop to the lower platform to kill the last enemy to then have to walk out of the safe zone to get to the jump boost to get back to the top platform and then having to leave the item on the ground because I'm 50 health away from dying is not a fun mechanic. (I'm staring at you, Abyssal Depths).

Also why in the world is the void crab allowed to noclip the safe zone through walls while migrating

subtle veldt
#

!feedback
Please for the love of god fix focused convergence in void fields. Prior to the DLC, it was pretty annoying but it was still doable. Now, with the increased dmg outside the cell radius, it's basically impossible to do void fields with focused convergence. Either change the item so it doesn't shrink the bubble as much, or just deactivate it in VF all together

solid garnet
#

!feedback
There has been a lot complaints on the way the void damage is dealt since it's been increased to be based off of solely your max health alone. However this has increased the difficulty void fields drastically and made it impossible for low mobility characters or with few items. I think the change though does make sense for the new final boss, simulacrum, and to prevent infinite items with sacrifice in the fields.

So here's my solution (only for void fields): The damage when a cell is active be based off of Total health to ensure players stay in the safety radius when monsters are spawning (so how it acts now). When a cell isn't active deal void damage based off of* current health* (like it was in the past).

long zenith
#

!feedback
Please adjust the void seeds so that they cannot generate on top of you when you spawn in a stage. It sucks to spawn with obscured vision while your health is degenerating, especially since there is no explanation for the void seeds the first time you encounter them. My friends and I got TPKed because we had no idea what was going on and the void seed spawned on top of us.

sharp monolith
#

!feedback

Artifact of Potential
Much like Command, except it replaces all items with Void Potentials of the same tier. Scrappers and printers would still spawn with this artifact enabled.

hallow egret
#

!feedback

Void seeds have far too much effect on the game, probably almost all of the massive difficulty increase that people are seeing with the new update is because of them. Besides obvious problems like spawning inside them, they also spawn a ton of powerful enemies and bosses that drastically affect the difficulty balance. If you compare them to something like Challenge of the Mountain or Shrine of Combat, which are completely optional to trigger, a void seed is orders of magnitude more dangerous and gives a negligible reward.

They should probably be changed to be something you have to trigger manually, and should give you something much better for doing so.

crude scarab
#

!feedback

The railgun should only proc the shiruken when it fires, not before. It was rather crippling to have them come out first, eat my crowbar procs, and make the railgun go from being a very powerful option to what's best described as slapping an enemy with a pool noodle in late game.

neat wraith
#

!feedback
Maybe as an alternative to #ror2-feedback-discussion, we could get the ability to create threads in this channel if someone wants to start discussion on a particular suggestion. I don't think it should completely supplant the discussion channel, just putting the idea there if people want a more focused discussion

lucid matrix
#

!feedback

I think one of the things which make Void Fiend a little underwhelming is the lack of synergy and utility within his abilities. He attacks and utilises both his hands, yet doing something with one prevents you from using the other. I think you should be able to use your "Flood" ball while firing your beams, and crush corruption while using your flood ball. Also the locking of animation during transformation ruins the flow of combat. Id also like to see crushing corruption have use even if full health, this could potentially be done through giving armour, or overshields.

plain fable
#

!feedback
falling out of the world in simulacrum shouldn't yeet you across the field (often out of the simulacrum field area)

long zenith
#

!feedback
Please make the Eulogy Zero function differently in multiplayer. Currently it scrambles everything at the beginning of the stage, meaning if one person picks up Eulogy Zero, all players are affected. Please change it so that whenever a player holding Eulogy Zero opens a chest, there is a chance that the item that comes out is converted into a lunar item. This way players who do not like lunar items are not impacted by someone else's decision. Also this would fix Eulogy Zero causing white printers to allow you to print lunar items, which seems unintentional/like an oversight to me.

fading elm
#

!feedback
If stopping time while in the command menu is overpowered and or multiplayer incompatible, atleast let players be able to move around while using it

ivory pulsar
#

!feedback

neat wraith
#

!feedback
Void command droplets should show all void items, not a selection of only a few. Defeats the purpose of Command if you can't pick a void item you were rushing for from the start of the run.

stray wyvern
#

!feedback

Void Fields Changes (SPOILER!)
||The void fields is really controversial right now, due to the increase DoT. But I don't think that this DoT is bad, but rather it just makes traversal from one cell vent to another annoying. I think that the DoT should stay, but it might be fine if the DoT only occurs when a cell vent begins. Basically the Void Fields is safe when no cells are active, but activating a cell causes the area to fill with the DoT, and only the cell vent is safe. This would keep the challenge of staying inside the bubble without the painful journey between vents.||

||Secondly, with all of the new void-related stuff, why not add some of it to the void fields? Having cradles or stalks or other cool void-related stuff there would be amazing, and really flesh it out (maybe after all the vents are done, similarly to how void seeds give you a rewards after you finish it?). I think that there needs to be inspiration taken from the new void seeds event. Currently, the only incentive to go to void fields is for the new final boss, I think there should be more.||

||Thirdly, I think void fields is way too long. I think it should be the length of one set of simulacrum waves (5, with a boss wave as the fifth). This would not only fit well design wise, but also would speed up the hidden realm dramatically, which has always been a big complaint. Also, because there are 9 places for the void cell to be, shortening the amount to 5 means that there will be some natural variation in where the cells are. Currently, you will always go to every cell vent, but in this hypothetical change you will only ever see 5 of the total 9 possible spots, spicing things up.||

formal epoch
#

!feedback
Charge more for the game/dlc lmao
Yall work your asses off and deserve it. The developers of the best game ever deserve more credit and pay.

heady nexus
#

!feedback void fields STILL feels sluggish and a big flow-stopper in runs because you kinda just sit there on the first 7 cells waiting. I think if the cells holdout events were made into singular waves like in simulacrum it would feel be a bit faster and feel better.

lone forge
#

!feedback the new updates great but the sound on corrupted fungus is very annoying

warm trout
long zenith
#

!feedback
Please add another item that stackably adds crit chance. Every time a new white item gets added to the game, the viability of using crit goes down since lensmaker's glasses are the only way to stack crit above 15%. Doing crit builds was twice as consistent at early access launch as it is now. There are at least 4 or 5 items (and some abilities) that have interactions when you get crits. Please add something that makes getting 100% crit chance more reliable.

Another crit item would also improve the viability of the Lost Seer's Lenses. On almost every character, there is nothing you could put on that item short of "Pick this up and you win the game" that would make it worth permanently giving up crit chance.

placid olive
#

!feedback
Make the Scope from Railgunner toggable. Dunno if already suggested

neat wraith
#

!feedback
Blind pests are explicitly blind. Yet they can still detect the player, presumably by sound or something.
Therefore, they should ignore invisibility effects since invisibility relies on breaking line of sight on something that already could not see you but is still a threat
Edit: this could be more than balanced out if the nerfs to blind pest that other people are suggesting happen

vapid cipher
#

!feedback
I'm currently not the biggest fan of void Fiend mainly because he feels very clunky. I strongly dislike him being stun locked durning transformations especially during Self-DMG builds. It actually got me killed because I got knocked off the map and I transformed as I was being teleported up and was under the platform instead. I think silencing him and slowing him would feel smoother then stun locking yourself. It really disrupts his fast paced playstyle

serene widget
#

!feedback
revert the changes on Old War Stealthkit. The item wasn't broken on most characters besides Rex(which is still a stretch), and invisibility at the cost of taking damage is already a risky trade. In its current state, there is no reason to pick this item up when you could grab Infusions, Hoppoo, or even Red whip. The risk of being around or below 25% when a lot of enemies could have shot at you makes the effect null and void.

willow hazel
#

!feedback
make backup magazine do something when running alt secondary on railgunner

rose dock
#

!feedback I don't know if anyone else has mentioned this yet, but there's currently a game breaking bug involving blazing enemies. Sometimes when you're hit with a blazing debuff, it doesn't wear off until you die. I've seen a few videos of this on the subreddit and it's pretty common from my experience. Lost two simulacrum runs and a planetarium run from it.

alpine bridge
#

!feedback

Fix Railgunner m2 box. Currently, if you hit the box, but the shot doesn't hit the enemy, it misses. Either any attack that hits the box should be a hit, or decrease the size of the box to match the enemies hit box. This is especially apparent on Lumerians.

plain valve
#

!feedback
There's is a new indicator for Artificer on the cursor showing how many charges of m1 you have left. IMO this needs to be shown while sprinting, as if you're not sprinting and the new cursor is available, you're already shooting anyways. Having it visible while sprinting will make it more clear when you're good to stop to attack (instead of checking the bottom right of your screen).

simple crescent
#

!feedback
Increase the moon's explosion timer by like, a minute. If you don't have any movement speed items, you literally can't make it to the frog to get to the planetarium. I have yet to see the new final boss because I have died due to a lack of mobility items every time.

sharp monolith
#

!feedback

Add Void Fiend’s corrupted abilities where alt skills normally are so their stats and effects can be viewed.

short pendant
#

!feedback

Since void areas are more common now, Captain's reliance on the UES Safe Travels is more of an issue than before. I say give him a set of themed alternate abilities when in other dimensions.

When you enter a void area, have a message appear in chat. "You send out a signal, and something responds..." This would replace all of your abilities with similar ones in functionality, but with a void-themed flair.

E.g. perhaps the air strike summons void reaver explosions with the same damage and delay as the standard version, or the beacons get replaced by a void creature that emanates the same aura as your selected beacons.

That way, you'll get exactly the same functionality as usual, but still stay in keeping with the lore, as well as the new knowledge that you've caught the attention of an unseen, powerful being.

graceful kestrel
#

!feedback

its probably been suggested before, and it might already be in the game and i just haven't found out how to get it to work, but make it to where there's an option for alt styles in the logbook menu

as of now you can only look at the models in their normal styles, and i really wanna take a closer look at the alt ||void fiend|| style

shrewd jungle
#

!feedback

I think you should make alts for void fiends misc, so when he goes into the corrupt state he has different abilities based on what's chosen. Also make gup the mascot

stray frost
#

!feedback

fix the glitch where those tiny void corupotors (them timy bugs that turn enemies into voidtouched elites) can affect gummy clones you summoned with goobo jr. it resulted in killing me once and I want this glitch removed.

quasi willow
#

!feedback

Void infestors infecting engineer turrets please god get rid of this i just wanna play the angular turret man i don't wanna get sent to hell

willow sage
#

!feedback
Separate toggle buttons for the new playable characters and the rest of the Survivors of the Void expansion content. An option to pick Railgunner or Void Fiend in an otherwise vanilla playthrough would be nice.

plush shuttle
#

!feedback
add an option in the graphics menu to disable corpse cleanup for carnage enjoyers like myself (there are already corpse settings, but this isnt there)

lime wraith
#

!feedback

Blind pests outdo wisps in every way by being silent, bulkier, sharing a similarly small hitbox, and having an insanely fast projectile speed, greater damage, and yet spawns in similar swarm numbers which I feel is unfair to wisps and invalidates their role of the aerial harasser, and generally throws a wrench into the game's monster balance.

One of three things needs to be done:

  1. Blind pests take up more spawn/director credits, reducing the swarm count and reducing the chances of seeing an elite variant earlier on into a run. A single blazing blind pest is far scarier than a greater wisp, which I think is majorly flawed in concept.

  2. Blind pests have the their projectile nerfed in either damage or traveling velocity (the latter I would prefer) so they are far more manageable in swarms and generally easier to dodge if they don't get the jump on you, like their lore entails.

  3. Give them better audio cues and telegraphing. Gives a lot more counter-play, especially when accounting for swarms and blazing are thrown into the mix.

From my testing, glass runs have become insanely hard now because of these things alone, and I get you want to have a patented "annoying" enemy, but we have wisps for that already, we don't need another one that outclasses them at their job in an unhealthy manner.

snow ice
#

!feedback

There should be a way to obtain void items with sacrifice on. It sucks that this playstyle removes a whole section of the content. maybe just have the interactables spawn like any other game mode, or give void mobs a chance to drop them on death

trim bronze
patent mulch
#

!feedback Egocentrism give a chance for monsters on kill to drop an Ego scrap-item. This way, you can relatively preserve a build while feeding Egocentrism with Ego scrap-items. This can be balanced with changing Ego scrap drop chances or by changing Egocentrism's assimilate timer.

subtle veldt
#

!feedback

Make it so the item dropped by the Trophy Hunter’s Tricorn is dropped in front of the player or at the TP rather than where the boss was killed. For certain bosses (namely Magma and Overloading Worms) you rarely actually get the item because the boss was killed somewhere that didn’t have collision

visual talon
#

!feedback

I feel like the ne Blind Vermin and Blind Pest deal too much damage for how frequently they spawn. For something that is spawned as much as wisps, I feel like they shouldn't have as much damage as they do

vapid lion
#

!feedback

Minor detail - review pluralization of enemies
For example, Clay Apothecary when in the void fields is written as "Clay Apothecarys have breached the cell!" instead of Apothecaries

crude scarab
#

!feedback

Egocentrism should prioritize scrap first. Make it so regenerative scrap is absorbed entirely or ignored for a fair balance.

short dagger
#

!feedback Change the difficulty scaling of the game to a more linear form instead of its current, nigh-exponential levels, and nerf/remove proc chains.
Since Early Access, the nature of the difficulty scaling has been different from Risk of Rain 1, resulting in HP bloated enemies and enemies that do insane amounts of damage (lesser wisps nearly deleting you, for example).
This is kept in check by the insane power of proc chaining, but as a side effect non-proc items and builds different from just "get these procs and kill everything on the map" are worse if not objectively terrible. This has resulted in a significant portion of the items in the game being seen as scrapper fuel, and the gameplay just gets stale when the only items and builds past stage 7 are the same every time (especially on Monsoon). If Proc Chains were nerfed if not outright removed on most items and the difficulty scaling was adjusted to be similar to Risk of Rain 1, few items if any would be worse.
ATGs, Ukes, and Meat Hooks would all still be good items, and certain items such as Meat Hook could retain their chaining as a specific item benefit, but in addition a bunch of other playstyles and items would become useful and viable means of play, without being exceptionally unreliable. As it stands now, items such as Delicate Watch, Opal, PSG, Sticky Bomb, Leeching Seed, and late-game Tri-Tips simply pale in comparison to proc-based items, and proc chains are some of, if not the only things keeping players alive at the endgame. This is boring, and having the game devolve at stage 9 to just holding M1 and watching the sky explode just to die against a Blind Pest is much less interesting.

arctic bobcat
#

!feedback allow people who crash out of games to be able to come back into session. Ideally with all of their items. My buddies and I keep crashing out of the simulation game mode and can't re join

radiant jacinth
#

!feedback One shot protection should not be bypassed by attacks that have multiple effects. For example, a flaming elite shooting you should not one shot you from the initial damage taking away your OSP, and the burn finishing you off.

hardy mauve
#

!feedback PLEASE add a reset button in the pause menu, or at least make it easier for runs to restart. As is, whenever I want to restart a run I need to quit to menu and reselect singleplayer and then launch into the game. It isn't a huge deal but would be a very nice quality of life change. Sometimes you just want to restart a bad run

tawny pebble
#

!feedback Void seeds are one of the most frustrating things in the game: not because of their high-threat level, but due to how annoying it is to FIND the enemies. On a eclipse run as the void fiend, I spent a full 20 minutes searching for a single remaining void seed enemy on Sky Meadows and could not find it. Please highlight the enemies or give them a purple threat marker. It has been a common occurrence on my runs that I cannot clear the void seeds, not due to the difficulty, but due to the fact that the enemies hide from me.

frank root
#

!feedback
Artifact of Greed.
Everytime you gain an item, all enemies permanently gain a +1% attack boost.

slim talon
#

!feedback

Artifact idea: Artifact of Twilight (or "light and darkness" to be more direct)

This artifact will have a chance of corrupting and uncorrupting your items into their void version or into their original version each time you go to a new stage. It's random so it has a chance of doing it to just one stack, multiples, or none if you get lucky. Plus it'd be fun to have an artifact that interacts with DLC content specifically

digital ermine
#

!feedback

The new flying enemies (Blind pests) need a hefty nerf. They are just far better wisps that are; less noticeable, do over triple the damage/fire rate, have the hp of an elite wisp baseline, are more accurate, and aren't nearly as loud or even distinct enough in their sounds to be heard over other mobs.

woven kernel
#

!feedback
I'm still looking for a "Return to Menu" button so that parties aren't broken up when a run is restarted

north remnant
#

!feedback
A void corruption themed skin for beating the new Void boss on the hardest difficulty for every character, like the mastery skins

noble folio
#

!feedback
nerf fire procs/fire elites, just one fire proc does around 500 damage and that's way too much

stone skiff
#

!feedback
Damage when inside void seems way too high and out right impossible if you're playing a low-mobility character.

vague hamlet
#

!feedback
Pillar of Soul: Add checkpoints to its charging process (cannot go below 25%, below 50%, etc.)

polar drift
#

!feedback
I just wanted to say that, this game's code has a handy feature called '' AIblacklist ''. Im just posting this as a reminder really, because it seems you guys entirely forgot to use it while adding these new items.

  • kindly, someone who just got instakilled by Needletick for the 3rd time
mossy harness
#

!feedback

Please limit the number of void seeds that can spawn on a single stage, particularly on the early levels. This is stage 3.

frigid geode
#

!feedback
My favorite way to play is sacrifice and swarms, which as far as I can tell means the pods that take 50% health for a void item don't spawn. I don't think that's right. They should count as a shrine not a chest. I feel like choosing sacrifice is now being punished, by excluding a whole tier of items

keen saddle
#

!feedback
Choice-of-3 version of Command. Wanted one for years, and now there's collapsed potentialities in the game - might not be too hard to implement?

restive citrus
#

!feedback
I don't think Scavs should be able to spawn with spare drone parts, simply because of Col. Droneman. I approached a scav and died almost immediately to it - I believe it has some sort of hitscan thing without any telegraph? Just doesn't feel particularly fair.

ionic ember
#

!feedback
Void seeds are a cool idea but there are a couple of things very wrong about them,
first of all the teleporter should not spawn in the seeds radius because especially since on higher levels it spawns an obscene amount of bosses. I was on stage 7 and it spawned a overloading worm, magma worm, 3 scavengers, 2 void jailers and a 2 imp overlords, all with void elite, which i would would be ok with if the teleporter didn't spawn in its radius, so I died trying to kill them since I was forced to and didn't have a god+++ run going.
secondly the void seed shouldn't be spawned on top of you, I don't know how that went though playtesting
thirdly make the void enemies have some kind of marker to help you find and track the enemies you have to kill to lift it, because many times it gets down to 1 or 2 enemies and you have no idea where they went, and pray to god they didn't clip into terrain! And again because the tele can spawn in its radius, this can lead to soft locks, which has happened to me.

long zenith
#

!feedback
Please make drones unaffected by void DoT. What's the point in adding mechanics that buff drones like Captain's Microbots or Spare Done Parts when an entire army of drones can die because they're too stupid to fly out of the range of a void seed (or by just existing at all in the new void realms)? It's not fun investing money in drones over items when they're eliminated passively by the environment.

haughty gyro
#

!feedback

Make heading to the next wave in the Similacrum more time than 10 seconds. There is not enough time for players to make their way back to void seeds or before the safe zone crab begins to move on the 5th waves that void seeds can't easily be grabbed.

If people want to start the next wave sooner, you could have a "Start next wave" button on the safe zone crab while it's in the ground.

lean wing
#

!feedback
Make it where Void Infestors can't take over drones. Drones are already not that good of a choice to get, with them not only being relatively expensive, but not being able to do much late game by themselves. Spare drone parts was a much needed and welcome buff, but this is made irrelevant when an infester can just jump on a drone, not only making your previous investment that could have been spent on chests worthless, but can turn around and rapidly kill you. It makes buying drones turn into a major downside instead of something beneficial. If for whatever reason you wanted to keep the ability for Void Infestors to take over drones, at least make it where once you destroy the drone you can get it back for free.

sharp monolith
#

!feedback

Change Railgunner's alt M2 unlock from "Marksman" to "Markswoman", as Railgunner is female.

frail tulip
#

!feedback
please compile patch notes for the DLC and it's accompanying update. Changing way too much stuff is not an excuse to not have someone with their finger on the pulse of what was and wasn't changed, added, rebalanced, etc. It's integral to have patch notes even when the smallest thing is changed so everyone can be on the same page when playing the game.

north dragon
#

!feedback
On Artificer, when standing still, Ben's Raincoat stays wrapped her waist, but when she starts moving, Raincoat starts floating behind her.

quasi fox
#

!feedback
I know that Void Fields is meant to be extremely difficult/rewarding, but after losing an insanely powerful run to Spare Drone Parts as the enemy's Red item...

Please blacklist that item specifically from AI in Void Fields. I literally got insta-killed before I could even react to the item being added to Monsters due to the fact that every single enemy also spawned a Col. Droneman. Went from 700 health to -200 in an instant.

loud osprey
#

!feedback
Void Seeds are currently quite annoying. Void Infectors shouldn't count towards keeping it up, as they're sometimes hard to find and hit, especially with characters like Railgunner, considering her primary doesn't even home on them properly, and sniping them is stupidly hard as they don't even have a weak point.
Also make it so void enemies counting towards the Void Seed are visible through walls, or have something to distinguish them from a distance. It's very hard to find them otherwise, when they can wander off in big stages.
Along with that, make Void Seeds not spawn directly on top of where you spawn in a stage.

Besides that, and a lot other issues, great DLC. Excited for more !

bright lodge
#

!feedback
I think the buff to fire damage against players may have been way too much. As it stands right now for lower max health characters a single stack of fire can be a death sentence for anyone under half health, and its nearly impossible to avoid those fire procs at times with how often the game frequently throws around fire elites. Just with this new patch its just one of the most frustrating ways to die watching your health tick down with absolutely nothing you can do about it spare having one of the two items in the game that can prevent it, one being a red item and the other taking up your equipment. Its just genuinely very difficult to avoid and overall not a fun mechanic to play around now and I believe it was an unnecessary buff

fervent valve
#

!feedback
The fact that the only two ways of a guaranteed portal to the Planetarium are really difficult and the only other one is dependent on pure RNG, that last stage is not worth it at all. It was frustrating enough to get through it (which I never do because it never seems worth it) and now it's even less to me. I wasn't having a whole lot of fun on the fields already, and when I found out there was a whole new stage with really strong enemies, I just got instantly tired, and I only didn't die because of Void Fiend's healing, if I had any other character I would have died immediately.
Point is, give us more ways to access the stage, doesn't need to be super easy or quick, just give us anything else that doesn't force us to be taken straight to the void fields. The Planetarium is amazing, it's beautiful, but I honestly never want to go there again if these are the only ways to be there.

Just to add, the DLC has been pretty fun, I like the new stages, Simulacrum is cool and I'm having a lot of fun with the Void Fiend, but there's a lot of little things (as mentioned by other members) that just doesn't make the experience fun, and instead make it extremely frustrating.

weak sparrow
jovial grail
#

!feedback add keyboared and mouse compatibility to console

loud osprey
#

!feedback

When falling off stages, you have a chance of sliding away extremely fast after being brought back.
You can fall off the stage again, or getting immediately killed due to not being able to know where you are.
Also, in stages such as Void FIelds or the Simulacrum, you can easily fly off the area and get killed instantly by the DoT outside the safe areas as you came back with little to no health.

fervent valve
#

!feedback
No idea if that could be an internet issue, but for me it has happened quite a lot that whoever's playing with me will be invisible through the whole stage, while the actual character model is frozen, and when I die and spectate it, it will follow the player's camera movement, but will stay focused on the frozen character.
It usually comes back after we get through a teleporter or portal, but it's really annoying, though it's funny seeing nothing but random shots spawning in the middle of the air.

woven ocean
#

!feedback
started stage three (not sure, void level?) in a void bubble and couldn't run out in time, even with crazy healing

blazing tulip
#

!feedback

Adjust lights out to be 300% damage but scale slightly more aggressively with missing enemy hp

as is, bandit can just spam lights out once he has a crowbar or two and runald's band, and this change would require bandit to (in a lot more cases) have to actually whittle down the enemy's hp and use his other abilities

edgy breach
#

!feedback
And spoilers so Read at your own risk

The corrupted clover item should be changed. Having luck in the game is insane, so seeing an alternate use for characters like loader who don't benefit from on-hit items is nice, but this is a detriment disguised as a blessing. Having items upgraded to red sounds great, but in the end is not worth losing your movement speed, attack speed, Crit Glasses, crowbars, Bands, Guillotine, Bungus, etc. Theres too many usefull low tier items to warrant throwing them all away for reds even if you use only Lunar/corrupted items. Please let us choose one of our own items to upgrade, even if the player is forced to always upgrade because it is not worth losing the clover for that.

crisp pilot
#

!feedback

make the pocket ICBM bonus rockets stack,
kinda disappointing that its only the damage

nova ridge
#

!feedback please nerf infested turrets/drones if you let them hit you legit once or twice and stack collapse you are just done and cant do anything

placid olive
#

!feedback

Give us an OPTION to make Railgunners Scope toggable. For some people its uncomfortable to hold down the button, especially since engineers harpoons are a toggle and not hold

autumn finch
#

!feedback

for railgunner, add a feature/button that allows you to choose between zoomed fov and normal fov while scoped (makes her easier to use in close quarters)

crisp folio
#

The "toggle DLC content" slider should be divided into each feature (Survivors, maps, items, monsters). I was disappointed that you can't toggle off DLC monsters and still access the new survivors.

signal fable
#

!feedback

Let the Void Portal naturally spawn in Eclipse? I don't know why having a harder boss than Mithrix is an issue here? I understand there are froggy tactics but I feel like prohibiting the Void Portal from naturally appearing takes a lot away from the gameplay loop. Also I love the Void Locus track and I just want to listen it :)))

icy obsidian
#

!feedback

Adjust Engineer Carbonizer turret AI to always sprint when gives the chance to do so. This would open synergy with multiple items not currently usable by turrets.

north remnant
#

!feedback

Lunar Item:
All corruption of a random corrupted item is reversed at the cost of half of said items.

novel dock
#

!feedback

the void is now entirely not worth going to anymore. slower characters like engineer just get killed between the cell vents. and since timer isnt paused anymore its 100% not worth the risk and time commitment for just 9 items

indigo dirge
#

!feedback

If you take visions of heresy, zooming in with railgunner's scope puts you at one shot of visions

deep tundra
#

!feedback

Rogue-likes in general can be a very difficult genre to get into because of multiple factors like their steep learning curves, and lack of a traditional way to get players used to their mechanics. The most common way I see people in the rogue-like communities try to help those that are new to these games is by offering basic tips about how a game works. I feel like having tips added directly into the game (similar to Team Fortress 2) in a place like the main, pause, or death menus, could make them easy to find if a player wishes to seek them out, but also unobtrusive to normal gameplay.

These tips could be about the game's general systems like cooldowns, the teleporter, and armor, as well as specific topics like certain survivors, items, and enemies. Here's a few example tips I've written up to help better illustrate this idea:

  • As Commando, be on the look out for items with "On hit" effect, as they pair well with your fast rate of fire.
  • Overloading enemies have a blue coloring and two horns coming out of their centers. Not only can they regenerate half of their health if left alone for long enough, but their attacks also leave delayed explosions!
  • The Teleporter is the main intractable you use to progress through the game. Make sure to keep an eye out for its horn-like prongs on either side and red particles floating nearby it.
  • The familiar-sounding Hopoo Feather grants you an extra jump for every feather you have. Use those jumps to avoid dangerous grounded attacks and negate fall damage!
  • Armor is an attribute used by some items and status effects. A high armor number grants high damage resistance, while a negative number makes one more vulnerable. Larger numbers have diminishing returns, however.
twin summit
#

!feedback

I think it would be a good idea to have simulacrum style charge points instead of the traditional area charge stuff for the final boss areas, especially the void. Charging the points on the void boss area is a pain at high levels because void enemies are constantly spawning in and dying with their area of effect stuff going off and you constantly having to leave the charge area. It would be a great quality of life improvement to just have to kill a group of enemies to complete the event with both mythrix and voidling. Void fields could use that change too tbh. Also pocket icbm capacitor atg combo is dumby broken. Been loving the patch so far though.

little slate
#

!feedback
Before this update, the music used to seamlessly transition out of a teleported event. Not sure if it’s a bug or not, but in this update that doesn’t happen anymore. It really adds a lot to the game, so I think it should be reintroduced

obsidian widget
#

!feedback
After playing Void Fiend for a bit, he gets a little difficult to play in late game. Here are a few changes I think could be made:
-Healing whilst at full health should not prevent corruption
-Transformation should not stop movement
-Due to his unique purple health, he should not take void damage, and possibly gain a buff while in the void dimension

sharp pawn
#

!feedback
Make Mithrix give you 10 lunar coins when he dies, instead of when the run ends.
It's purely so dying to Voidling isn't a loss of 10 coins.

novel dock
#

!feedback

please make the timer between waves in the simulacrum longer than 10 seconds. it feels way too short

regal sluice
#

!feedback There should be a High Visibility Chests setting, at least for dark/blue maps. I hate searching forever to never actually see a chest since I'm trying to protect myself, or having to race teammates for items because I just can't see chests easily

still lion
#

!feedback

It would be nice if Void Fiend's m2 did not freeze the cooldown when charging your skill. The cooldown could be made like 2s longer to compensate for the time it's normally frozen

The reason is because when he's corrupted with Backup Mags, and you spam his corrupted m2, the cooldown is still frozen even though the corrupted one has no charge time

north remnant
#

!feedback

I am partially colourblind and the new void items can mostly be distinguished from their shape, but I personally have trouble with void items that have very similar shape and colour, like "Safer Spaces" and "Pluripotent Larva".
A colourblind option or a symbol showing what item will be converted above the void item would be very useful

narrow crown
#

!feedback

I think it would be nice if Void Fiends Primary either dealt more damage or was faster. He doesn't feel strong at all in multiplayer, thanks!

edgy breach
#

!feedback

Change the name of roll of pennies to roll of coins, just so the currency is more universal.

cobalt breach
#

!feedback not a suggestion fore the game, but make more renders of survivors/enemies so that the only high quality images of them arent just ripped from the game/logbook/icons/character select

hallow egret
#

!feedback

The simulacrum should spawn all of the enemies for the wave immediately, rather than having you fill a bar and then have to kill everything that's left. It's really lame when you kill everything and just have to wait for more stuff to spawn. This mode is presumably intended to be faster-paced and more intense than the main mode, but if anything it actually takes longer to play. The difficulty can easily be maintained by just spawning more / harder enemies.

hollow vale
#

!feedback void enemy zones in the overworld can be kinda irritating. Especially when two void seeds spawn next too each other on top of the teleporter with >20 enemies spawned in despite being only stage 2 on medium. I understand it's supposed to be difficult but it can be an unavoidable damage tax at the moment. In general I think most of the new void additions are a little too difficult.

little barn
#

!feedback change roll of pennies to stacks of dollers

tribal meteor
#

!feedback would really love if tesla coil was taken off the list of items for simulacrum and here is a prime example of why you may agree when you encounter it:

trying to help my friends unlock void fiend, we got to wave 50 of simulacrum, victory felt so close, and then unstable tesla coil integrates. i understand in the old void fields you could dodge that if you could survive the damage outside the cell, but now they buffed the void area damage and it goes through tougher times, so tesla coil on a boss wave basically just means "you lose everyone dies instantly". immediately we all died because there was nowhere to run and the enemies coils immediately activated lol

serene forge
#

!feedback

Void fiends corrupted version of suppress. (The takes 25% HP to gain 25% corruption)
Currently works with crowbar. Meaning its taking A lot more than 25% of your HP at just a few stacks.

Can we remove that interaction please?

rancid idol
#

!feedback

Collapse is a fun and challenging idea not exclusive or unique to Risk of Rain 2, but it feels way too strong and unfair to get hit by, especially given that it can come from your own drones at times.

Keep the damage, but make it so you can block the nuke by taking cover from the enemy triggering the Collapse attack on you, ideally with some sort of way to tell which angle to take cover to with some sort of visual indicator, similar to Archvile's hitscan attack in DooM 2.

humble marten
#

!feedback
Pressing Esc should close an in-game menu (i.e. Command Essence menu).

regal sluice
#

!feedback There should be a Void Shrine that lets you sacrifice 90% of your health but you get to choose a valid item in your inventory to corrupt. You have to put yourself in immediate danger for something very powerful

cursive sage
#

!feedback
I was trying to get the defensive microbots log entry, so I ran captain with vengeance and waited 10 minutes. I kill the umbra, no drop. I try again, still no drop. I'm trying to complete the logbook so it would be great if this could be fixed soon.

vital lava
#

!feedback
So, I have been having a bit of a problem with Void Fiend, and I feel like every time I go into corrupted mode I wind up dying, now don't get me wrong, I understand why I'm dying, I'm sacrificing my healing for being able to deal extra damage, but to me that has always got me killed in other games and never works out; simply put I feel that there isn't enough incentive to go into corrupted mode when you have an abundance of healing in controlled mode, my thought was to switch around the mode's specials where you sacrifice health to get into your damage mode, and you heal to go into your weaker mode incentivizing you to focus on trying to stay in corrupt mode for as long as possible instead of having to hope that when you enter corrupt mode you can survive until the timer runs out and giving the players a bit more control over their abilities.

cobalt breach
#

!feedback railgunner's utility procs safer spaces but not other on hit items such as razorwire

desert notch
#

!feedback
changing Drown from a semi-auto laser to a single continuous beam similar to the Solus Probe's attack would be nice, and help connect the two forms' gameplay styles.

modest wraith
#

!feedback
Super minor, but I think there's a typo in the Goobo Jr. log entry: "not playing dollhouse with your **?**science project' over here"

crude osprey
#

!feedback
Add an a "healing done" to the endgame stats screen

last sable
#

!feedback let the scopes be a choice on railgunner as well as the actual rifle type so you could have a short range version of the 1000% piercing shot or a long range of the 400% no reload

wild galleon
#

!feedback
I think that the changes to fire should be reverted or changed in some way.

Is the current fire effect more balanced? maybe. Is it more in line with other fire effects? probably. That being said it still feels really awkward when the fire effect just doesn’t end even though it’s already been there for a decently long time. The added effect of the fire lasting longer on lower health survivors feels like you’re being punished for picking a survivor that isn’t as tanky as others which I don’t think should be the case.

mystic sigil
#

!feedback Make raincoat block glacial elite death explosions to give it more utility for up-close encounters with glacial elites and to prevent you from getting combo'd by other enemies while frozen

zinc flicker
#

!feedback Make it so when you "activate" the DLC a audio clip or the new final boss appears for a second it would look bada$$ and honestly really cool.

tight kiln
#

!feedback Passive equipment should be a different shade of orange. As-is there's no immediate telegraph that they don't function like other equipment items and it can be jarring when first grabbing them.

echo smelt
#

!feedback

The flying rat things that spit at you - I feel like they do obscene amounts of damage and when you're swarmed, unless you have active ways of dealing with them, it's basically a firing squad and that kinda hurts the want to go to the new stages.

native jewel
#

!feedback

We spend a lot of time sprinting around stages in this game, and the SFX for the weeping fungus can become grating after only a little while. Maybe make it play the SFX when beginning a sprint instead of constantly while sprinting, similar to the rose buckler?

echo gyro
#

!feedback

I believe there should be an indicator that shows where the next voided enemy is while closing a void seed, and the void bugs need to be easier to see bc its sometimes impossible to see where they go amidst the action

desert notch
#

!feedback
Giving Void Fiend's uncorrupted M1 a punchier sound effect would be a nice touch

lament knot
#

!feedback

i think it would be nice if the logbook run history showed what gamemode you were playing in. there is no difference between a simulacrum run entry and a normal run entry

tribal silo
#

!feedback

Make it so you dont keep your momentum when falling off a map, i hate it when runs just end on sky meadows loop 1 just because a rock hit me and i fell off the map 5 times only to respawn on the void zones and die immediately

molten scroll
#

!feedback I've been enjoying SOTV quite a bit, but there are some changes/additions that I have found really frustrating. Some of the new enemies feel significantly stronger than any of their base game counterparts in a way that feels pretty unbalanced. The blind pests in particular feel out of place. They deal an absurd amount of damage and fire much quicker than wisps, and I have repeatedly found myself dying stage one to a swarm of them spawning suddenly. At the very least, giving them a more pronounced entrance sound would be nice.

As many others have said, while void seeds are cool, the amount of them that appear and being unable to find the enemies inside of them has caused me problems quite a few times already. With the increase in void damage, spawning inside of one can mean dying in a way that doesn't feel fair at all. Reducing the number of void seeds that can spawn and adding some sort of indicator to the void enemies inside of them might help to alleviate these problems.

I don't have as much of a problem with the changes to the void fields as others here. I think that making them be the main way to access the new final boss is a nice way to give them a new mechanical purpose, but it feels jarring to have them go from a stage that you can visit at any point in a run to a stage that will certainly kill you unless you're fairly late in your run. As it stands, it feels like either the void fields need to be rebalanced so that you at least have a chance of surviving early in a run, or else somehow gated off so that it's clear that they are no longer a stage you can just go to to pick up some items.

Again, really enjoying the DLC as a whole, but I'm hopeful that we'll be seeing some updates soon.

jolly anchor
#

!feedback
||Maybe size down Railgunner's crotch plate in her mastery skin? Speaking out of complete honesty here, it looks like a fucking diaper.||

north dragon
#

!feedback
Finally managed to get a good run with Railgunner and I'm beginning to understand how to play her properly. Although I think her primary should be agile, allowing her to sprint while shooting. To me, this would fit in more with the sort of aesthetic of a sniper character, where she finds a vantage spot to shoot a deadly shot, then when enemies find her and surround her, she sprints away while thinning the numbers of the enemies with her machine gun.

humble marten
#

!feedback
I like some of the changes to the void fields, but I feel the health drain is a tad brutal considering it's still difficult to find where the next node is. Each time I've tried I've died because I just couldn't find the node I needed before my health just voiped. It'll probably be more manageable if I had a lot of movement, but without movement augments I don't think the health drain penalty is really too fair. But eh, that's just me.

inner crest
#

!feedback
Can you guys please move the void fiends charge bar down towards the health bar so it's not in the middle of the screen?

high minnow
#

!feedback
You still cannot outheal an elder lemurian in the simulacrum with 10 Busting Fungus turrets around you. Please change that

polar moon
#

Have railgunner's yeet mine affect larger enemies in some capacity as well. Whilst I understand the logic of only having smaller enemies be catapulted back, I think larger enemies should have an affect as well (excluding bosses of course) that would allow railgunner time to re-position if they get crowded. Perhaps have the mine turn larger enemies away from the mine 180 degrees or something, since currently if you get swarmed in later stages you have to either pray or get lucky.

echo wharf
#

!feedback while I love the direction the game is going, and I am glad to have any dlc at all... I miss the mystery and secrets of the earlier updates. The new environments seem barren and lifeless compared to the ones that have stuff to do in them.

forest escarp
#

!feedback Nerf the damage of like, every newly added enemy(save maybe the Alpha Constructs but unsure). It feels like all of them do way more damage than they should, considering I got hit for 400 damage by a single elite larva on stage 4. Yeah, 400 damage from an enemy that moves around a lot when attacking, has aoe, and spawns in groups of 3-5. Blind Pests deal an ungodly amount of damage, at around 35 damage per hit at enemy level 2.

inner crest
#

!feedback
Falling off the map often builds massive backwards momentum causing you to be stuck respawning on the island and shooting backwards off the island again

true pawn
#

!feedback
as much as im loving Railgunner's playstyle of big chonky damage, like Mul-T's rebar but better.

Is it just me or does she faintly have disneyesque proportions? Big shoes, thin arms, etc. She just feels somewhat disproportionate, compare the size of her feet for example to every other human character, their feet match their body, but Railgunner has really big shoes comparatively.

Also a BFG, but thats not the point.

wild sandal
#

!feedback
why can multi shops, lock boxes and vending machines land in void fields, but captain isn’t able to use his abilities down there? makes no sense/is 0 consistent

rough atlas
#

!feedback
please merge the corrupted item pools when using the command artifact. People use comand to pick their items it dosent make sense to then make it random chance what item pool you draw from when it comes to corrupted items

little barn
#

!feedback

Similar to the aloy worship unit, I would like to recommend a secret boss that guarantees dropping a random boss item

vital jolt
buoyant wigeon
#

!feedback
I think it would be cool and thematically fitting if Void Fiend had a special death animation where he implodes like a sized down Void Reaver blast; or it could be made a special effect for any survivor holding over a certain amount of void items, like how Shaped Glass makes you shatter when you die

storm marsh
#

!feedback

I know tougher times and planula had their void negating effect removed to stimulate not out surviving the void in simulacrum and letting mobs die in it, but can't this just be changed to only be in effect within the simulacrum? Monsters in the normal game void fields don't take void damage anyways. In essence it would mean the base game void can be outhealed/tanked, but the simulacrum wouldn't

loud osprey
#

!feedback

This now is a dumb idea I thought of earlier.
But why not replace Void Fields' cells with Simulacrum's cells? Just make it a 10 wave thing before opening the portal, with increasing rewards. I prefer it way better than the claustrophobic areas we have, especially with the new DoT.

rain bluff
#

!feedback

Considering Simulacrum is an infinite mode that can't be really beaten as it's endless (as far as I know at least), I think it would be a nice addition to give players rewards in form of Lunar Coins by amount of waves Player survived at the end of the run with amount given based by chosen difficulty, giving a more accessible alternative to farming coins instead of grinding victories and abusing the game (including save modification)

plush shuttle
#

!feedback
railgun mastery skin could do with some alt sounds which resemble ror1 sniper sounds

winter vale
#

!feedback
make slopes not bounce up with the Wax Quail or not as much on the final alt stage since it makes it very slippery and you fall every time then the game keeps the momuntum so u fall twice and add a cap to the % of maxhp void does so as engineer u dont instantly die once u step out of bustling fungus :p

marble salmon
#

!feedback
Please give Blind Pests and their variants some visible indication that they're about to fire

shell kiln
#

!feedback

If you complete a DLC achievement that would unlock something before you purchase the DLC it unlocks upon purchase of said DLC (for context: i beat a certain boss before i got the dlc and bought the dlc after and didnt get the new character)

plush shuttle
#

!feedback

make it so that using a consumed tricorn will allow you to wear it even after switching equipments, i want that captain hat for my entire run

thick ivy
#

!feedback
an option for a timer in the simulacrum would be great. after spending 200 some odd hours in the rest of this game with a timer, im quite fond of knowing how much time ive spent on a run. ||really though, why isnt there a timer in simulacrum??||

spare pilot
#

!feedback
Not a suggestion of things to change, but I just wanted to comment that I did not expect to like Railgunner, I'm not usually a sniper player and that being 90% of her playstyle didn't sound like I'd have any fun...but I was wrong. Her rhythmic playstyle very pleasantly surprised me and I've had way more fun with her than I thought I'd have. So well done on the simple fact of making a sniper class appeal to non-sniper players.

nova ridge
#

!feedback nerf corrupted turrets/drones/enemies that give you collapse. if a let’s say squid polyp gets infested it can stack you twice with collapse and kill uou and you can’t do anything about it

soft crystal
#

Maybe make mercs mastery skin have matching colors with the sword and particles effects

frank root
#

!feedback Here's a little story: My friend was playing Merc and had 3 Purities, Agies, A few Harvester Scythes, and 6 crit glasses. He had just finished killing a Void Vagrant and decided that he was gonna open a few chests. Then the void bug that fell off the vagrant jumped onto a gunner turret. He was killed in 2 seconds. May I ask, WHY CAN BUGS HOP ON TURRETS AND WHY ARE THEY SO STRONG? In the past 10 runs I've done so far, 3 of them was because a void bug jumped on a drone and was shot or burnt down.

spare flame
#

Dropping void items with sacrifice artifact, or at least spawning void chest even with sacrifice

astral saffron
#

!feedback
If an allied drone is taken over by a void bug, the drone will no longer be your ally, but will still follow you to the next stage and try to spawn kill you. If this is working as intended, this DLC just seems like it nerfs drones a ton

west lodge
fierce scroll
#

!feedback
Make void infestors and enemies originating from void seeds easier to track down, always end up with literally one left on stages like sirens call and can't find it anywhere

plain fable
#

!feedback
void infestors can go after the player and forcibly corrupt an item that the player owns, only goes after player if there are no nearby infestable entities

oblique wind
#

!feedback i think their should be new achievement with survivor of the void and maybe some achievement related to the simulacrum like surviving 50 wave 100 wave or something like that idk i want new achievement
edit: could had void skin for surviving a specific amount of wave in the simulacrum on monsoon that even if player that doesn't have the dlc could see

torn maple
#

!feedback

||If Void Fiend holds a fully charged M2 longer than say, a second or so, have him start taking chip damage until it's released. Also let him use M1 while M2 is being charged.

This would allow for more player agency and control over Void Fiend's unique corruption gauge. If I want to lean into the riskier side of Void Fiend, then I should have that option. It's kinda like taking a Shaped Glass, the player purposefully increasing their damage at the risk of dying more easily.||

little cloud
#

!feedback So far i'm loving the DLC. I've had nothing but minor issues here and there. But, I would like to put forth that the **corrupted Mushroom sound **effect can get a little grating after a while. Void_DLC_icon

tawdry torrent
#

!feedback
Spider mines and carbonizer turrets don't appear to target the new final boss properly.
||It seems like they want to target its head rather than the legs, but because the head is so high up they're unable to reach it, and instead refuse to even try attacking it at all. My last run I literally watched it step OVER a pile of spider mines, and the mines didn't even activate. It seems like a cool boss but it's more than a little frustrating to reach it and then discover that half my abilities just don't feel like working properly. (This also applies to Captain)||

still lion
#

!feedback

Remove needletick from Voidtouched enemies, or make their own Collapse debuff do less damage than whatever it’s set to

coarse zinc
#

!feedback
Idea for a new void item:
Not sure on a name yet, but it’s a corrupted version of the focus crystal where instead of dealing bonus damage at close range, it would make u deal bonus damage at far range. Nota really sure on the exact numbers of it but it could possibly make the item more useful for ranged characters

random stream
#

!feedback When you fall out of the map on simulacrum, it should teleport you on a surface inside the safe zone.
For example ontop of the simulacrum cell or near it.

Saw someone die 3 times in a row due to falling off the map due to enemies knocking them off and spawning outside the safezone with 1 hp.

proper valve
#

!feedback
Make Deadbolt 2

echo sonnet
#

!feedback
Each void item Void Fiend possess increases minimum corruption by 2%, this makes it corrupt itself faster, but also makes its corrupted form's duration shorter.
Change so that the corrupted form goes down to 0% instead of the minimum value, but still starts at the minimum value when it switches back to the control form.

rose dock
#

!feedback this does fall under the category of feedback so I'm going to post this here for the devs to see. I think it's obvious that veteran players are kinda frustrated with all the new changes and lack of patch notes and all that. I just thought it was important in a wall of "pls fix" text that you all know that we still love the new dlc and are happy with a lot of the new items, stages and (at least one haha) of the new characters. This is a lot of content and I understand that game development is hard and that there will be bumps in the road. I hope that you guys can fix the worst issues, but learn from your mistakes and don't be too hard on yourself. I'm still having a blast and I'm very grateful that this game is still receiving expansions and support.

-a Hopoo fan

visual tartan
#

!feedback
I feel like tierless items (like used up elixir bottles or watches) should be able to be recycled in some way. You could get money or scrap for disposing of them somewhere, like in a scrapper. The exchange rate could be something like 2 tierless items -> 1 white scrap.

pulsar owl
#

!feedback
The timer still running during the void fields is very punishing, this combined with the drastically increased damage outside makes the void fields a complete waste and not a risk/reward. The void fields is basically required for the alt final boss (consistently) which makes this even worse. If you are playing a low mobility character like engineer or captain then going between the cells is essentially impossible without a lot of healing like wungus. Perhaps make the timer move at half speed in the void fields, and the damage outside needs to be lowered or at least have items work against it.

compact solstice
#

!feedback
Allow the player to look completely Up or Down, this was always a problem but only in some very specific locations, however, Raingunner sometimes cant snipe enemies below her because of this angle limit, it really sucks to use her utility to be mid air and still being unable to kill the enemies below you because the game wont let you look down

carmine osprey
#

!feedback
play teleporter music during every last boss wave in simulacrum

modern snow
#

!feedback I absolutely love "Chris Christodoulou - Once in a Lullaby". It gives me goosebumps every time I listen to it. Chris. You are a legend.

main goblet
#

!feedback

I've seen tons of people complaining about the "AI Blacklist" and it got me thinking: what if there was a way for us, as players, to enable/disable items for enemies AI blacklist. Some of the items I would agree on disabling, like unstable tesla coil, while others I do not, like tougher times. I thi k it would be neat to have this as an easy to access, player setting, perhaps in an advanced settings when either starting a run or making a lobby. And it would be great if it automatically saved so you wouldn't have to edit it each time you started a new run. I understand some people might just try to remove all items, so I propose a limit of up to 10 items (number can be changed) can be edited this way.

edit: adding clarification about up to 10 items.

native abyss
#

!feedback
make the bottled chaos not give the volcanic egg or the eccentric vase, they're just annoying when ur tryna pick up an item or open a chest and suddenly ur flying away cos u got volcanic egg, this gets even worse when u got an equipment being spammed by tons of gesture of the drowned and fuel cells, its not rlly too big of an issue, just kinda annoying sometimes

crude mulch
#

!feedback New equipment idea
Cleansing Station. After opening a void pod, you can press q to change the corrupted item into the original item. 60 second cooldown or whatever, not very important blah blah blah

civic shale
#

!feedback
Genesis Loop on Railgunner is a little too flashy visually and hurts my eyes. Could use some toning down.

fathom saddle
#

!feedback
Add proper discord RPC support, there's a mod that does this nearly perfectly, where it displays what mode you're in, what map, the run timer, if you're in single player or in multiplayer along with player count,
If possible have it display what difficulty you're playing and what character you're playing

winged solar
#

!feedback Please revert the changes to the physics of falling off the map, in some cases it can result in an infinite loop of falling and respawning until you finally either give up and leave or get sniped by some random enemy because you're now at 1hp from fall damage. This is especially painful when you're in the simulacrum on wave 30+ and it happens

gusty plume
#

!feedback

Clay dunestriders' pull when they heal themselves is borderline unfair in early runs considering how much healing it takes to avoid it and just the overall range of it, a little pulling makes sense but I at least want to be able to escape it somehow. Void Fiend is particularly vulnerable against this since after a second of being caught in the pull youve taken enough damage to change forms and no longer have your healing to at least try to mitigate it.

Example: Game decides to spawn 6 dunestriders on stage 2 despite not touching a mountain shrine in that stage, you bring one's health far enough and they pull every other dunestrider in as well, all 6 dunestriders are now in their healing pull and you get melted almost instantly, end of run.

mental otter
#

!feedback

Make it so that void items increase void fiends time in corruption form.

dense flume
#

!feedback Being in the quantum tunnel of the Eccentric Vase should grant you immunity to the void field debuff. As it stands, you could die while traveling along the path of the Eccentric Vase in the void field, I don't think this should be the case. You are in an alternate dimension after all.

safe hollow
#

!feedback
I know that this has been mentioned before, but artificer's kit feels really out of place. Without ion surge, her movement is extremely lackluster, but flamethrower seems to be the only way to truly get consistent damage. Furthermore, snapfreeze being an innate part of the kit means that nano-spear is worse because you always have freeze already.
I propose swapping snapfreeze and ion surge. In order to keep ion surge balanced, make it so that once used, it can't be used again until you land on solid ground. (Of course, you would get more uses before landing with hardlight afterburner.) I've found that artificer is more fun when you stay close to the ground, but ion surge is a really good escape tool.
Snapfreeze would probably need higher damage or a taller wall in order to better compete with flamethrower, and flamethrower doesn't need more damage, just a little bit more range, but after using a mod that swapped snapfreeze and ion surge, using ion surge and flamethrower together is the most fun I've ever had with artificer.

calm vale
#

!feedback
Blind Vermin are a bit too tanky compared to the other Stage 1 enemies, and Flying Vermin need their costs tuned so you don't get absolutely swarmed by a sizeable group of 7 or 8 at one time.

acoustic geyser
#

!feedback the scorpion things that chase you down when they die? make them faster. i want to feel fear

raw temple
#

!feedback
Void Infestors should die if they haven't attached to something for a long enough period of time. Would make Void Seeds final "1 Enemy" much less annoying and not require a ton of arrows on the UI (as wanted by some alternate suggestions).

buoyant wigeon
#

!feedback
The Rusted Key is pretty nuts now that it has 100% red item drops. Getting 1 common item guarantees you get a red the next stage? Its effectively just a red item with the rarity of a common item. If you find a key printer, your run is essentially set, print a few keys and for the next handful of stages you'll get a red each time.

If its going to remain with a 100% drop chance, my brother had an interesting idea to maybe make it a little more balanced. What if it was changed into a breakable item like the Delicate Watch? If you go below a certain HP threshold, it will break your stack of keys, so you can't get the boxes. It could just be 25% like the watch, or it could be higher like 50% since, well, it gets you a red item.

neat wraith
#

!feedback
Laser Sight should add 5% crit chance to bring it in line with the other 3 crit items.

uneven igloo
#

!feedback

So I think void fiend is my new favorite character but I think it's current iteration is a bit clunky. I know it's been discussed at length but I figured I'd put my two cents in.

Obviously having to avoid healing items for fear of them gimping your ability to enter corruption feels bad. I think the first option to avoid this is to just not have healing hurt your corruption meter. The second could be to have the void fiend only be capable of healing itself with it's special, BUT have healing from other sources create a different effect I.E. grant move speed to better enforce the feeling of becoming a predator in corrupted mode.

Secondly this may be a far less popular idea but I think that coupling the corruption meter as a whole to items kind of disrupts the tempo of the character. I don't think corrupted items should really effect the base stats of the meter. Though I do think crits speeding it up feels good.

still lion
#

!feedback

Reduce Shuriken to 390% damage so a single stack doesn’t make proccing bands annoying

steady barn
#

!feedback
This might have already been mentioned, but it doesn’t seem right for the teleported to spawn inside a void bubble.

Sure, in theory it means that you are forced to deal with the void threat in order to progress, creating interesting gameplay, but in practice this does not create fun gameplay. Last night, during a run with friends, the teleported spawned inside the void seed bubble on Sundered Grove. My friends and I were unable to find the last two void enemies because, well, Sundered Grove (an indicator pointing to the remaining enemies would have also been nice). We couldn’t exactly ignore the void bubble either, so we just started the teleporter event anyways. The bosses spawned in the void bubble and died in roughly a minute due to void damage. The teleporter radius extended beyond the void bubble, so we just waited out the entire event, not doing anything of substance.

In short, not only is the teleporter spawning inside void bubbles unnecessarily restrictive, it makes otherwise fun combat feel really easy and unearned.

hallow egret
#

!feedback

Currently, the Lost Seer's Lenses work strangely in Simulacrum. They're supposed to be unable to instakill bosses, but instead they do or don't work based on waves. On regular waves, they can instakill anything (bosses included) and on boss waves, they can't instakill anything, even commons. This should probably be changed to work consistently so their value doesn't vary so drastically based on each wave.

woeful musk
#

!feedback give sniper an australian accent

primal valve
#

!feedback

Ignition tank should give you chance to proc ignite.

The only green item that requires other non equipment items to function is death mark, probably the most "meh" green to receive early in your run. The other greens that require a stat are the two crit items, both of which give you a small chance to crit so the item isn't worthless. With so few ignite effects in the game, it would make sense to give this item the inherent ability while you look for items to assist it.

Getting the item early on in your run feels terrible on anyone but artificer. I understand death mark requires other items but that doesn't make the item feel good, it's a hurdle to use an item that isn't too rare to find. Legendaries make sense to have these sort of pre-reqs in your build, idk about greens

green totem
#

!feedback
Make the visual effect of Spinel Tonic toggle-able, it hurts my head so badly and i don't think that is a good thing for a game.

mortal surge
#

!feedback

Why is "The Face of The Deep" in-game so neutered compared to the soundtrack version. Hopoo games please give us Chris' sexy sax solo

https://youtu.be/103F1YbbSv0

wanton sphinx
#

!feedback
I may be asking a bit too much here but it’d be good if we could get a limited time beta before to next dlc release. This would mainly serve to test the game for any bugs or balance changes, and allow the next dlc to come out in a more polished state. The player base can cover far more ground in a couple days than hopoo can in months of development (that’s not a slight against hopoo btw, they’re a small team so they’re bound to miss bugs in a game this big). Now to be clear, I don’t think all the new content should be included in the beta but there should be enough to accurately test how the game would play when the next expansion launches.

misty crater
#

!feedback
May I request that Void Fiend's charge is only reduced when he is actually healed? Overhealing that does virtually nothing shouldn't count against him, it makes it a little too tedious trying to manage avoiding healing (god forbid I pick up a Wungus 😢) Scratch that, it's important to be able to use his normal special to control when he transforms.

Also, another VF suggestion, when you're in the corrupted mode with the laser, his special is kind of terrible. The animation you're locked into when you DO use his special prevents you from shooting, aka the entire point of being in his corrupt form. In the time you're waiting for the animation lock to be over, you've already wasted 12% of the charge you got by using the special. It's super inefficient and makes his special feel useful only in his normal form to heal. Basically you're only getting like 13% extra charge by using it, rather than the 25% you want.

slim magnet
#

!feedback
I'm not sure if this is mentioned, but I notice that when ever I use a command essence for a void item, I keep getting the same 5 options for void items. I know a lot of us don't use command, but I'm trying to "explore these new items", but I keep getting the same options over and over again. If there is a limit of 5 void items to choose from, shouldn't they a least be cycled?

steady barn
#

!feedback
I recently experienced a very strange issue with Simulacrum that, to me, felt quite unfair. However, I am not sure as to what the suggestion to resolve the issue would be. I think it should still be documented though.

I was playing Simulacrum as Loader in Monsoon to try to unlock the Void Fiend After several unsuccessful runs, I had managed to get all the way to the start of wave 50. The stage was Abyssal Depths. I cannot remember precisely what the items the enemies had were, but I distinctly remember the legendary being Dio's Best Friend. As a result, this made the boss wave considerably more difficult as I had to fight against an onslaught of constantly resurrecting Elder Lemurians, Magma Worms, Imp Overlords, etc.

In the end, I managed to defeat the boss enemies, but there were still two more enemies left. I tried to find where they were, as they were not inside the void cell radius, but they were nowhere to be found. One would think that if they were outside of the void cell for such a long period of time that they would have died to void damage, but this was not the case. The void cell eventually closed in on me entirely and the void damage ultimately killed me. It was as if the enemies had disappeared entirely. As a result, I felt cheated out of unlocking the Void Fiend, especially so since the boss wave felt like a test of skill but the aftermath felt like poor luck, but not in the fun way.

I have no idea what could have caused this issue. My best guess is that the enemies were stuck on or inside terrain in a place that was inaccessible (or at least practically inaccessible) to me. Alternatively, there may have been a bug with Dio's Best Friend that was allowing the enemies to stay alive for longer than they should have.

Apologies that I do not have a specific suggestion to make and that my description is a bit vague, but this seemed like a bug worth bringing up considering that it seemed like it was beyond my control.

smoky parcel
#

!feedback
how about adding some challenges that you could do to unlock some of dlc items please? 🥺
kinda sucks creating a fresh profile and finding out that all of the dlc content is already unlocked

worthy holly
#

Captain not being able to use his abilities in hidden realms was not addressed in the dev thoughts as far as I can tell. Please please please please reconsider this. I firmly believe not a single player would mind if there was a very very slight discrepancy with lore in exchange for a survivor actually being able to use his kit during 1/3 of the stages in the game.

stray wyvern
# wanton sphinx !feedback I may be asking a bit too much here but it’d be good if we could get a...

!feedback

way back when it was right after the release of 1.0, hopoogames created a channel for direct feedback towards the update. it helped iron out bugfixes, change a few balance things, and even a few fun things (pretty sure wax quail used to be on captain's head before it was suggested to be on his shoulder like a parrot in this channel).

We have similar things to that now, but the most crucial aspect of this channel was that the devs were chatting in it alongside the community. I think that something similar to this could (or maybe should) be done for major updates such as Survivor's of The Void.

fleet schooner
#

!feedback
make the mechanic of void infestors corrupting player drones an artifact or similar toggle. it's just not fun if you're early stages doing one of the void seeds, and your drone gets too close while you are focused on another enemy. i love the game but way too often regardless of what character i play, i find myself crowded with far too many enemies to kill and they never stop spawning long enough to make any headway. this infestation mechanic just makes it worse when it removes some of your dps

covert ether
#

!feedback
Void fiend needs some fine adjustment IMO

Personally, I would have it so that healing doesn't subtract from corruption while at full health. BUT still reduced by his R while in control form.

I would also have it so that instead of transforming at 100% his next R press would transform him once he reaches it. You can already effectively do this by spamming R prior to transformation but it just gets your wrist tired.

Oh and remove the animation for transforming.

All of these changes seek not to make him more powerful but just less clunky. I love him but I think he just needs some QoL tweaks

main edge
#

!feedback
Some kind of augment that turns every drop into a void potential, not as good as command but more consistent and gives more choice to the player. (could just be unlocked by owning the dlc)

quiet plinth
#

!feedback
a save and quit button

safe prairie
#

!feedback
I feel we’re at a point in the game where engineer’s bubble shield would be perfectly fine allowing allied projectiles through from the outside. Harpoons have a unique interaction with an item now and feel more consistent to use right now, especially in multiplayer.
Give bubble shield some love. I don’t think allowing allied shots through would be a huge buff, and would serve to help it feel more consistent with allies.

light quail
#

!feedback
Absolutely a huge fan of how Void Fiend feels. Just bonked Mithrix with em and it was a super fun fight. However, as I'm sure a lot of other people have said, the corruption % falls flat in certain situations. I like the concept, and for them most part the execution of how healing and taking damage influence the %. It makes sense that corrupted mode occurs less often, as is now, but to me it feels to easy to reeeally decrease the time you get with it. Even just one medkit, weeping fungus, or healing drone can have a huge effect on the %, and make it almost impossible to get to corrupted form without a lot of countermeasures (which, by nature of the game, aren't a guarantee. I don't think this should be removed at all - it's super cool, but maybe something like being healed decreases the rate of corruption for a moment rather than full on subtraction, so corrupted form would still happen eventually? Supress could still have the subtraction of course.

crude scarab
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!feedback For the alt Railgunner Skin just move the goggles up a tad, please Hopoo I beg

civic tangle
#

!feedback
Will a discrete Linux version of this game be released? It never hurts, it's good to see more support. The game is already on stadia which implies that a Debian Linux build exists, and from there, it shouldn't be too hard to release a normal linux version, at least, assuming the stadia version isn't just running proton. It'd be great to see a native Linux version is all, even as someone who doesn't use linux.

tawdry torrent
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!feedback
The way that the Shuriken item works is a little inconsistent. For most survivors it seems to fire shurikens continuously as long as m1 is held, with the same fire rate as their primary- which is how you'd expect it to work.
But for others, it only seems to work when their m1 starts to fire, and requires you to press the button again to shoot another shuriken. Viends' corrupted m1, powersaw, and I think carbonizer turrets (it's hard to tell with them) are examples of this, and there may be more that I haven't tested. Charged primaries like Engineer's are similarly awkward.

I'm not sure if this is intentional, but it would be nice if the item worked the same way* for everyone. (Especially on carbonizers since there's no way to control their attack)
*Or just in whatever way would make the most sense depending on the type of attack it is.

raw temple
#

!feedback
Laser Scope should give 5% Critical Strike Chance [on first pick-up].

candid stag
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!feedback New final boss spoilers: ||Killing it is fantastic and is super satisfying, but going into a portal and fading to black is really underwhelming. A good idea I have is that when it dies and goes into that black hole thing, it should bring the player(s) with it.||

unborn condor
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!feedback
I’m pretty voids fiends corrupted special gets affected by crowbar

uneven zealot
#

!feedback
the "yellow box" Railgunner UI takes up too much of the screen for seemingly no reason

stray wyvern
#

!feedback

When artifacts 2.0 released, people were always advocating for the ability to enable and disable artifacts from the side menu, instead of by going through that extra sub menu. However, with sixteen artifacts it could possibly be argued to be an unnecessary addition.

But what about now, with the expansion? There is only one button. Are we really to believe that it is more intuitive to open a sub menu to enable or disable this one feature, instead of just clicking it's image right there? I think now's the time to let us enable and disable lobby modifiers just by clicking their image, alongside the sub menu. It's only an annoyance now.

warm wave
#

!feedback
revert nerfs on repulsion armor, it was already situational but its useless now

wooden shale
#

!feedback

Sorry if suggested already, but having a unique end-screen with new ending lines after the void boss would help make it feel more complete, you don't necessarily need a whole new cutscene or anything. Maybe add unique end-screens for obliteration and A Moment Whole too?

willow sage
#

!feedback
Massively increase the range at which turrets can target certain bosses (such as the ||Voidling||). They are currently not very useful against enemies that are dangerous to approach and/or are constantly on the move.

grim lichen
#

!feedback
Will their be steam achievements for SOV? Is that possible I think it would be nice to have those available if possible

obtuse knot
#

!feedback
Remove time scaling in the void fields

short sedge
#

!feedback this keeps happening in Siren's Call T_T please fix the spawns for multishops, chests, printers, etc.

sudden warren
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!feedback i dont know if it's just me but controller support for the new update is kinda weird. When selecting artifacts and difficultly it dose not highlight what you are hovering over. also it very occasionally pauses the game randomly. these issues are not huge so I wouldnt prioritize these changes over the other more important fixes but it is slightly annoy nonetheless.

misty crater
#

!feedback
So considering the release of Void Fiend and all these new corrupted items, and with the introduction of the mini Void events (unsure what to call it, maybe like a pocket void?) in the main levels, I think it'd be a neat idea to be able to go to the Bazaar and pay a sum of Lunar Coins to start a random event on the next level.

It'd be random, you wouldn't be able to select which event you want, so it won't always be a net gain, as you could start an event like, for example, the wisp family event. It theoretically would also be able to spawn a pocket Void on the next level, but again at random.

It'd make the corrupted items a tad more common and more viable to actually pick up over it's normal counterpart (as you'd have more of the corrupt one) considering the chances of activating certain corrupt items seems to be considerably lower than the chance of activating the normal one

Lost_Seers for example, 0.5% chance to activate with one pair, whereas LensMakers_Glasses gives 10% crit with one item which then follows a unique formula per item after that. Obviously this is a justified decrease in probability as it's arguably stronger when it procs, but still, it's so rare that most of the time you'll want LensMakers_Glasses over Lost_Seers.

It would also give you another money sink for your Lunar Coins that you legitimately obtained. There really aren't enough ways to spend Lunar Coins. You can select levels and you can buy Lunar Items/Equipment, but that's about it. I've always wanted to see the Bazaar expanded upon, as there's so much potential for it. Afterall, it's a whole different kind of currency.

It could also add some more replayability to the game, adding a more consistent way to get weird and interesting runs/levels, rather than hoping for, say, the rare 2% chance of a family event to happen.

TL;DR - Add a functionality in the Bazaar or some randomly spawning shrine that costs Lunar Coins LunarCoin to start an event in the next level, like a family event or the new secondary Void objective that spawns at random in the main levels. Maybe with a small chance to activate an Artifact as well, but ultimately I'd also like to see more unique random events if this was to be implemented.

calm vale
#

!feedback
Allow for the Encrusted Key to give only uncommons/rares at a 60/40 ratio. If it converts all Rusted Keys into more Encrusted Keys, then you literally have no reason to take an Encrusted Key in the first place.

storm marsh
wispy sigil
#

!feedback
Make hud indicators that reveal the locations of void seed enemies similar to the indicators for teleporter bosses and simulacrum enemies
If you're early game and a void seed spawn on the teleporter and you can't find all the enemies, the run is basically over, so a way to locate them would be very nice

sinful ore
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!feedback
-Blacklist certain items like the crowbar and tesla coil for void fields at least; you’re in a restrained space and enemies with tesla coils in that space quickly turn you into a charred, burning mess
-I know void damage is being reworked, but maybe make it so outside of combat it was what it was before, and during combat make its damage lower but in turn reduces healing
-Reduce how much HP Gup has, or make it cost more credits to spawn, also blacklist Gup from void fields, if they get in you’re fuckin’ dead
-Pause the timer during void fields, but scaling still progresses; upon leaving the void fields, make void events and void spawns more common, the creatures of the void chasing after you for your prison break

amber furnace
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!feedback

Abyssal Depths in Simulacrum are unfair. Because of the shape of the Focus one of the hermit crabs had fallen down and was standing still. I couldn't shot him so I had to get down and kill him but then I had no chance to get on top to my focus again and I died because all the enemies were spawning there. Either change the shape of the focus or spawns in Abyssal depths because this is bullshit. Was the dlc even playtested at all?

trim bronze
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!feedback make it so void infesters can't go inside engi's bubble shield. This would actually give people a reason to use it and your turrets wouldn't be corrupted that way

steady barn
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!feedback
For a long time now, I have been playing with mods and so I've somewhat forgotten which features are not already in the base game and which features are from my mods. Since relatively few mods are available as a result of the DLC, I've had to get used to playing on vanilla, which is fine. However, there are two mods which I think adds huge quality of life features that I think should be integrated into the base game: BetterUI and ItemStatsMod.

BetterUI changes a whole host of things, but the most important in my opinion are that it organizes your items based on tier, tells you how many items you have in total and how many you have of each tier, and gives information on crit chance, DPS, speed, etc. Having access to all this information is so helpful during a run that it is frustrating to return to the base game and not have these features. One problem I can think of this that there would be information overload, so perhaps the detailed UI could be a toggleable setting?

ItemStatsMod tells you what exactly your items do and how they scale when stacked. I like a lot of the tooltips ("...and his music was electric." being my favorite) but they aren't always helpful -- especially for new players. I think implementing some version of ItemStatsMod into the base game would help with build-crafting during a run. Maybe this could also be a toggleable setting in case players want to keep the original flavor text?

sharp monolith
#

!feedback

Voidsent 3D printer
Trades one item for a Void Potential of the same rarity as the item. Voidsent 3D Printers may have different rarities (i.e. a White Voidsent 3D Printer, a Red Voidsent 3D Printer, etc.)

obtuse solstice
#

!feedback

Make it so that when creatures can’t get items that are dependent on other items like the pocket icbm without a item that can shoot rockets or other item dependent items

raw temple
#

!feedback
Since you can access the New Final Boss via ||Glass Frog||, I would love to see a Mithrix Boss Item drop.

misty crater
#

!feedback
Minor QoL change for early game, but make the Crowdfunder turn itself off when you're out of money.

valid crypt
#

!feedback
add jump pads to certain vertical areas in Sky Meadows and Abyssal Depths Simulacrum, as the void focus will sometimes fly up into areas inaccessible to some low-mobility survivors

quiet plinth
slender shard
#

!feedback
Maybe tone down the difficulty scaling a bit? It feels much harsher now than before. I used to think monsoon was a challenge, but now, in multiplayer, the enemies become bullet sponges and suddenly you get deleted. Might just be me though, to be fair.

Rebalance the characters. this is a big one for me. The disparity between the character's power is huge. Some characters don't even need items for the first two stages and will have no trouble shredding the bosses while others feel close to useless without the right items, which I don't get. Obviously the characters should be different, but I don't think their usefulness should be. Just look at Railgunner's scoped attack. It's by no means a slow attack, yet it hits as hard as some equipment does. Meanwhile, I feel like Void Fiend who was released right by Railgunner's side is so much weaker. Even when he enters his super-sayan-mega-killer-frenzy-mode I don't think he's any stronger, than, say Mul-T when he's in power mode. In fact I think Mul-T is straight up better. And Mul-T can still heal when in his power-mode, and has full control of when he enters it. But I don't just want the new shiny characters to get buffed, I wanna see the older cast get some love. Take artificer. She's my favourite character in theory but she's simply not good. That's it. She's significantly weaker than her contemporaries.

Beyond Just making characters more in line with eachother I would desperately like to see the alternative abilities be adressed as well. Some alts are simply must-picks, while others are completely useless and serve no purpose. Again, if you look at Artie: her main m1 attack has 4 charges, deals splash damage, and lights enemies on fire, while her alt m1, has 4 charges, deals splash damage, and does not light enemies on fire. (Que the people who swear by her alt m1).

So TLDR: rebalance or rework some characters, old and new.

split pike
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!feedback
An idea for an alternate special on the Void Fiend: reverse the effect of the regular special for the suppressed/corrupted form. (i.e. self damage in suppressed form, self heal in corrupted form.) This pushes you towards the other form faster, which allows you to get more control over when you change form and possibly encourages you to play more aggressively.

zinc flicker
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!feedback void fiends supress should activate just a hair faster. When i am in the middle of a run or go to teleporter and I want to save the corrupted form the suppress move should be a little quick even when I am at 95 percent it gets to 98 before the move goes through.

random pagoda
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!feedback If there is another DLC, I really wish it is more focused on Unlockable abilities, items and adding more chest types or interactible objects throughout the game than more biomes or game modes. The SOTV DLC is pretty good, but I feel like a great portion of the content does not affect the core gameplay loop that much.

topaz crag
#

!feedback
This might be a bug or an oversight, but void fiend's primary ability (the non corrupted version) sometimes locks onto allies if they are too close to an enemy you're trying to shoot. This is an incredibly frustrating experience when you're trying to snipe and it locks onto a friendly, or if your friend is playing mercenary and attacking a large enemy soo your primary decides to hit them instead.

still lion
#

!feedback

Alternatively, make items that fall out of bounds come back up nyaissahaha

true sundial
#

!feedback
Void cradles are much too common. There's only 14 void items in the pool so these same few tend to dominate runs. The cradles should be more rare or come with some downside such as not being able to control the outcome, 50% hp is basically free.

plush shuttle
#

!feedback
the community seems to be split between getting all items instantly / doing some challenges to unlock
add an option to auto-unlock dlc items as well as some challenges and it makes both parties happy

latent portal
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!feedback make void infestors spawned by seeeds count as boss enemies so they get the red dot on the map and are easier to track

sacred spire
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!feedback scoping in as railgunner while under the effect of spinel tonic leads to a distracting and obscuring effect on the screen, making it hard to see, plz fix, thank you

maiden prairie
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I don't think there's any lunar I've wanted more in this game than one that acts as a reverse shaped glass, but looking at stone flux pauldron's +100% max health makes me realize that it's not going to be strong enough by itself, and will basically only work as an anti-glass item

instead of the 100% max health, I think it should give 100 armor. This is effectively the same increase, except it comes with 2 very cool buffs

a) healing and regeneration are twice as effective. Each health point is worth 2 hit points now, which means healing 10 health is effectively healing 20

b) Effective shield and barrier buff.
• Shield's regeneration is now twice as efficient.
• Barrier decays half as fast per hit point.
Any buff to barrier is a necessity in my eyes, and this would help push all barrier-based items in the right direction.

The downside can stay the same, as it gives the effect of "heavy armor makes you slow", which makes logical sense

TL;DR
Stone Flux Pauldron [Lunar]

+) Gain 100(+100 per stack) armor
-) Lose 50%(-50% per stack) movement speed
fervent valve
#

!feedback
Add just some tiny little details on Void Fiend to make him more similar to a Commando, at least to me he just looks like something born from the void and not one that got corrupted by it, so I think that just a little detail on his body, like small pieces of armor still showing, would be more than enough to make him look cooler, since I think it's unfair he gets to be all torn apart and messed up while Railgunner is just fine (assuming that the two WERE stuck in the void together).

I dont mind the design as is, I just think it could be a neat little detail if he just looked more like someone with just a little bit of humanity left even with all the void corruption, and again I just think it would look cool. Just a tiny bit of armor showing, is all I ask

winged oak
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!feedback Late into a run it was hard to tell which items were corrupted by void clover. Having a chat output would be very helpful

tired mountain
#

!feedback
With the enlargement of the item pool, item dependant survivors are becoming increasingly reliant on RNG to get the basics covered while often stumbling upon effectively useless items because they don't have the scaling or the setup to use them properly.
Could you please consider additional channels to obtain those much needed "basic" items (soda, hoofs, med kits, CRIT GLASSES (since they are still the only way to stack up crit right now) so that runs are more consistent ?

I feel like vanilla has gotten much harder overall because of the lack of focus of the item pool, command on the other hand has never been easier due to the crazy setups you can pull and plan for.

TL:DR - Add more ways to get "straight upgrade" items for crit, attack speed, movement speed and healing as we are less likely to get them because of the increased item pool size.

winter swallow
#

!feedback
Change the activation sound for Hunter's Harpoon.

Currently, it sounds like a quieter version of a Brass Contraption shooting its spiky balls. Brass Contraptions having distinct sound effects is great sound design because it warns the player when one is nearby and helps them figure out if there are any alive when things get too visually chaotic, not to mention that they're incredibly dangerous. Having one of those sound effects now shared with a completely innocent item activating creates confusion, and I constantly find myself flicking my camera around trying to find the Brass Contraption I heard shooting at me, only to remember that it was my own Hunter's Harpoon making that noise and that I'm not in any danger at all.

sharp pawn
#

!feedback
Interactables that let you refill empty Elixir bottles.

silver tinsel
#

!feedback
Reduce Flying Pest's either attack or HP.
As I've been playing solo as Railgunner, they've been my main issue due to how much damage they deal and how long it takes to take them out using the tracking rounds rather than the aimed rounds. And while the aimed rounds work great, often times, they're so close I can't accurately scope in.
But if they're like wisps and either have less HP or less attack power, it'd be more balanced for a hopefully more pleasant gameplay experience, especially in the early game in areas like the Siphoned Forest.

serene widget
#

!feedback
remove the scaling on "Roll of Pennies" if they are going to stay in the game. It reintroduces the same issue that "Life Savings" created in the first game, which is that money is very easy to gain.

raw temple
#

!feedback

I feel like something with the New Final Bosses Final Phase needs to be changed. ||As it stands, the Void Bubble is kinda pointless because unless you're Railgunner, you're going to be fighting at around that distance anyway. Maybe there being some big Void Crabs with the bubble effect that pop up every once and awhile or something, instead of it centering around the boss.|| It's just not all that different from Phase Two imo.

little barn
#

!feedback
blacklist shipping request form from being received by monsters troll

wild galleon
#

!feedback
Not exactly sure how others feel about this. Right now the sound effect that Railgunner gets when she hits a weak point is global (ie everyone can hear it no matter where in multiplayer). I think it gets pretty annoying after a while and I think it would be better if it was proximity based in some capacity or if it was only present for Railgunner herself.

rich pelican
#

!feedback
make it an artifact

warped fern
#

!feedback
Railgunner's alternate scope fire makes backup magazines completely worthless with that build. Could there be some bonus damage or something for the first scoped in shot so that backup magazines would serve a purpose?

last rover
hearty ocean
#

!feedback
While playing as Engineer I found an OP loophole pertaining to the new red item, spare drone parts. Each time you respawn your turrets, they each get a col. droneman because of the red item, and when you spawn in new turrets, the old col. droneman stays, so you can essentially spam it until you max out on drones, and you become almost invincible. Make it so the old drones do not stay to prevent from becoming so overpowered so easily.

fervent valve
#

!feedback
Literally fell out of bounds in that stage with the Alloy Worship Unit, I'm still falling and I won't ever die. I fell off the stage first and when I hit the floor I was transported not back to the stage, but just close to a hill that leads to out of the stage again, so I fell off and because I walked a bit into the hill, it was enough to get me out of bounds

plain fable
#

!engineer heat seeking harpoon should activate shurikens