#ror2-feedback-and-ideas
1 messages · Page 44 of 1
!feedback (🤨)
!feedback
I LOVE commandos gun spin! It's so simple yet it is such a nice touch. Similar to all the shrine details, Amazing!
!feedback
Some early enemy spawns are excessively deadly in Simularcrum. With zero mobility, I can not survive squad of larva (that explosive acid things) spawned right around me. They rush and 2~3 shots me faster than captain's orbital probe arriving. Seriously, 5 larvas nearby a survivor are tougher than 10 golems or 10 bulls. Same in void augement. Lumped 10+ void barnacles literally melt surivor with no chance to take cover or slay them.
I don't say lower the overall difficulty but spawning large monsters (like golems and void reavers) more often instead of small monsters in early run (maybe before wave 15) will make better balance.
!feedback
Make the Trophy Hunter's Tricorn play fanfare with each use :]
!feedback
lil arrows to show you where remaining void infected enemies are - so you don't just run around for ages looking for them
!feedback
Edit: grammar and spellcheck edit
Ally Void Infestation: please god, if this is to stay, blacklist the infestors from being able to get the engineer turrets, the amount of damage they do on even a half-decent run is borderline unfair. Especially the Gauss turrets considering how hard they track you. This feature makes Engineer super unfun to access new content with as ||going to locus/getting a seed is a death sentence if you can't place the Turrets further away in time||
!feedback
I think it would be neat if Void Fiend's alt skin, and his alt skin only, had purple instead of red corruption.
!feedback
!feedback
chest prices are inconsistent in multiplayer
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update commando's incorruptible achievement to include void items
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Update some of the other characters' lobby animations like you guys did for Commando. (which looks great btw)
Some of them are still pretty boring, especially Captain's.
!feedback
Void infected monsters should have a chance to drop Void Items while Sacrifice is active.
!feedback
Make railgunner's alt utility remain indefinitely. It is anyway can not be placed more than one, cooldown and effect duration is same. Pressing util button for only relocation is way better than pressing every 12 secs.
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Make all on-crit items (Harvester's Scythe, Predatory Instinct, Shatterspleen) give more crit chance on stacking, so they give +5% (+2.5% per stack) crit chance. This helps alleviate the lack of crit chance stacking, and makes these items a bit more worth stacking in the early game.
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When I play multiplayer Simulacrum, players who join will have their models floating over the hole in the background of the lobby. Not a game-breaking issue, just a weird graphical bug.
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The new stingray enemies (blind pests) feel like artificial difficulty. They seem to be good at everything. They are tanky, high in numbers, do massive damage, are fairly accurate, and have decent range. I think they should have either their health or damage dropped off a little. The difficulty scaling feels worse in general, but the stingrays really concentrate all of the pain.
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Indicate the rarity of void items... Just like, at all anywhere somehow. The color coding makes it look like they all have the same drop rate, since that's how the other items work.
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a few people have said in the past that commando's frag grenade should be buffed to stick to enemies to be made more consistent, its a good idea imo but it detracts from the identity of frag grenade
i think that frag grenade should be able to stick but in certain circumstances, i have a few ideas (not all of these have to be implemented, just a few suggestions):
-> having atleast 1 sticky bomb causes frag grenade to stick to enemies and it sounds really cool in my head (personally id like to see the 180% damage increase as well but thats me being biased)
sticks to enemies affected by: tarred, or possibly death mark
instantly explodes when touching an ignited enemy (maybe?)
deals 50% direct base damage on impact (for halo fans)
grenades could be sucked in by primordial cube / singularity bands
(anyone else like captain, huntress and acrid have a point and click aoe ability which works well in this situation, commando grenades are easy to bounce off tho)
!feedback
If you all as devs don’t want to make it so that void cradles spawn with sacrifice on, could you make it so that void elite enemies can drop a void item with sacrifice on?
!feedback let the rail gunners scopes zoom with scroll wheel or even not zoom at all to allow the 1000% damage to be more viable at short range
!feedback day 2 add mouse and keyboard support to console
!feedback An achievement for having a large quantity of Egocentrism. (Look its funny okay)
!feedback the squid turrets feel untakeable now, because they do so much damage to you if they get infected by void shrimp
!feedback hellfire tincture will cause you to ignite yourself with the ignition tank, which in turn will kill you at low HP levels rather than the tincture stopping at 1HP
!feedback simulacrum is great, but please address the assessment focus deciding to fly vertically up through the floor of a cliff, leaving you stranded at the bottom to restart your run if you dont have vertical mobility. biggest offenders are sirens call and abyssal depths. an easy fix is to make it take the pathing of a grounded mob to the next location.
!feedback
Void Fiend Change:
||Void Fiend doesnt lose corruption from healing while at max health, making the only way to lose corruption while you arent taking damage by using his R, I feel this would make building corruption a lot more intuitive and not make players have to constantly tiptoe around what healing items they choose.||
!feedback
It would be nice if when hovering over items in your inventory, it gave you the full item description that's in the logbook. For instance, when picking up the ||Safer Spaces item in game, it says "Blocks incoming damage once" where as in the logbook, it says "Block incoming damage once. Recharges after 15 seconds (-10% per stack)."||
It would be nice to be able to see this full description while looking through your inventory, and it would be amazing if we could see what the cooldown/proc chance is for items we have stacks of based on that stack.
!feedback
Remove the possibility for Infested bosses to occur until Loop 2. Being oneshot by a Corrupted Xi Construct is unfair.
!feedback
Add a super rare Giga Gup boss that is literally just a giant gup that splits into two normal sized ones. Would require no new models or attacks or anything. Literally just a big gup. Very rare because it wouldn't be fun for much more than the novelty.
!feedback
The weeping fungus should work with mobile engineer turrets
!feedback
railers mastery blue colours are too blue, resembles enforcer more than sniper (also looks a bit goofy), make them more purple / pink
edit:
i also feel like mastery should have more wear n tear rather than looking shiny since its ror1 sniper, i feel like making the helmet darker (to match commando helmet) having a ragged pale purple cloak with the hood down would look dope
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might make sense at this point to put the "alternate game modes" options into the "singleplayer" menu tab, of course duplicating Eclipse into the "multiplayer" tab
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Railgunner's recoil on all her skills is completely welcome in the air, however I find it a nusiance when on the ground whilst firing the secondary or primary that it interupts healing with the bustling fungus, it's not a huge thing, just feel like it places the player at a risk antithetical to the role of a sniper.
!feedback
Make egocentrism unable to swallow other lunar items
This will add build variaty with the item instead of solely making it a pearl farmer which it now is
!feedback the equipment drone should be able to wear the used tricorn hat because it would be hilarious
!feedback remove sundered grove or have an option to disable it
!feedback
Can we please not have Scavengers spawn on stage 4 Sundered Grove? Just lost a run to spawning next to one and burning to death from gas + thqwibs
!feedback
alright, broadly i adore the new content, but i think very particularly itd be valid to ask...
why is bottled chaos a red item, and not a lunar??? it fits the doubled-edged sword design concept of lunar items down to its basic concept
its got a major upside in that it effectively doubles the value of your equipment, but it has the obvious negative effect of an entirely random effect on-use that makes it desirable to avoid in tons of situations?
considering volcanic egg throwing you into enemies, foreign fruit deleting void meter on fiend, the several damage effects that could activate hazards around you, ESPECIALLY considering if you have friendly fire on, and any of the effects like preon accumulator happening outta nowhere...
at the very least, if it stays a red item, bottled chaos needs to have its equipment pool limited to similar on-use equipment effects (like sawmerang/preon accumulator/tricorn/capacitor/etc, or a slew of support items like elephant/opus/foreign fruit/etc) so that its consistent in terms of output in a way that doesnt potentially nuke your run if you just get unlucky
but... to an extent, i really think itd just be the correct decision to make it a lunar instead, if the dev team wants to keep it as-is, since down to its base concept (even if strong) it kinda functions exactly how a lunar item is meant to, in its current form
tl;dr, in its current form, bottled chaos is just... not good in a lot of scenarios, can actively damage your build, and to an extent can take up a red item slot as something worse than a lot of lunars downside-wise, and thats not good as potentially your only red item for up to ~9 stages
also, side note: you cant even prevent it from activating if you have executive card or other analagous non-usable equipment, if you have a gesture, i learned in my run today, while trying to save my void fiend build... i dont know how that works
!feedback
Void cradles should be available with artifact of sacrifice
!feedback
Blind Pests having more than twice the HP of a Lesser Wisp feels really bad especially considering the fact that they do much more damage on average and spawn in equal numbers. Their health should be reduced to be equal to or less than a Lesser wisp considering they're supposed to be a rifle-equivalent to a wisp-- not something that soaks a lot of shots before dying. I understand that the DLC is meant to be difficult, but this feels a bit overtuned when their small size, erratic movements, damage output, and high HP all combine to make something that feels artificially difficult than something that is fair and fun to fight.
!feedback || Why do we need to do scaling damage Mario Sunshine stages during the final boss? Suddenly being called to do platforming in my shooting game is irritating. Having it happen while my screen is purple on a low mobility character while taking ramping damage is actual clown shit. Losing a 45min run because I screwed a jump in Minecraft Parkour at the last stretch is completely absurd. ||
!feedback Ally infestation is an interesting concept, but I think it should be removed. Allies are now an active danger to you due to infestation, and it seems kind of strange to punish an already weak choice, especially with the effort to make ally builds more viable with items such as Spare Drone Parts
The decision seems incoherent, as now you are potentially harming your run by taking ally items or drones when there seems to be an effort to make it viable.
If you want to keep it, i would suggest only being able to infest allies below x% hp.
!feedback
The fact there is no way to get Void items when playing on Sacrifice is a problem. As someone who plays on Sacrifice as a matter of course, and who has friends who play on Sacrifice, I feel like there should be a way to get them. Maybe their pods could spawn anyway, Sacrifice or no. Maybe they could drop during Void Fields, to add some value back into the Fields after their increase in difficulty. Maybe they could drop directly from Void enemies (Reavers, etc.) when on Sacrifice, instead of the usual drop table. Just, something instead of nothing.
!feedback
Make a item that pulls dropped items towards you so that monster tooth and bandolier and other items can be useful late game
!Feedback When you disconnect (crash) from a friends game and you try to join back your forever locked out from playing the game again even when you finish a level while before the update it wasn't like this.
!feedback
With Needletick's Collapse counting as two Debuffs for Death's Mark. I was wondering if Ignition Tank enhanced fire and bleed when you get Shatterspleen also count as two Debuffs for Death's Mark?
Not only will this make Death's Mark a bit more consistent it would logically make sense as for the most part you'd need two items to proc the Enhanced Fire and Bleed (with the exception of Artificer).
This way characters without unique Debuffs in their kit (Bandit, Mercenary, Acrid and Rex) can still utilize Death's Mark without needing a specific Void Item (Needletick) Legendary Item (Shattering Justice / Symbiotic Scorpion) or Yellow Item (Mired Urn). While still being a strong item that requires others to function as even getting a specific green can be difficult sometimes due to RNG.
!feedback
Make so if you repress shift as railgunner while a mine is out it detonates the active one without throwing another.
!feedback
Make Railgunner's M1 more similar to the lock on of the Huntress. It's extremely annoying how you basically have to snipe the Void Infestors, and it's just as annoying trying to kill a wisp right in front of you but it locks onto a random beetle somewhere to your left
!feedback
egocentrism thinsgs:
+make egocentrism assimilate scrap first
+give egocentrism more range with higher stacks
bigger ego = louder range
!feedback
It feels surprising that blind vermin and larva don’t spawn on sulfur pools (blind pests already spawn there). It almost feels designed to be their “home” environment.
!feedback
Make the top part of Siphoned Forest consistent with its boundaries. On one side I can safely snipe and on the other side I get teleported back into bounds if I even move my pinky.
I don't care if it's tightened or widened as long as it becomes consistent
Void Seeds should have some kind of indicator to corrupted enemies left to cleanse the seed. Having "1 monster left" and having no idea where it is when it can be a stationary crab hidden on the opposite side of the map is uninteractive and not fun. Also, Void Seeds probably shouldn't overlap with either player spawn or teleporter spawn locations.
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!feedback
Having played Void Fiend more, I think my thoughts have developed a bit. VF's features are significantly unqiue, and I think that's probably accounting for a pretty big amount of dissatisfaction with them. I think the void item and crit interactions with corruption feel great, and the healing interaction isn't as severe as I first thought it was, though I do think it could be toned down at least a little.
One more detail with VF, something I'm not sure is intentional or not. Uncharged flood isn't affected by gravity, but charged flood is. However, I've noticed there seems to be some sort of sweet spot where you can have a charged flood without gravity? This can make the ability feel inconsistent - sometimes I'll aim above enemies only for it to fly straight over them rather than falling. Not sure if this is working as intended, but if it is it feels like maybe it's missing a bit of clarity
!feedback
seeds should still occur during sacrifice, and void enemies should drop void items with sacrifice (instead of just having the void cradle. this is way cooler imo)
!feedback
eulogy zero can also turn lunar items into normal items
!feedback
Killing a magma worm with a tricorn can make the trophy drop underground/outside of the map and unobtainable
It should be teleported above ground if doesn't land there from the standard arc
!feedback
Railgunners M1 should be able to be fired while sprinting
!feedback
Prevent Void Infestors from taking over my precious drones!
If they have to, at least the drones shouldnt be destroyed when released.
Makes drone playstyle completely unviable unless one doesnt pick up void items at all
!feedback i seriously don't think that it should be possible for there to be 3 entire void seeds and 2 overloading worms on stage 5
!feedback
Blind Vermin seem really strong right now. Yesterday, I got 2-shot by them... on stage 2. Twice in a row.
They're hard to hit, due to their leaping; they make essentially zero noise, meaning they can sneak up on you really easy; and it feels like the spawning algorithm likes to spawn several of them at a time.
!feedback
I feel like 1 void seed on a stage is enough. I don't see any good reason why there should be multiple; all it does is increase the tedium necessary to clear them, which is not great when combined with the fact that they can cover the Teleporter.
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Is it just me, or does Railgunner have some funky animations? With her alternate skin in particular, it looks like her legs jam up into her hips while she's strafing. This is the best screenshot I could get to show what I mean.
!feedback
I know many people have already said this but there needs to be a way to get void items with sacrifice on
!feedback
Give the new final boss his full song across the fight
||like, really, he has a whole-ass sax solo that just, doesnt play at all during the fight! would make sense to have it play at the end/third phase, so its a bit strange it just kinda ends like that?||
please please please take another look at scorched acre tp spawns. The amount of times the particles are completely obscured by the map, and the tp way off in the middle of nowhere, cause for a run end more times than not.
!feedback
!feedback alternate abilities for void fiend?
!feedback
Regarding a new area:
||Void Locus needs more cover overall, especially where deep void signals are located. Barnacles spawn all around you and it's tough to "just dodge" homing projectiles as not-captain. Also, void jailers are tanky and will just suck you out of the zone to punch the life out of you. It's weird for there to not be much cover where things can't be reliably dodged without going behind cover. Additionally, visibility of void barnacles is an issue when charging deep void signals, since they spawn literally all around you while shooting homing shots, they're also real small and the area outside the zone gets darkened. Lack of visibility may be a personal issue though||
!feedback
viend's utility as it stands now, cleanses all current debuffs. Blast Shower also is capable of cleansing the user of all debuffs, including the resetting of kjaro's/runald's/singularity bands cooldown.
However, viend's utility cleanse seems to not reset this cooldown. Possible oversight? Or a chance at making viend more unique to the other survivors?
I think that if viend were capable of cleansing band cooldown with the utility skill, there'd be some unique builds available for this survivor.
!feedback on railgunner.
Her alt secondary and utility need to be changed in some regard. Her alt secondary is useless because of her interaction with backup magazines. And the slow field isn't nearly as useful as the extra mobility. Her Specials can stay the way they are.
||!feedback||
Backup mags should make Railgunner's alt M2 bullet ricochet to an enemy for each mag acquired if you land a crit. Would make it really satisfying and would make it more of a sidegrade to the default piercing M2 by giving it some AOE capabilities since backup mags are useless on it currently.
||Up to balance team to decide if the ricochet shots should count as crit or not.||
!feedback
There needs to be some separate section to indicate how many scraps you have instead of somewhere in your item slot.
As your run goes, it only gets harder to quickly see how many of each scraps you have at the moment and distinguishable indicator like this would help a lot.
!feedback
It would be nice if the animation for Void Fiend transforming into his corrupted form didn't interrupt your movement. It feels a little clunky when you're running around, take a load of damage, then suddenly transform and freeze in place for a sec. Sure it has immunity frames so you're safe when it happens, but the sudden halt just doesn't feel good imo.
!feedback
I don't know if it's intentional, or if it's already being fixed, but please remove the self knockback on railgunner m1
it makes the ability feel very annoying and unfun to use, especially on top of the already uncontrollable homing
It does play in the fight It just doesn't play the entire thing
!feedback the planetarium shouldn't restrict captain from using his abilities. captain's supply beacons and orbital strikes are the main feature of the class, and it feels bad to be forced to go without them for one of the final bosses. i appreciate the "lore" of not being able to call in support in hidden realms, but it makes that boss significantly harder for ONLY captain.
!feedback
spoilers for the alt final boss
||i feel like fighting the alt final boss 3 times is a little too much, the chase sequence is honestly really fun but doing it twice and fighting the boss thrice kind of drags on for too long||
!feedback void fields having time pass by is quite detrimental because of how dangerous that place already is, and the time required to complete each wave, let alone make sure players on the team are healthy enough to hopefully survive longer. Plus, with time passing, teams have less incentive to organise items for who needs what the most.
!feedback Remove Void Fiend losing corruption by healing, a single heath drone bought by an ally can completely remove the ability for you to go corrupted.
!feedback the planetarium also has an issue with engineer's alt-turrets not being able to lock onto the voidling most of the time. its body is just too high. this is another case of the fight making a particular character's main class feature obsolete, and it feels pretty bad when your build works on literally every other enemy. i might suggest a raised part of the "track" around the arena that's also narrow enough that the voidling won't climb it itself. it could be in the middle of the track, or on the inside or outside. or just raising the range of engineer's turrets specifically for that level.
!feedback There should be a look sensitivity slider for the railgunners scope.
!feedback ||The voidling's lingering aoe effects that he leaves on the ground should not stay there after he dies/ has gone through the portal. getting one shot by them after youve already killed the guy is not fun||
!feedback
Void Fiends gets an endless slow debuff by holding m1 in corrupted form, sprinting and holding a ben's raincoat. Can we possibly get this fixed?
||!feedback||
For Railgunner's mastery skin, make the groin armor smaller or make it move with her legs. Its way too bulky rn and every time she moves her legs clip through it which is super noticeable even from behind.
!feedback
Maybe make it so if you die to a void infester in multiplayer it takes control of your body like it does for drones or engi turrets.
!feedback (less important but still something that could give players a 3D perspective on some of the first game's stuff) maybe, one day, there could be a dlc alternative path where by using certain Lunar Items that are space-time related, players could open a unstable portal to the past (lore reasoning can be: to try and discover what even happened to the UES Contact Light for it to crash so badly). This alternative path, that is entirely optional and deviates far off the beaten path, could give players a 3D experience of some of the environments that was in the first game. New scraps of story could be hunted for, things that would not normally be obtainable in the first game, but could tell small fragments of the events that led up to the crash, with the perspective of some of the residents of the planet, perhaps even Providence themselves. We could even gain insight on what Providence's personality was, more than just a compassionate protector. And, best of all, we could even be able to see the UES Contact Light in beautiful 3D, see the broken and abandoned place, have the objective items to obtain, and maybe even fight Providence in full 3D? It could be such a facinating experience, a view of the first game with more to see than the limited pixels, a full 3D form of Providence themselves, using their speed and power to great degrees, and potentially being even harder of a boss than Mithrix in terms of difficulty to evade, rather than brute force. Heck, to top it off, details like the reflectiveness of Providence's sword could even be included (referencing to the Heretic's log), where the blade would create faded colourful reflections that drifted and flickered across the walls and objects with each movement of the sword. There's so much potential here.
!feedback because i messed that up
!feedback for railgunners alt m2, have backup mags reward consecutive shots up to backup mag amount. Have 5 mags? Each consecutive shot adds 20% (temporary value) damage up until a total bonus of 100% (again, temporary). If you miss your shot you lose the bonus and have to start from default damage. This would make accuracy still rewarded in snipers m2, and gives backup mag a reason to exist.
!feedback
Using Hellfire Tincture with Ignition Tank causes the regular ignition tank debuff icon. It would be nice if it were unique to reflect hellfire tincture better, and if hellfire tincture got it’s own icon.
!feedback
Stacking singularity band should increase the black hole radius instead of (or as well as) damage to make it more viable and fit the crowd control role instead of the damage role the other bands normally would. Right now it just feels like Kjaro's band with much less damage and double the cooldown (though it is very cool).
!feedback why not make the Trophy Hunter's Tricorn also cause elite enemies/bosses to drop their Aspect? After all, the description DOES say that the item can "execute any enemy capable of dropping a unique reward, and it will drop that item.". Plus, it'd make the weapon have a very unique benefit that no other item has: being able to obtain a Aspect as long as you hunt down and execute that elite enemy. So on one hand, you can use it to kill a boss to get that item guaranteed, and on the other hand, you could use it to get a Aspect from a Elite enemy. If you're fortunate enough, kill two birds with one stone by killing a Elite Boss enemy, forcing them to drop both their item AND a Aspect! It'd be a new way to get Aspects rather than just pure absurd luck, and it'd only benefit those who want to have a Aspect instead of a usable equipment item.
!feedback. I thought of an idea for a new red item.
Six Shot Cylinder - Chance on hitting any enemy to deal 500% damage (150% stacking) while ignoring all armor
!feedback
If you access the planetarium via crystal frog, you should be able to see the moon in the background
!feedback Artifact of Sacrifice should make void enemies drop void items
!feedback
Shuriken for captain should only be shot when M1 is released (i.e. you decide to shoot)
!feedback Beetle AI seems to be a bit... broken? Sometimes, they just stand around doing literally nothing. Just noticed that on Titanic Plains, once you go near them (almost in range for them to hit you), they become "active" again.
!feedback
A unique interaction for Captain with lysate cells, since Railgunner got a unique interaction with backup mags for her M2.
!feedback
Railgunner's m2 aiming gets misaligned with a frost relic active and during the escape sequence due to the camera swaying. She needs her aim to be unaffected by a camera shift.
!feedback
Permanent Progression Gamemode:
For the next RoR2 DLC maybe there could be a new permanent progression gamemode.
Includes one big map where all the existing stages are compiled together with their geometry and maybe entirely new areas, to create a more open area for the player to explore.
In this gamemode, time shouldn't be a large factor to the gameplay loop but instead enemies are given a set level and are not scaled by time, making it so that there is long term progression. There are areas with lower and higher leveled enemies on the map, and the higher level you are, the more places you can go without dying.
Killing any enemy will drop XP for you to level up.
The end goal of this mode would be to kill either a new final boss or a reused Mithrix fight but with the twist that the final boss has a set level and isn't scaled by time. This boss could be accessed to anytime but ideally you would want to try and kill it when you have leveled up and have the appropriate items.
This could be similar to Zelda BoTW Calamity Ganon and how he can be accessed anytime.
Money is not a factor in this gamemode and instead items are given based on drops:
Common items can be accessed through chests that are free across the map to incentives exploration. To get any Uncommon items you need to finish teleporter events, except without the teleport part and only the loot drop. To obtain Legendary Items you have to kill Special Bosses across the map. Think of these as something similar to the Alloy Worship Unit but with a set level. Essentially they can be any of the Special Bosses. Lunar items can be accessed by a shop just like in the regular game.
Maybe this mode could be spiced up by adding dungeons with puzzles with the Special Bosses being at the end of them. Now that would be a twist on the Risk of Rain formula.
This is a very loose concept and I just thought about this on the fly, but I think it would make the game refreshing in my opinion.
!feedback
On Railgunner bring back the RoR1 Sniper reload mechanic. (i.e. Stop the reload slider when the primary key is pressed and show the slider on the bar for 0.5 seconds.)
Currently, when you miss the reload window, all weapons are disabled until the slider traverses the entire bar. This prevents you from using your secondary as crowd control. Worse still is that it doesn’t mark where you tried to reload so it’s impossible to gauge input lag.
!feedback
Artifact of choice, changing all item drops into the simulacrum drops where u can choose out of 3 options (3 rolls would be made out of the pool the drop comes from, with multishops i would garantee one of them to be the same)
!feedback This could be a cool change to artifact of Command to still let you have some control of items you pick up but introduces more variety so you dont always pick the same.
!feedback
Boss music doesn't seem to play during simulacrum boss waves. Is there no boss music at all in simulacum? If not, why not? 
!feedback
Please stop adding more "Charge X to continue" Stages in future Content. We now have 3 stages doing this with the DLC and they are generally, atleast to me, some of the most boring gameplay in the game. The Standard teleporter event is fun, since you have a large amount of space you can move within its bubble, and there are bosses to keep you on your toes.
The Void Fields, Commencement and the new DLC stage all use the same old small charge field, with no boss and no space to move within. The Enemies generaly arent tough either, and the best line of action seems to just walk in circles until its charged. Especialy as a melee character there is not much to do. If more of this is necessary, please look in to making those things atleast somewhat more fun and interesting.
!feedback
just take power elixir and delicate watch out of the game and let's just have a laugh about it in a few months when everyone forgets they existed.
(or please god make them able to be scrapped after use)
!feedback
Please allow buffering using skills again, playing as acrid or really any character with purity oftentimes means you want to spam your secondary as much as your primary. Before this update you could hold down the button or key for a skill and as soon as the cooldown was off it could be used again. Base acrid having such a short cooldown on M2 usually meant that you'd want to just use it as soon as it's ready if you're facing your target. Now you have to mash M2 while holding M1 and it's a strain on the hand and just overall makes the character less fun to play.
!feedback
New artifact (no name yet)
All items are replaced by scrap. This means that no multishops spawn, and that opening a chest gives you scrap of the color of item that would have dropped. Similarly, bosses drop green and yellow scrap.
More printers are availible each stage, with red and yellow ones being more common.
Lunar items are unchanged.
!feedback
imo the zoom outwards when frost relic is active gets really bothersome on railgunner. the first person view gets pulled back a bit and it just doesn't feel right.
!feedback
Add drones to the Simulacrum mode.
Drones should have void immunity so they dont become a liability.
||!feedback||
Give Bandit part of Railgunner's passive, where all critical strike chance is converted into critical strike damage.
It feels super good on her and since Bandit also has a guaranteed way to get crits (by shooting at the back instead of weak point), it would make sense that he gets a similar feature.
!feedback I think a smaller "skin pack" dlc would be cool, with 2-3 unlockable skins for each character. They could either be unlocked through character specific challenges, or maybe they could be rewards for simulacrum/eclipse?
!feedback Add new hidden realms into the game. I personally feel it was a real missed opportunity that there weren't any new ones included in the new
DLC. ||I know some may say that the new stage is a new hidden realm but I would like hidden realms that give us rewards that help in regular runs such as items, much like void fields rather then end a run.||
!feedback
I really think we need some more map objectives other than staying in a sphere for x seconds.
It works well for teleporter events due to their size, but on Commencement, Void Fields and ||Void Locus|| it turns into a repetetive chore very quickly as you twiddle your thumbs waiting for things to spawn, and its especially bad on melee survivors who cant even go and kill the spawning enemies without leaving the holdout zone and taking punishment in the form of either increased waiting time or loads of damage from void suffocation.
In place of these you could add something like scavenger hunts like the keycards on the final stage of Risk of Rain 1, or even puzzle mechanics using things like the Command/Void Potential interfaces or the Artifact Teleporter mechanics as mechanical baselines, to name just a few ideas.
!feedback
In the Void Fields, time should pass half as fast instead of doing it normally.
Since people are complaining about time moving there again, but also looking at it as a change to make it less viable early in the runs, it sounds like a good midterm change personally. Just a thought
!feedback
Corrupt Hopoo feather
Increases jump speed and height by 20%
consumes all hopoo feathers
!feedback
I managed to glitch inside this pillar structure with Huntresses jump ability, so that could use a fix if possible
!feedback
A suggestion i have to make void fiend a lot more dynamic
Combine trespass and suppress and add a new special
Also make suppress go from 25% to around 15% to better match the fact that it is also used for mobility
So you would have to carefully consider when to use suppress instead of just hitting it whenever, which i think better matches the character
!feedback
Need better multi-threading... or any at all, because wave 145 has less than a frame and yet the CPU usage stays low. The same for GPU. Also it would be nice to have a FOV-based model/texture loading.
EDIT1: I am wishing to test debug builds to help speed up the developement if needed. Running on a PC with archlinux.
!feedback make loader be able to hang from the grapple indefinitely. As it is, on certain surfaces the grapple doesn't let go, but for others it does, and that's really irritating, especially in the context of pacifist runs
!feedback
Add a 0.5% chance to get a "void infector essence" item after killing one, works as Elite aspect for voidtouched elites and can only be obtained this way.
!feedback
it feels way too punishing for all "minibosses" and "bosses" on the map to instantly be an elite when you enter a zone with a void seed can either the void seed only spawn infestors + the void enemies or atleast somewhat prioritize small critters on earlier stages. since ATM the best way to deal with void seeds is to completely ignore them and just go straight for the boss and hope you don't die from an Elite Scavenger, 2 elite bosses, 3 elite greater wips on stage 7
!feedback
While it's beneficial for the players at the moment, I don't think void field monsters should be receiving regenerating scrap and shipping request form as their possible pool of green items.
Also, Gups are not properly dead after the cell vent stabilizes, they regenerate into their smaller forms, unsure if this is intended or a bug
!feedback
one of the biggest problems with void items right now is the lack of decision making. unless its something like weeping fungus as engineer, theres little reason not to pick up the void items you get from the cradles. not because they work well with your build or character, but simply because its an extra item for your arsenal. this means taking the void item is almost always the right choice and not picking it up feel punishing. i suggest making the first stack of a void item drastically weaker, while making/keeping future stacks stronger, this would make it so you dont feel forced into taking a void item on sight, while still giving thoes that take them something until they get further stacks.
!feedback Maybe the 4 Deep Void Signals in Void Locus could be reworked to instead have you fight brief wave-based battles similarly to Simulacrum instead of charging the field? Each signal could have you fight 3 waves, with third wave being a boss wave, maybe even the augments could come into play as well. It was honestly a little disappointing to see that the new alternate final stage was yet another teleporter/void fields/commencement rehash, although the environment and the final boss fight were cool as hell.
!feedback
Void Fiend's suppress feels way too slow
!feedback
Void Infestors infect things too quickly. Opening a Void Cradle with Squid Polyps in your inventory cause the created Squid Turret to get infected and kill you almost instantly due to the fact that Squid Turrets are 100% accurate and attack quickly resulting in dying from the stacks of collapse that they apply to you before you have a chance to react. While the Void Infectors turning allies against you are a unique mechanic, it does not feel good to spend money on a drone just to have to kill it later or worse, have it kill us.
Please add a delay and sound cue before a Void Infestor actually infests something, where we can see them trying to burrow into the thing they're trying to infest and are given the chance to shoot it off before it fully infests it. This fixes the issue
!feedback
The new final boss should have some extra moves in phase 2 and especially 3, its missing something.
!feedback
On the new stage 3 (the name eludes me sorry) if you look up and the camera clips into the ground you can no longer see flying enemies.
Also, is only needing to kill the first layer of gup when it's a boss intentional? I know the smaller gup-lings have different names but it feels like a weird boss fight.
!feedback
Make Void Fiend's laser beam scale with attack speed, it falls off as a damage tool late game with attack speed compared to the normal attack
!feedback
Make void fiend not lose corruption when healing at full health. It especially sucks with
, because you just need two stacks to overpower the corruption gain when running.
!feedback
The DLC is rather anemic in terms of unlock challenges, I'd like there to be more of those in future updates/DLCs
!feedback The void infested drone behavior isn't balanced, but should be kept on the artifact of chaos. It's really funny to watch someone die from a squid polyp that got infested and started shooting at them.
!feedback change magma worms weak point when playing railgunner its near impossible to shoot
!feedback Voidfiend corruption transformation shouldn't stop you in place - it breaks the flow. It should be quick, not giving you i-frames
!feedback
Acrids M2 no longer autofires when being held, this is quite cumbersome especially when playing a fully ranged playstyle, and the additional clicks can eventually be harsh on the fingers.
!feedback Infestors shouldn't be able to infect boss enemies.
There is a voidtouched clay dunestrider and stone titan on stage 2, 10 minutes into a run.
!feedback
The volume for sfx of SOTV items, for example, plasma shrimp, shuriken, warping fungus, singularity band blackhole, etc, is a bit too loud compared to the base game's. I can't count how many times I've been scared the shit out of me because suddenly the sound of shrimp missiles + blackhole pop up and I wasn't even near the enemy. Reducing master volume from 100 to 50 does not help at all.
!feedback
For void infestors the drones and polyps are way too strong as they are perfectly accurate, as you probably know. I propose that infestors should always prioritise other enemies over drones in a considerable range, only if no enemy is found should it start to go for a drone. I also suggest that when that drone is corrupted it loses its perfect accuracy and doesn't apply collapse, this makes fighting them more fair. Finally, I think killing a drone while infested should not destroy the drone. Theyre worth good money.
(Side note, would also be funny if they could corrupt dead teammates in multiplayer)
!feedback
With 4 x Ignition Tank, activating Helfire Tincture kills you in 2 ticks (basically instakill). More tank kills you faster. I don't think this is intentional..
!feedback
Let the Railgunner scope in while reloading (you can already do this if you release and click m2 really quickly, but it would be nice to have the ability to scope even if you can't shoot yet)
!feedback
When items fall off of the stage or land inside of it, there should be a standardized spot to which all unreachable items are teleported on a stage. This would be a viable fix for the issue regarding Tricorn and Magma Worms, as well as compensating for that occasional chest or shrine that dumps your items right off of the edge; especially in the Command Ambry.
!feedback Perhaps Void Infestors would prioritise non-player enemies over the player, and when there is no other possible hosts except the player, the Void Infestors could attempt to infect the player. If they jump and land a direct hit on the player (and not just skimming past them with that void aoe damage), then they could infect the player and stop them from talking in chat, using their abilities on their own, take over most of their movement (but not all of it, it'll still be possible to try and fight it's control even if it's pretty strong with manipulation), and attempt to forcibly direct their aim at any players or ally characters that are within aggro range (a notable distance). Infected players do less damage to players and ally characters and take a fraction of friendly fire damage, but it is still potentially dangerous to both the victim and the targets. When a infected player gets closer to death (perhaps 20% health), one more hit can knock the parasite off the player's head and give them their control back. Infestors cannot control a player when there is only one person left alive, instead they will deal some damage to any remaining player that they are attached to, but not kill them, and then hop off and run to a nearby enemy, hoping to land on that enemy, boost them and then kill the player while they're weak (devious but cunning little things..). This would also make people think twice on opening void cauldrons when there's no enemies around but in multiplayer, as it might just get that player restrained by the parasite.
!feedback
In general it seems several attacks don't autofire if you have multiple charges and hold down the respective button. Not just Acrid's M2s, but also Artificer's Nanobombs for example. Really feels awkward, please revert that if its intentional.
!feedback
Instead of reducing the size of your meter void items could increase the speed at which you gain corruption in uncorrupt form and decrease the rate at which you lose it in corrupt form. This would help counter the issue with healing items preventing corrupt form as well as add an interesting layer to picking up void items as Foid
!feedback
I second this notion, besides second loop and onward. The moment malachites and celestines can spawn this should be able too
!feedback
Make it so Infestors spontaneously combust and die if they can't find a host in 1-5 minutes, that way if there's some infestor somewhere hidden on the map that you can't reach or find (AKA a void magmaworm dying somewhere causing the infestor to land somewhere out of bounds), then they'll die and you'll have access to things inside the void seed.
!feedback
Corrupt item idea: Bundle of Dynamite
Instead of shooting off fireworks, interacting with objects spawns a bomb that causes a radial blast that increases in size with stacks. Probably should have higher base damage than a firework would.
!feedback
make void mobs on "normal" stages somewhat visible, or add a way to find them.
||(i couldn't find the last void mob on monsoon and the void cloud was on the tp and i did by attempting to charging it ;-;)||
!feeback
Why doesn't a Scavenger's Col. Droneman not disappear after dying???
!feedback
!feedback
remove gaining 2% minimum corruption when taking a void item as void fiend, it takes only 13 void items to be able to use the r ability to heal constantly which is broken, and taking 50 void items means you are stuck as the corrupted form forever (not to mention being in the high 40's means you're constantly flipping between forms).
!feedback Drones should be immune to suffocation or take considerably less damage from it. If you go into ||Void Locus|| with an army of drones, you’re almost guaranteed to lose all of them by the first vent. And half of those will fall off the map and be unretrievable.
!feedback I think the Simulacrum bubble could stand to be just a bit larger, and the void burn weakened slightly.
!feedback Have items appear around the teleporter (just not directly on the interact point)
In Artifact realms they can appear near the location the starting Artifact key spawned at
!feedback
It's just a funny meme since Equipment Drones can't attack without an offensive equipment. But Equipment Drones given Gooboo Jr's should spawn another Equipment Drone with a Gooboo Jr which should then spawn two more Equipment Drones with Gooboo Jr's...and so on infinitely until you crash your game. Just for a bit of fun
!feedback the Void Seeds need adjusting in later levels and difficulties, as the potential for their danger can become absolutely absurd and nigh impossible to handle. Today, i was playing on Monsoon with 4 players, and time was at about 20 mins. We reached stage 4, which at the time was the Siren's Call. There was not one, but two void seeds at once, and that was far from the worst of it. I kid you not, there was, TWENTY NINE (29) PARASITES, and a LOT of them were instantly spawned on BOSSES, ranging from Solus Probe bosses and numerous others, all the way to even a magma worm! How in the hell did this even happen? It was literally 5+ voidtouched bosses INSTANTLY. Devs, this needs addressing, there's some major balancing issues with the way void seeds can potentially appear. Never should there be such a absolutely rediculous swarm of death incarnate on 20 min stage 4 Monsoon.
!feedback I think it would be a really good idea if players were able to get void items with the artifact of sacrifice. this has heavily impeded my personal enjoyment from the game as i usually almost always play with sacrifice enabled. if we are able to use blood shrines, we should be able to use the void ones because the items are an essential part of the update and i would absolutely love to be able to get them on sacrifice.
!feedback add an unlock for escaping the planetarium on monsoon, maybe a void item or something
!feedback
I had crowbars on Void Fiend and in corrupted form when I press R it took around 98% of my health away. In my most recent run, normally I'd panic then run away, but this time I was fighting the Voidling and accidentally pressed R as I was heading towards the portal to the next phase. This dropped my health down significantly, and I ended up dying to the void damage. This was my first time getting this far against the Voidling, and it was kinda bs that it all ended because I press R in corrupted form, since I pressed it out of habit in uncorrupted form.
!feedback
The new final boss feels like it's heavily built around the two new survivors.
Captain loses half of his moveset because it's a hidden realm.
Melee characters, while they have viable mobility, suffer hard compared to ranged survivors.
Engineer literally has to stand underneath the boss for his turrets to start shooting it.
I have no idea how you'd remedy this, but asking someone to fight an entirely different boss because this one isn't designed with all classes in mind certainly isn't a solution...
!feedback
Well, as part of a solution for the above issue, I am still of the belief that pinging something as Engineer should make your turrets fire at it.
!feedback
I've been loving the DLC so far but I do kind of wish it had some unlockable items, and all the fun little secrets those items can bring in. It would have been cool if on the sanctuary stage, there was a secret boss similar to the wedding bands Lemurian, but instead be an evil mercenary clone that throws shurikens at you and acts as a garneted drop for them. Or on the sulpfur pools stage, some sort of secret to get the ignition tank or the molotov.
!feedback
The wave count screen before the Simulacrum character select should say 'Rainstorm' not 'Normal'
Here's an image:
!feedback
Void infestors latching onto an enemy should not give them bonus health, but should still give them the shield and the collapse procs. Void elites that spawn naturally from a void seed, though, should have this health and be marked with a yellow icon.
!feedback
I think the hunter's harpoon could do with a slight buff. Right now it feels pretty good on huntress and relatively situational elsewhere. I'd suggest either increasing the duration slightly or automatically putting the player into a sprint if they have the buff and are moving (or a combination of the two)
!feedback
Raincoat could do with being an exception for enemies not getting through Simulacrum and Artifact of Evolution as it invalidates a lot of items players depend on for damage. Without debuffs you could only cheese enemies with things like Lost Seer's Lenses or stacking Will-O-Wisp.
This is not a request for Scavenger to be disallowed as there's a massive difference between one enemy gaining it and everything spawning in with it.
!feedback
Artifact of Sacrifice should allow one or all of the following:
- Void enemies or infested enemies that die roll for an item drop like all other monsters. They drop a void item of the associated tier instead of a normal item.
- Void Cradles can spawn normally on stages while artifact of Sacrifice is active.
2b. Void cradles could honestly replace shrines of blood considering gold is massively underspent on sacrifice runs anyway. There are only so many drones to buy. - Void cradles should always spawn in a void seed. Void seeds are challenging content that currently offers 0 reward on sacrifice runs as nothing inside them spawns. Void potentials could be replaced by void cradles, or could still spawn and it wouldn't hurt the flow of sacrifice at all.
!feedback
Please enable selecting level in eclipse.
Next eclipse level is unlocked only when previous level is unlocked.
In multiplayer, for example, if I cleared E8 with only E2 is unlocked with a friend then there is no progress.
There should be eclipse level selection for new eclipse users to get progress when doing eclipse in multiplayer.
!feedback
benthic bloom should change items into items of the same category so for example Bungus > Leeching Seed > Rejuv Rack (Healing > Healing > Healing) using the same categorization as the categorized chests
!feedback
Would be cool if when you the access for the new stage at the Lunar Seer, the portal to proceed changed into the portal that sends you there through other means.
The same could be applied when you buy access to Aurelionite stage.
!feedback I have an idea for a new Acrid poison type: Corrosion.
Enemies afflicted by Corrosion do not take damage. Rather, they leave behind a trail of slime whenever they move. This trail damages enemies that walk on it. Overlapping trails cause more damage.
!feedback
It seems that if you fall off the map and respawn on a slope, you will keep the momentum from falling and can possibly fall off the map again, and I have lost 3 runs due to this. I really hope this gets fixed soon, because this seems a bit unfair to newer players and if you get sent off the map via: ||Greater Wisp, Flying Rocks (Sky Meadows), Grandparent, Brass Contraption, Stone Titan, Beetle Queen, Wandering Vagrant, etc|| it can end the run.
!feedback
Please do not change or only make small adjustments to the Void Infestations. I really enjoy how silly they are and will never forget the first time I saw one take over my Healing Drone. It's also fun to see your friend's Engineer Turret turn rogue.
!feedback Beating the game on Eclipse should unlock the survivor logbook entry if you don't already have it unlocked
!feedback make you unable to spawn within void seeds
!feedback the void cell crabs in simulacrum going through walls is not fun or fair. fix the pathfinding to make them go around walls rather than going through
!feedback Let captain have a version of the "Remote caffinator" as a dedicated beacon type as a replacement or side grade to the heal beacon to promote a more support oriented playstyle
Going off this idea, making the rings multiple colors would be really neat, like so
!feedback the roll of pennies does not give money when you get damaged by the lunar rolly pollies death aoe, but it does for other secondary damage types from enemies (DoTs and the likes). you should get money from the pools of flame
!feedback new way of calculating void damage feels a bit unfair for the characters that have no/limited mobility, especially in void fields where a vent on the other side of the map feels basically impossible to reach as engineer/railgunner/REX and you just die trying to get there if you didn't find movement items.
!feedback
Is it possible to make Xi constructs more aggressive? Right now they have a habit of running away from the player outside the teleporter zone on top of being small and having several seconds of full invincibility. This causes much longer teleporter events then should be normal in the early game.
!feedback make headstompers activated through double tapping the interact button rather than holding
!feedback not sure if this is intended but I find it a bit strange that the safe zone creatures in the simulacrum fly straight through solid walls. I think it would be more realistic and easier for the player to follow if their path finding was tweaked.
!feedback Make it so void items can spawn with Artifact of Sacrifice enable (even if they get reduced rate)
!feedback
Void devastators have a bit of trouble with bounce pads, especially on Void Locus. I feel they should be able to traverse their own stage without problem but I just watched one fall to its death trying to use one of the bounce pads on the stage. Same thing happened on Sky Meadows.
!feedback New to posting on discord, and wasn't sure if longer messages were allowed. But I posted to subreddit with suggestions on maybe how to tie together the normal theme and void theme of the main game in a more cohesive way. https://www.reddit.com/r/riskofrain/comments/t6qyix/suggestions_on_connecting_the_normal_theme_and/
!feedback make commencement in simulacrum take place on the island rather than the mithrix arena so that the environment is more interesting to traverse
!feedback
Make the artifact code in the credits force open a purple portal on stage 5.
!feedback
Simulacrum should have a special portal that you can enter to fight ||Voidling|| and end the mode. Maybe have it every 50 stages it something. The end screen message, instead of Fate Unknown, can say ||Woke up||
!feedback
Maybe tone down Void Jailor's rooting shot, it's incredibly accurate even if you have an excess of movement speed; getting absolutely stomped as loader because they can snipe you at speed sucks
!feedback
the teleporter/boss music for the stage you are currently in should play during a boss wave in the Simulacrum.
additionally, You're Gonna Need a Bigger Ukulele should play during lunar boss waves, and The Face of the Deep should play during void boss waves.
!feedback
Not sure exactly what's happening, but I've gotten soft-locked on higher rounds in the simulacrum. On waves 96 and 98 (separate runs), a wave started and the bar simply stopped filling, and enemies stopped spawning. I can post a vod i took after the soft-lock happened.
!feedback
Execute item-created allies when the holding player dies or when the item is removed for the purpose of preventing the more powerful allies created by Mithrix or umbras persisting after their defeat.
!feedback
First off, just wanna say I'm loving the DLC and all the new toys to play with! (especially the Hunter's Harpoon. That thing on bandit is n i c e) I have already missed 3 different 8am classes because I stayed up playing it with friends, and it has been a real treat to be able to look for interesting builds again. One thing though, the plasma shrimp seems to be loud. Like, very loud, especially when combined with Pocket ICBM. Would it be possible to tone it down, or perhaps only allow it to play its audio only x times per y frames?
!feedback
Whenever using a secondary as Railgunner, the frost relic makes you zoom in and out after each kill, making it hard to snipe sometimes. The suggestion is to take out the zoom effect from the frost relic while in your secondary, so the zoom from the secondary doesn't change.
!feedback
i thought it was fine before, but w the inclusion of some new items from the dlc making some steps even easier to get ridiculous builds, i think that jade elephant may unironically be broken
hear me out, aigh?
jade elephant gives 500 armor, which effectively comes out to 83.33 (5/6) damage reduction, or you take 16.67 (1/6) damage from every hit
that effectively increases the worth of any healing, tanking or health-scaling items by 6 times
(repulsion plate effectively blocks 30 damage per hit, planula effectively heals 90 damage per hit, etc)
because you can, in any run, visit bulwark's ambry with command on, if you havent gotten any particular items, you can just skip floor 5 and loop, in exchange for gaining most any items you want voluntarily. you can already get gesture of the drowned easily for just a few lunar coins, but you can also stack fuel cells, repulsion plates, grab a jade elephant, or grab a trophy hunter's tricorn to gain a yellow item (if youve played long enough to have bosses spawn there), stack healing or max health items, if you get lucky enough to get a red item you can grab a rejuvenation rack, aegis, etc
(and like, im not asking to rework the entirely of how command or just broadly all artifacts work, thatd be absurd, but( its stupidly easy to get a build thats incredibly broken by getting 8-11 equipment cooldown reduction items (as long as one of them is a gesture), and it effectively sextuples the value of large swaths of items in the game, every single time you get to stage 5, and if you have artifact of command on, you can gain health from any attack that does less than 90 damage if you've simply found two equipments (since tricorn deletes boss enemies, and one will spawn when you start the teleporter)
like... yeah its of course fine for items to be strong, but jade elephant builds are afk-in-monsoon-by-when-you-loop good and thats... boring.
n mithrix cant even steal equipment so its kind of a free build for bossing
!feedback
Every 5th wave should play the teleporter song associated with the stage, and every 10th wave one of the new ones introduced with SotV. This way, the boss waves are a bit more intensive. In addition, when Mithrix spawns, his phase 1 theme can be used.
!feedback
Instead of purple orbs being random spawns, they could come from clearing void seeds. A way to guarantee a void seed in the next stage would be good for that too
!feedback
tell us what wave we got to for simulacrum in the run history.
!feedback
The additional ChainGun that the "Spare Drone Parts" adds onto all drones is put in a really poor location on the TC-280 Prototype, it is attached to the spinning barrel of the right-hand machine gun, causing the ChainGun itself to spasm/spin rapidly whenever the Prototype fires its weapons. Its attach point should be relocated to prevent this.
!feedback
New Final Boss Spoilers
||The Voidling fight lacks variety because in all three phases he is the exact same boss. Even Mithrix gets one new attack/power ups. Here is how to potentially make him more interactive to fight: Phase 1 remains as is. Phase 2, he puts himself in the middle of the donut and buries his legs inside the ground, and the player has to shoot/destroy the legs to have him fall (the second portal to the parkour would thus also be in the middle of the area). Phase 3, he is now only a massive floating eyeball and is thus far more agile. All attacks can remain unchanged, but i really do think this will make the fight more interactive.||
!feedback
||Its a real shame that the full version of Face of the Deep doesn't play during the Voidling bossfight, the sax solo is so awesome and would add so much more to an already epic boss fight. Maybe the theme could be altered and broken up into several different segments per phase like how You're Gonna Need a Bigger Ukulele works between Mithrix's phases, with the sax solo coming in for the final phase of the fight.||
!feedback
customizable sensitivity for railgunner m2
the seemingly higher sensitivity caused by the zoom-in is a pain
!feedback
PLEASE stop Resonance Disk from targeting the newt shopkeep, just because I have Forgive Me and Gesture doesn't mean I should just not get lunar shop access for the rest of the run
!feedback
The void cradle does not spawn when using artifact of sacrifice, making void items effectively unobtainable with it on. i wish there was an alternative to getting void items, such as a rare chance to replace lunar items in the bazaar between time or as someone else mentioned, putting them as a part of the void seeds.
!feedback
in a future update, add void-like mastery skins for beating ||voidling|| (colors would be mixes of purples and other void-like colors) and make regular mastery skins obtainable only from mithrix or obliterating. this would give another reason to fight ||voidling|| other than because he's new.
!feedback
I'm really loving the dlc, one of my favorite new additions to the game is the railgunner. I think that all of her abilities are interesting and fun to play with. The only caveat to this is the polar field device. Its function is very cool and intriguing, however I feel that I would never take it over the concussion device. Rather than changing the polar field device, I suggest the addition of a new mobility skill, likely in the form of a special. A possible new inclusion could be something similar to the cryocharge special, however, rather than freezing, the ability has incredible recoil and is able to propel the railgunner a great distance. Of course, as the dlc just came out I am not expecting any large changes such as this one in the near future, but just an idea to possibly include in a future update. Keep up the great work!
!feedback
With Eulogy Zero, enemies can gain lunar items (either from Evolution, Simulacrum, or Void Fields). However, not every enemy can use them. For example, if enemies gain Visions of Heresy, Beetles and Gups (among others) are rendered completely unable to attack. Please make all enemy types be able to use all of the Heresy items.
!feedback
Allow players who own the DLC to play the DLC characters without the DLC being active.
!feedback
More alternative loadout items. Me and all my friends play this game for achievment's/unlocking the new stuff in loadouts. It keeps me going. One of the new characters have 0 loadouts. And some of the others have very few additions. There is a mod that adds like 15 new unlocks to artificer for instance and it's amazing and balanced.
!feedback I doubt we'll get any new void items, but I still thought this was a neat idea.
Prismatic Jewel
Item Rarity: Void
Deal more damage to enemies farther away from you, up to 25m (+5m per stack). Corrupts all Focus Crystals.
The damage increase is equivalent to how far the enemy is from you; 1m = 1% more damage. If the enemy is farther than your maximum range, they take damage equivalent to your maximum range; an enemy 30m away would take only 25% increased damage if you only had one Prismatic Jewel.
!feedback
Bring back the stage 5 tp music still playing after the tp event is over
!feedback
Add an option to allow TP music to continue to play after the TP event is over.
nerf blind pest they deal to much dmg
!feedback
||In the Voidling boss fight at phase 3 he can do an attack where he sucks you in and does the void reaver implosion, killing you instantly. The problem is there is no sound effect for this, so I had no idea why my screen was going black and white. Make sure this has the right sound effect and is made clear that it will instantly kill you.||
!feedback
||The fact that the voidling doesn't explode on death is really surprising. I expected more from a big void reaver
Maybe make it so that you have to run away in the end to the exit portal?||
!feedback
pretty minor detail, but it doesn't show you how many ||mithrix|| kills you have for whatever reason
!feedback
Void glasses seem way too good on survivors like cap and mul-t, 0.5% seems a tad high, maybe make it somehow proc coefficient dependants
!feedback
make it so Benthic Bloom (void clover) converts items into one of the same category: e.g. sticky bombs into atg missiles because they're both offense items
!feedback
Please do something about fire and the length of time it stays on you. It is really frustrating to get one stack of fire and die after it stays on your for 45-60 seconds straight (drained me from ~3/5 health over 45-60 seconds until I died).
!feedback
||Void seeds|| need to be nerfed and potentially reworked due to how quickly they can become just straight up unbeatable, I’ve lost many runs just because of how powerful the enemies become. (I just lost a run to 4 overloading worms 10 stages in)
||!feedback||
Pestilent Cauldron
Rarity: Void
After killing an enemy, give all debuffs they had to the nearest 1 (+1 per stack) enemy. Corrupts all death marks.
Give up the insane damage boost of Death Mark to get the more insane ability to transfer the 50 stacks of bleed/burn/hemorrhage/whatever from 1 boss to everything in the general vicinity upon kill if you have enough stacks.
Looks like a fancy cauldron but u wear it upside down on your head like a hat. 
!feedback
As time goes on we should get new survivors that represent the some of the sapient enemies we can fight in the game. We already have the Heretic for alloy vultures and ||Void Fiend|| for the Void enemies.
The idea of a Paladin has been floated around, a resident of the planet that worshiped the ror1 survivor. The mod for it is good but not based on any actual inhabitants, so I think making the idea from a starting base of a lemurian or an aphelian would allow the official version to be distinct from the mod.
I also have my own personal idea for an imp survivor. A rebel or deserter from the imp army that sides with humans for its own survival. Could call it the Rebel or the Renegade or something along those lines.
Others would be more difficult to come up with based on what we know of them, but could be fun anyway. Maybe we could get some kind of alien AI representing Solus probes that wants to retake control of the probes and control units from alloy vultures, or some kind of playable stone golem entity that may just be a human caught in the process that creates the golems and is thusly turned into a sort of golem version of a cyborg.
!feedback
please fix the collapse effect on void enemies and possessed drones instantly killing you thank you
!feedback
||in the new boss fight the giant laser hits you through walls. me and my friend died to this bs on the third phase. Please fix this.||
||!feedback||
Make Mithrix resistant/immune to slows and roots. With just 1 of the new void item Tentabaubel, you can keep him rooted in place for the entire fight so he can't even use his hammer.
||Aslo with just 1 chronobauble you can make him so slow he never catches you, or you can perma-CC him with REX special or ice abilities, which takes all the difficulty out of the fight, which is lame.||
!feedback
make enemies effected by the railgunner alt utility take more damage
!feedback add markers to the void seeds so you can see where all the enemies are. Spent so much time on several runs just looking for 1 tiny little bug
!feedback
losing items is frustrating. elixir / watch combo is very strong and having elixirs help keeping watches intact, but still losing elixirs feels like you just wasted an item.
maybe make elixirs green rarity and make them respawn on every stage like regenerative scrap
!feedback
Levitating characters like Void fiend and Artificer shouldnt be affected by slippery ice floors
!feedback
I'm noticing a pattern with "void" themed things being wayyy to strong. So today on the chopping block is void seeds.
Please for the love of God can you limit these to 1 per stage, keep them away from spawn AND the teleporter and please can we TRY and have normal enemy spawns.
If the enemies are gonna be buffed, I don't need 12 bosses to all be buffed on stage 3, right next to spawn, thats just ridiculous.
!feedback
thinkin ab it, could we maybe just make it so we can pick what stage 1 map we deploy into at the start the game on in the lobby, instead of having to quit to menu?
it doesnt change early game balance, nor conflict w the story rlly
itd let ppl play the new stage 1 map voluntarily in the dlc
itd let picky players choose what map they want 1st stage without quitting to menu over n over
itd not change the game for anyone who just let it pick a random map (could make it like voting for artifacts in multiplayer, n if none selected choose a random one like normal)
and itd allow multiplayer 1st stage choice like in singleplayer, without regrouping every time
you can technically do it already, just in an annoying quit-to-menu way that makes it a headache, especially for multiplayer
n itd just be a nice qol, im not sure why its not been done yet (when its literally already doable, just in a more annoying and time-wasting way for the ppl who do it already)
!feedback I feel that the Weeping Fungus should work with the engineer's Moving Turret, as well as any enemy who has it.
!feedback
I had no doubt that this has already been said, but being unable to play railgunner and void fiend with the survivors of the void content turned off is extremely restrictive. Since I hate the void seeds, I’d like to be able to play void fiend or railgunner without having to deal with them, but that’s a no-go currently. I mainly purchased the DLC for those characters, so having to play an essentially harder difficulty no matter what with them is rough.
!feedback I know it’s unlikely and has probably been mentioned before but I think it would be neat to have a challenge for each survivor to beat the game via the planetarium. Maybe this would give another alternative skin (possibly void themed) and overall, would provide more of an incentive to go for the new final boss rather than Mithrix or obliterating. Considering how hard and out of the way the boss is, I wouldn’t see myself going through with it past the novelty of beating it the first few times, but maybe that’s just me.
!feedback
The list of items that do literally nothing without other items is small, and I think it should stay that way. This includes:
-
Items that affect your equipment like Fuel Cell, Soulbound Catalyst, War Horn, Gesture of the Drowned, and now Bottled Chaos. Grabbing these is almost guaranteed to pay off because equipment is easy to find.
-
Death Mark, which was just buffed due to all of the new debuffs added.
-
57 Leaf Clover, the best item in the game.
In contrast, I think that the** Ignition Tank** is in a weird place.
It does literally nothing until you get one of a handful of other items (or are playing very specific characters). You might not have a build that can benefit at all from having it, and possibly might not ever. If the game had a lot of items like this, or if these items were extremely powerful, this would be okay. But as the game is, the Ignition Tank stands out, and feels especially bad to find first.
The same way that Predatory and Scythe increase your crit chance even without other crit items, I think that Ignition Tank should provide some sort of small bonus on top of its normal effect. I would suggest a small ignite on hit, or chance of ignite on hit. That way, it doesn't feel that bad to get first, early, or near the end when you have no synergy. As a bonus, this change would help the other item that arguably suffers from this same problem, Death Mark.
!feedback
The void wave maps need a modular map instead of a constant predetermined route.
!feedback Relating to the previous feedbacks this is about another useless item. As it stands, Pocket ICBM is literally, and I meant LITERALLY useless without having at least either 1 bundle of fireworks, 1 atg, 1 void atg or a disposable missile launcher. It's a red item and yet it's effects are dependent on other items in a game where all items you get are random? That just feels absurd. I've had plenty of runs with an ICBM and all I've gotten is 1 bundle of fireworks and yay! Now when I open a chest there are 3 streams of non-buffed fireworks instead of 1, yuet they are still practically useless. It's a very good item, essentially tripling atg damage, BUT that's only if you happen to find said atg. I feel it needs to be given some passive of it's own, such as it's own atg effect that doesn't stack chance with atg (e.g. you have 1 ICBM and 1 atg it still only gives 10%) or maybe a 5% chance to fire a missile on it's own (then 15% with 1 atg of course)
!feedback I feel like there should be a lot more incentive to try and complete every kind of ending in the game/doing the void simulacrum, and tbh, skins are super cool and I think a lot of similar themed ones depending on each ending you do would be really nice. There's a mod called Starstorm2 (shoutouts to TeamMoonstorm) that made a skin for mul-t where it's themed to be like a lunar chimera visually, with shared sound effects, and ability effects.
Themed skins like the previously mentioned for beating mithrix with everyone, maybe a void themed skin for beating voidling with everyone, something for beating eclipse 8 with everyone perhaps, something for obliterating and beating the twisted scavengers, and something for reaching a certain wave in the simulacrum with everyone would be fantastic. Just some reason to actually play every other game mode/complete every other ending more than the first time.
!feedback
!feedback
I think that in case someone loses their progress due to their file getting corrupted in any way, you should be able to sync your steam achievements to your save, as a fair way of getting progress back. I am unaware if it's even possible to do this, but I think it's a good way to regain lost progress.
Edit: I am currently suffering from a corrupted save, and would like to see a way for me and others to get our progress back without using mods or editing files.
!feedback
Give Railgunner fall damage resistance and/or immunity. I'd like to not break my legs every time I use my jump mines, please. Especially coupled with the new physics of falling and knockback in general, fall damage is now especially lethal.
!feedback
On this idea, so as to avoid stepping on loaders toes; just make it so their concussion mines give fall damage resistance/immunity so they only get it when they jump with the mine
!feedback
Add alternative skills for the void fiend in the future, feels kinda lame to have just 1 loadout, an NO, having 2 sets of skills is not an excuse for not having alternative skills (im looking at you wiki "Since the Void Fiend has 2 sets of moves that it alternates between based on Corruption, it is the only Survivor who has no alternate loadout skills.")
In fact this opens more possibilities and combinations, maybe link both the normal and corrupted skills to be changed simultaneously, or let us mix them to make cool combos.
!feedback can the railguners jump pads fall faster than the character because when I am trying to get to the ground without breaking my legs or ending a good monsoon run it would be extremly handy.
It will be nice if we had a feedback on "who killed the boss" in game. Just that. TY.
!feedback
Considering that sacrifice is a pretty common alt mode I think that there should probably be a way to gain void items there rather than lock it out completely, as no other item type gets this treatment (and it feels bad for people who enjoy sacrifice runs who bought the DLC and can't access a good chunk of content on their preferred mode). Having the shrines be available on this mode is probably the best way to do this since I don't think adding a new way to get void items is on the table. Having enemies drop them regularly feels weird in terms of both lore and gameplay.
!feedback
Before survivors of the void, the primary flying swarmer enemy was the lesser wisp, with its single shot attack that had a notable charge-up. Now with this DLC, we have blind pests, which are also a flying swarmer enemy that have a single shot attack (though notably faster yet less damaging than lesser wisps)
Though alongside blind pests in the air we've gained blind vermin on the ground, beforehand there was a conversation about monster variety, and different enemies fulfilling different roles. If I recall, basic claymen were kept out of the enemy roster for ROR2 because they would fill a similar role to lemurians/beetles. With the addition of the blind pest/vermin enemies in the roster now filling in similar roles to wisps and beetles, claymen could and should make a return again!
!feedback
I know it’s kind of a meme to iterate a revision for frag grenades, especially because it hasn’t changed substantially since its debut in the skills 2.0 update, but I think some extra care and fine tuning to the skill would help. It’s not unusable in its current state; it’s just not satisfying as it could be. I want to preface this by saying I’m not against mechanics that require practice (even if those mechanics are janky). I love rocket jumping in tf2, and the weird momentum ninja rope tricks in worms. Although I believe there’s key differences between those examples and frag grenades.
Frag grenades have a tendency to just do what they want. One toss they’ll surf up an incline, the next they’ll halt on the slope. To cite a recent example: there’s a 45 degree slope on aphelian sanctuary that I was excited to use against flying enemies. Throwing both of my frags, the first one stopped at the slope’s base and the other launched straight upwards. I’m pretty sure the slight angular difference at which I threw the grenade changed how it behaved, but that's an incredible amount of map memory, positioning, and chance for a mediocre ability to be used for its most basic purpose. I’ll admit landing a direct hit can feel real good because of the challenge it presents, but it’s far less rewarding than a clutch pogo after a super scout that snuck past the team in MvM. If the physics were at least predictable, that would be a start.
!feedback
Someone has had Nakunas and Jade Elephant not being labelled as seen in the log book. Is this a glitch?
!feedback
Would it be possible to add new artifact secrets in the new maps ? My favorite part of risk of rain 2 was to search for artifact codes throughout the maps. The DLC offers not much to unlock beside one character. I don't mind having every items I paid for unlocked already but I wish I had some new things to search for.
Also to make it more in lore. Capitain is unplayable in many maps. Why not just add two kind of animations to his beacons. Keep the basic animations of the beacon dropping from the sky in the planets and add a void like or futuristic teleport animation when he is unreachable by conventional means. That way it still make sense lore wise and does not break the gameplay. Gameplay is more important than the lore in the game. I'd rather have a functioning captain rather than learn Mitrix liked to throw worms in the void as a child.
!feedback
There should be a way to rejoin games you got disconnected from, or at least make it so that you don't immediately disconnect from the game when your wifi dies.
!feedback
When playing artifact of sacrifice, void enemies (purple healthbar) should have a unique drop pool that features void items, so these items are actually obtainable, match these drop chances to make the void item abundance in sacrifice runs similar to a normal run.
!feedback
I'm having fun using
but I think it would be nice if shifting to corrupt form didn't pause you like it does since that kinda halts the game a bit. It would also be nice if the shift back to normal form had a bit more visual flair, but I'm not as concerned about that. Pretty cool survivor though!
!feedback
Remodel the Foreign Fruit to match the quality of newer assets
Both the Survivors of the Void DLC and the Anniversary update reworked models and animations of some old content to match the quality of the newer stuff. It feels like the Foreign Fruit was left out here as its model looks very amateurish in comparison to everything else.
!feedback
DLC items, enemies, and locations should have a special icon on them to mark what is and is not part of the base game.
!feedback
Have the railgun scope's weakpoint markers change color (possibly to grey) on weakpoints that are blocked by terrain or other obstacles.
!feedback
give railgunner an idle animation like the other survivors. every other survivor kinda breathes and shifts when theyre standing still but railgunner just kinda stands there.... menacingly.....
!feedback
The complaints about Captain's lack of skills in void stages should probably be directly addressed by dev members at this point if there are plans (or lack thereof) to do something about it. It's been a somewhat common complaint since it was just void fields but now with the addition of two more void areas I do not see people unhappy about this going away any time soon (especially if new dimensions like the red plane get added with similar restrictions). Just let the players know if it's on the docket or not instead of silence.
!feedback the void sucks bring the old one back
!feedback
I'm sure there are a ton of messages just like this everyday, but void seeds are a serious problem. A single void wisp can one shot you, and getting to later stages is way harder than it used to be. I don't mind an occasional challenge, or something unfair happening every now and again, because I can still have a good laugh with my friends. That's why Risk of Rain 2 is so fun, it's just an all around good time that's great with friends, but dying stage eight or seven over and over after grinding for mastery is not a good time. Getting mastery isn't about getting a good run
anymore; it's whether or not a void seed one shots you, or if the teleporter is inside a void seed.
Void seeds need to be more optional. A void seed should be a risk-reward situation (no pun intended). It takes time and it's dangerous, but in the end, you can get void items and whatnot. In reality, if you get a void seed, you need to fight for your life or get one shot by a usually weak enemy. First and foremost, teleporters should not be able to spawn in a void seed. Period. I also think void enemies shouldn't be able to leave the zone; maybe make the zone do less damage and be survivable so you need to fight inside of it. This would still be a risky situation, but it isn't going to insta-kill you when you're minding you're own business. And of course, one-shot protection should be factored into additional and unavoidable damage, like collapse and overloading.
!feedback
The time between Simulacrum waves should be increased to 20 or 30 seconds. As it currently stands, the time between each wave is barely enough to grab the item that dropped if you were near the edge of the zone. Opening chests is almost a non-option between waves.
Edit: didn't mean to send it yet, finished my thoughts
!feedback
When looking at a run in the run history and you did unlock something, it doesnt show anything under the "unlocked" section. It shows it in the screen after the run, just not in the run history.
!feedback perhaps as a solution to balancing the collapsed modifier, tie it into the lore? make its damage scale not just how it does now but also with the current movement speed? that way its like you're "not resisting" detainment and gives a viable skill based out to the large amounts of damage that can be stacked up from it by timing a full movement stop in time with when the damage would have taken place.
just a thought, something along those lines might help but otherwise something does need to be done about it.
!feedback I think this is self explanatory...
!feedback With new stages coming into the map pool with new DLC's planned, I think a cool way to make the new stages unique would be to have Special Bosses for some of the new stages included just like the Alloy Worship Unit on Siren's Call. They could have unique
boss items that can only drop if you defeat one of these Special Bosses or it could be just like the Alloy Worship Unit where it gives you a
Legendary Item every time.
!feedback It can sometimes be difficult to tell what stage the lunar seers in the bazaar are showing. It would be nice for the portal effect to be toned down a bit. Being able to ping a lunar seer and have it say what map it is in chat (I.E.: Lunar Seer: Titanic Plains) would also be acceptable.
!feedback Was in the void fields, three clay templars spawned shotting the second I pressed the void button.
I feel like they shouldn't be able to spawn and shoot immediatelly. At least 2 seconds to understand I am about to become swiss cheese would be good.
!feedback Collapse needs to be toned down in some shape or form. My runs end much earlier now that the DLC is out purely because of the collapse effect and Im not the only one. Maybe make it so collapse effect doesnt show up unless you loop? At that point players will have items by then that might protect against the effect.
!feedback
Enemies need to make more, louder noises, especially the damned Mushrums. I've been jumped more times than I want to remember because I didn't hear several high-damage enemies spawning behind me.
!feedback can we please no spawn in the void area when entering a new stage, since the void area is hard to see in and know the best way to go it makes it difficult to get out of, and can kill you early stages, this feel a bit unfair doing 2nd stage and instantly spawning into a void area, ive been trying to help my friend get rex but this happens very often almost all the time to the point that we are unable to get him rex after several hours, we even did this one drizzle and it still happened, i like the difficulty of the void area when playing but i do not want to spawn in it
!Feedback. If the shift happens on any upwards movement (like mythrix lift) you'll fall back down and have to take it again. So this would also be an over all QOL improvement
!feedback
One shot protection should grant about a half second of invulnerability so you don't get instantly killed by two simultaneous effects (such as Mithrix's overhead swing + the small AoE it generates).
!feedback If the devs are concerned people will abuse it to survive a difficult situation in the middle of a stage, they should make it like enter the gungeon, where you can press a button to save and quit at the end of a floor/Stage.
!feedback make H3AD-5T v2 still have the jump boost when the stomp is on cooldown
!feedback
rework the water effects shader. as it works right now on Wetland Aspect, looking up while standing on water removes the wisp fire from view and on Sulfur Pools looking up through the water culls blind pests and the Xi Constructs out entirely.
!feedback To complement my idea earlier, maybe there could be a Special Boss on Sulfur Pools. Popping all the Sulfur Bubbles on the map could trigger the boss event. Once triggered, one of the bigger Sulfur Bubbles on the map would explode revealing the Special Boss. This boss could be a Special Blind Pest or a Special Xi Construct, pretty much anything in line with the monster spawn pool on the map. The Image above shows an example of what could happen with one of the bigger Sulfur Bubbles.
!feedback
You should be able to read a description of the void fiend's corrupted abilities in the character select, I find it quite odd that I have to go in a game and actually corrupt to figure out what those abilities even do and I hope I'm not alone on this one.
!feedback Why not make VF more like simu in the sense that the cell moves the safe zone from vent to vent? This would give non-mobile ability based characters the ability to complete it if you keep the damage the same.
!feedback
Reduce the range on the Void Jailer death AoE by about 15%.
!feedback
unsure if this is intentional or not, but the Lysate Cell void item (which gives extra charges to your special ability) seems like it should grant Engineer a new sentry to spawn per stack, but instead only the first one you pick up will allow him to build another. This means that he can have more sentries stockpiled than he can build, which seems sorta weird to me
!feedback Gup is basically a run killer depending on your build, literally because of the performance issues it created, and has crashed my game before. Because it's basically 7 monsters in a trenchcoat, but the AI director doesn't treat it like one, and when they all get nuked at the same time, the game kinda dies. Just generally could use some performance improvements with this new monster.
!feedback The Commando's skill 2, Phase Shot, is incredibly awkward to aim, and really should be fixed.
If you're trying to fire through an enemy or wall, you have to aim down, further down the closer you are, to hit your intended target.
I have made a gallery explaining the issue in more detail, please take a look.
https://imgur.com/a/Mw0lXbr
!feedback
Infester full body should be a weak point for Railgunner.
!feedback
Allow Void Cradles and Lunar Buds to spawn when the Artifact of Sacrifice is enabled.
!feedback
There is a typo in the logbook text for Roll of Pennies - "The wound on his leg ached, dying the bandage red with blood." 'Dying' should be 'dyeing'
!feedback
Allow void items to drop from void infested enemies when Sacrifice is enabled
!feedback change rex mastery skin back to the one before anniversary update
!feedback
Could you folks please at least test what you dish out for more than 10 minutes?
With this update you have;
-Invalidated Captain with "muh lore"
-Added a character strong enough to invalidate everyone else because y'all are afraid of letting us have fun
-Screwed void fields to the point where it's just silly
-Tried to make drones better, ended up making them more dangerous to YOU
-The new boss is basically a dps and move speed check
- ||Void Locus|| is not fun, especially with the whole one-shot explosions of void creatures (And the freaking jailer) in tight, small spaces you gotta sit in
Just listen to people, and PLEASE at least do some closed beta testing or something before releasing stuff as large as this.
Also patch notes please, gosh dangit
!feedback
(my orginal message got eaten so this is a quick rewrite) Allow Simulacrum players to choose what kind of boss wave they get on either every boss wave or every tenth boss wave (before leaving the stage). This will add a degree of player choice as well as giving a more consistent way to get lunar and void items (especially with sacrifice). Giving the option between two or three choices, with maybe a bit of RNG so there's a possibility of duplicates with three choices, like with the portals in the bazaar seems like it might work. I made a quick doodle of what I was thinking: https://imgur.com/a/fgQIBBV
||!feedback||
Adjust Railgunner's mastery skin to have a much smaller groin plate. The current one is way too big and looks way out of place, almost like a diaper. This is exacerbated by it not moving with her legs, making it look really bad. Making it much smaller would be a massive improvement on the skin. Also arms are way too skinny for someone carrying such a big gun but whatever.
!feedback
I'm actually in the minority that likes how Captain can't use his utility and special when off-planet/moon. I think it adds to the charm. But it's understandable why it causes frustration, so let's propose a lore-safe alternative. Maybe there could be a device that when purchased/interacted with opens a dimensional tear to space in-view of the UES Safe Travels giving Captain access to his mortars and beacons.
!feedback
add a pyromaniac character, he will utilize everything that has to do with fire, first of all, he has a misc skill which enhances all ignite/burn effects t be 2x stronger,now, here are the skills, his primary will be flame breath, does OK damage and is short-medium range, it burns enemies but doesn't stack (ofcourse), his secondary will be a molotov cocktail (which leaves a medium-sized puddle of flames, it burns enemies and does heaps of damage, his utility will be a small jet-like object on his back, which when used, gives him a huge speed boost for 10 seconds and leaves a fire trail which Burns enemies and its cool down is 5 seconds, and lastly, his special is he pulls out a flame minigun, which lasts 10 -15 seconds (you decide), it shoots out a ton of flame bullets, which do huge damage and burns enemies, and when its done, it leaves a big explosion that does a lot of damage
!feedback mildly irritating detail of the jade elephant NEW! marker never going away needs to be fixed
!feedback Can we get new skins for each character that are unlocked when defeating the new alternative boss on Monsoon. Maybe we can get a void themed collection of skins with purples and blacks as the referred colors? Edit: Just noticed this was recommended earlier today, credit to @north remnant.
!feedback
I feel like void items are a bit too easily accessible for how powerful they can be. Void Cradles spawn very commonly and as early as the first few stages, and are pretty much free since they essentially cost you nothing to open. Maybe the obtainability of void items could be tweaked or reworked a bit to make them less common.
!feedback
Game mode selector in multiplayer should be in the character selection screen. For ease of changing it and possible voting or not.
!feedback
Void infestors should die out if they do not find a host in time.
!feedback
This might be something many have already asked and perhaps a answer to this suggestion already exists, but I personally couldnt find any, so I thought I´d post it anyway and if enough people agree and the devs see this they could address it.
My suggestion is to turn the elite aspects into items, maybe yellow or green rarity that can still only be obtained via a very rare drop chance.
As of right now they are barely more then a gimmic as a equipment item and outclassed by most other equipments, so any player that happens to get this rare drop wont take it if usefulness is concerned.
If this item was a normal one instead of equipment we could all benefit from these neat, rare drops.
TL;DR
Make Elite Equipment Items normal/Red or Yellow Items with the same drop mechanics, so that they dont take up the valuable equipment slot.
No change on how to get them, just change the way we equip them to make them more then just a gimmic
!feedback void locus kinda sucks. I'm definitely not the proest risk of rain 2 player, but I've gotten to eclipse 8 on Bandit so I'm not totally terrible.
That being said, void locus is just a miserable experience. Instant death explosions, enemies that pull you in and stun, enemies that shoot through walls, and needing to defend a small capture point? It's completely doable but it's not even remotely fun. Easily the worst content in the entire game.
!feedback nerf the 'ruin' damage delt by corrupted enemies. Feels so unfair to be one tapped by litteraly anything that can inflict that debuff.
!feedback
Void infestors shall have a time to fully control the subject, it could be like 5-10 seconds with animation and sounds of being possessed. So that next time, the group can have some time to disable it before a TC-280 with Spare Drone Parts and Pocket ICBM (don't know if it affects the drone) massacre my team.
!feedback I made the referred to feedback a while ago, but I think this could be used as a new way to get to a brand new DLC final boss in the future. ||Especially since void fields is now used as a way to get to Void Locus.||
!feedback
Revert the quiet nerf to Lights Out that allowed you to air juggle. It was it's only redeeming factor over Desperado and now it's gone.
!feedback ||voidling needs more attacks.
maybe an attack where it summons artillery shots similar to void reaver
or it summons some void enemies since it is the void commander
also make it move around more. From what i know it's ai is designed to stay a fixed distance away from the nearest player. Make it constantly move around the arena so you have to follow it around, especially in the third phase
||
!feedback
im watching my friend who is new to the game (he got the base game + sotv)
he picked up benthic bloom despite not having 57 leaf clover unlocked
(edit: he got it 4 hours after first launching the game,
clover requires you stage 20, one of the last items you ever unlock)
disable certain void items if their counterparts arent unlocked
||!feedback|| A lot of people misunderstand this so I'm going to try and explain this thoroughly and carefully.
||Void enemies having an instant kill with their death explosion is fine fundamentally but there are cases where it is just a nuisance to deal with being an irritation rather than difficulty.
When charging zones like TP, void and the deep void you can get spawns close or inside, especially when over half an hour run on multiplayer you can spend more time outside of it than in through the sheer number of crabs plus Jailer seeking bubbles on death which combined with roots or pulls makes the only safe play to not be near it. It also invalidates Focus Convergence as you lose charge time instead from not being able to touch the zone.
Even in general when massive waves spawn and fill the map turning vast amounts of ground into temporary inaccessible death zones, making looting a waiting game until after fully clearing TP so you can't loot and look for it at the same time.||
Void enemies don't work well when everything spawning it dies instantly and constantly, I don't think that was taken into full consideration. I'll leave change/solutions up to you guys.
!feedback QOL change: add a confirmation for taking a blue/gold portal on stage 5 when teleporter is aligned with the moon. It's a pain to waste a half hour run by looping instead of going to mithrix.
!feedback make attack speed increase the reload window on railgunner. This means quicker reloads but also a nice incentive to pick up srynges. Now it varies randomly (seemingly) without any reason (or it is unclear), which is nice to keep you on your toes
!feedback
Let us boost other players with concussion grenade.
Disable for yourself in settings or in quick play or something to prevent griefing
!feedback
Make the void cradles somewhat obtainable with the artefact of sacrifice alongside of the lunar capsule
My friends and I play a lot with swarm and sacrifice and when the dlc came out, we hopped in it with these artefacts and we missed all the new items cause of that.
||it may be a selfish argument am sorry ;-;||
!feedback
Please fix the following text issues as the spacing and grammar is really silly.
!feedback
Make it so mending elites can only heal 1 enemy at a time, and multiple mending elites healing the same enemy heal at a reduced rate.
I was only stage 3 monsoon as huntress, but so many blind vermin started to coagulate that it became increasingly difficult to kill the mending elites with all the bodyblocking, while the boss constantly restored to full health
!feedback
I have a feeling Void Items should be unlockable instead of being already avaliable from the get go.
Not only those, but some of the new items in general. it gives no incentive to play more if you've unlocked most items already.
Just please don't put those behind Voidling. Please, no.
!feedback Make item highlights render over monster corpses so it's easier to find drops under piles of monster bodies.
!feedback please raise the floor at which you void out in the Simulacrum. currently if you fall off the edge anywhere in the simulacrum you will respawn at 1 HP and if you are out of the zone, it will instantly kill you.
!feedback
More skin rewards would be cool, for example one u get from beating eclipse 8 with a survivor
!feedback It should not be possible to find multiple void cells on a single level, at least in the 0th loop (3 void cells on sky meadows makes the level pretty much unbeatable, happened while using sacrifice artifact)
!feedback in the Void Fields, if a enemy gets the item that gives them Col Droneman, make the damage that Col Droneman does be scaled down to the monster's amount. I just had enemies given the item and each shot taken from a Droneman bullet was up to hundreds, RAPIDLY, with what seemed to be near perfect accuracy for all i could tell.
!feedback
The good:
I really enjoy the void items and new bosses and the such. The new content is pretty fun albeit unbalanced. The new music hits harder than a sack of bricks to the side of my head.
The bad:
Dear god, the void damage is so spectacularly high now that it makes the void fields near impossible to do without comically large health pools and bungus/wungus. The fire damage is now too high. Blind pest's spit deals far too much damage, especially on stage 1. The larvae also deal incredibly high damage too. Void infestor is far too small to hit. Void locus is insanely difficult and nearly impossible, especially due to the death effects of some of the void enemies
Maybe next DLC should be early access first before it being fully released...
!feedback
Pls fix the void cell path finding in Simulacrum. It takes the shortest possible path, often through the walls which makes it impossible to follow
!feedback
An artifact that reduces lunar coin expenses to 0, effectively granting the players unlimited coins.
There are many practical reasons to make an artifact that does this. In no particular order:
1.)Statement of intent When queuing with random players, it clearly states what type of a game a player wants. It’s not uncommon to be annoyed because a player wants to visit the lunar bazaar every stage. Different players have different interests. The state of the game becomes clearly labeled with an artifact.
2.)Convenience Many players already “cheat” in their lunar coins, and it’s easy to see why; farming for coins creates tedium which I imagine is supposed to be a deterrent but it’s not. Not only will players not have to edit their text files, but an artifact also allows console players to enjoy the decadence. Artifacts aren't meant to be balanced anyway.
3.)Future Proof The current lunar coin system is a half-measure. The players who want to abuse them don’t have enough, and the more hardcore players don’t take any (or very few) because of the current system’s design. This artifact preserves the ability to just mess around in a command-lite fashion regardless of future design or concepts.
!feedback
Laser Scope
is currently rather underwhelming compared to
/
in the first stack : It is a +50% damage increase and only if you have full crit, meanwhile
is always +60% without the need of crit on top of some aoe, and
is +37.5-50~% while applying to attacks that cannot crit.
Additionally it can also be nearly completely useless if the player doesnt have a high enough ammount of crit to benefit from it.
It could use a buff, or at the very least have it give a minimum of 5-10% extra crit. Additionally it would be interesting if it reduced or removed the damage falloff at long ranges from skills that are affected by it.
!feedback Void Fields' void damage is considerably more lethal than it was before, and that's actually bad. Because of it no longer running off of current health (but still doing enough damage to kill without consistent regeneration), it makes it much more dangerous when players reach lower amounts of health, compared to having higher health. In the past, Most players won't have passive regeneration that'd be enough to counter the old Void Damage at critically low health, and even then, taking fall damage was already a death-sentence in the Void Fields, which was enough to finish players off at lower health. But now, since Void Damage is a percentage of MAX Health, it's even more lethal, and in fact, if someone wants to escape the Void Fields pre-emptively, using the portal takes time and chances are players are just going to drop dead before they teleport. It's too much damage for that level. What i say is: even if the Simulacrum Void Damage is more dangerous, at least keep the Void Fields' Void Damage based on Current Health, not Maximum Health.
!feedback Make void enemies drop void items, while playing with artifact of sacrifice
!feedback
Make Void Infestors take damage after you kill the enemy they're infecting, giving them a limited number of times they can infect someone... and allowing you to kill them by simply killing the enemies they're infecting.
Also make them die out when they can't find a host after a while.
!feedback
the same way void fiend can hold『Floo?d」at full charge while holding their 2ndary attack button, let artificer hold her Nano-bomb/Nano-spear at full charge while holding her 2ndary attack button
theyre both the exact same type of charged attack, but void fiend's floo?d gives you marginal forgiveness in timing and aiming because it doesnt automatically fire at full charge, and that'd be handy on artificer for the exact same type of ability.
!feedback
minor thing, but make weeping fungus tick as fast as bustling fungus without changing overall heal per second.
right now bungus ticks 4 times per second, but wungus seems to tick 1 or 2 times per second for higher numbers
!feedback Railgunner's tracking rounds have a very hard time hitting the Void Infestors, often hitting the ground instead unless the infestor is currently airborne. this makes taking out void enemies as Railgunner frustratingly difficult.
!feedback Change/Increase the noise of the blind pest when there about to shoot
!feedback
I'm actually in the minority that thinks captain isnt invalidated remotely by the new void content as his ship-related kit falls off...near-immediately honestly, his strongest parts of his kit have always been horribly lopsided to his primary, hacking beacons (which theres nothing to hack in the void so this is irrelevant anyways), and his deffensive drones, which he keeps.
However as much of a non-issue as this is, the fact that this is a non-issue is inherently its own problem, as half of captain's kit effectively falls off near-immediately. The beacons hardly offer any real suport or use, and their limited usage means youre usually only ever gonna use them on the teleporter zone, or just on a big chest/shrine if youre using hacking drones.
Consider at least allowing captain's beacons to scale somewhat. Perhaps an increased radius with some stat, or even just level? Or allow him to place multiple with stacks of lysate cells.
!feedback ( ^ addition to the previous suggestion of mine ^ ) make void seed spawn rates a chance per-stage, and NOT based on player numbers, time passed or difficulty amount. It feels far too common with 4 players, leading to situations like what i had experienced before.
!feedback
Alright you gotta add something to keep track of the void-touched elite enemies tied to a void seed. Many a time a good portion of the map is blocked off from me because a flying enemy decided to wander off into the abyss or a void-touched Alpha Construct is hiding under a major platform. I've only experienced this in Sky Meadows and Scorched Acres so far, but not having any idea where they are and running around the map multiple times looking for them isn't too fun. Especially in Sky Meadows where a high HP wisp that could be voided could get knocked into the stratosphere or could be chilling under a rock bridge. A boss pointer would be nice but that might make it too easy? You could just have their pathing kinda hover around the void seed, that would be neat. Or maybe just not lock things in the void seed since you're already taking a lot of damage from the fog.
!feedback
New enemies: Some of them are very frustrating to deal with, and just stronger versions of existing enemy archetypes.
Blind Pests/Vermin are entirely just stronger wisps and beetles. They're (quite ironically) harder to hit, deal more damage, are faster, tankier, and the only tradeoff is that they are slightly easier to dodge attacks from. Vermin need damage and speed number reductions, and Pests' attacks need to travel much slower and be more recognisable.
Larva are incredibly frustrating to deal with. Compared to Jellyfish, they are once again, faster, deal more damage, and have more health than them. However on top of this, Larva do not die when they kamikaze you. They live to chunk the remaining 40% of your hp, IF you have any left.
They need to make more noise, deal less damage, and be slower.
Apothecaries are cool. The Constructs are well designed, and cool also.
The new void enemies are nice too, however:
Infestors need to have way less health scaling.
Jailors' pull and shotgun should not be hitscan, and their detainment field needs to make the same noise as the other ones. (Doppler effect instead of pitch adjustment?)
Devastators are awesome. That's it. I love em
!feedback
Remove the tiny DLC icon from the corner of void items, it just feels unnecesary and doesnt look good on the HUD, the fact that these items are.. i dont know.. freaking purple, makes them already recognizable without the need on an icon
!feedback Increase spawn chance of void cradles and to improve the rates of higher rarity void items
!feedback
Did the devs playtest this DLC while using Drones at all?
Make Drones viable again.
Remove Drone void infestation!
!feedback
global leaderboards for simulacrum :)
!feedback Mending elites are an interesting new enemy type, but can quickly scale to an unkillable mass. We need an item to disrupt healing. Maybe something like "Malachite Shard - prevent healing for 2s (+2s per stack)"
!feedback The recoil on Railgunner's unscoped primary attack should be changed or removed entirely. It causes two issues which are hopefully unintentional. The first is that it causes her primary to interrupt the effects of bustling fungus. The second is that while using launch pads, firing changes your trajectory which you can not correct by using your movement keys. On stages with high elevation changes and or chasms (Sundered Grove, Sky Meadow) this can be fatal. This is especially important to address due to the addition of new items that are consumed on low health (Watches, Elixirs).
!feedback Nerf Spare Drone Parts on enemies, it's so much deadlier than teslacoil and Col. Droneman can shoot you even from very far away
Adding damage falloff to drones would prevent you from being sniped so easily when enemies get them
!feedback Shipping Request Supply should probably be blacklisted in Void Fields as it does nothing on enemies lmao
!feedback As an extension to this, make the Lystate cell or however you spell it buff the captains beacons instead of doing nothing
!feedback : make a workshop ingame where people can put their mods onto a workshop so console players can have fun too with some goku harcore runs, i am a console player wich is why i suggest this i'll put it in more detail the workshop would have the same little box under alternate gamemodes where players can click on it and it would open a menu like the journal thingy and mods would have a description. the size of it. what it contains. and possibly a trailer for the mod (thank you anyone who reads this!) (btw have a good day)
!feedback
!feedback
I know it has been said 100 times but I think it needs to be said 101 time.
Please undo the burning change. It feels unfairly long
!feedback
Make it so that when you have
with Railgunner, you don't instantly reload when you stop pressing M2 if you still have shots in the chamber.
!feedback
If your camera is underwater, some enemies (if not all, only noticed it with some, namely Blind Pests) turn invisible. It's practically necessary to do so in one of the new stages. I believe it's been like that for a long time.
!feedback
Egocentrism is funny in its current iteration but i'd much prefer if it was a viable build choice instead of just a comedic way to throw a good run.
It's very much an "all or nothing" item by design but currently the choice is between keeping your build and having no items at all (especially with how long the lead up to both proper final bosses can take). Even on survivors that can perform well without any items like Acrid or Loader it feels like a non-option because it assimilates movement speed, defense and healing items which can and will get you killed, especially on Mithrix or in the new ending sequence.
The way I would change the item is to make it assimilate only offensive items, as in items found in Damage category chests. You would still be giving up staple items like Lens-Makers, Harvesters, Bands and Daggers but it will leave your Utility and Defensive items untouched, which would allow you to dodge enemies and stall out while your bombs do the killing for you.
Some of the flavor of the item would be lost by doing this, sure, but considering this is content that I paid money for, I'd much rather have the items I paid for be good.
!feedback
Inside the lunar shop, could it be possible to make it easier to distinguish the Aqueduct and Sanctuary lunar seers? Both have the same exact orange tint and I find myself needing to zoom in a lot to make out the differences inside the portals.
I'd also extend this to Siren's Call and Sundered Grove, though to a much lesser extent.
!feedback I'd like to piggyback this by saying the entire issue could be avoided if pinging the lunar seer allowed you to see what stage it is. the new void themed stage could just have "???" to keep it ambiguous.
!feedback Bring back Ror2 on geforce now
I cant do wave 50 in new gamemode bcs after wave 40 i have like 12 fps... Geforce now is best solution (I know a lot of players that have performance issues in ror2 and own geforce now)
!feedback i was in the bath thinking about this game, and i came with a idea! there is so much original characters that modding community created. the developers should make a poll where the most voted survivor would be implemented in the game.
!feedback
It appears that the environment log data for Siphoned Forest hasn't been updated yet, as it still says Snowy Forest when you fix the area's radio scanner
!feedback I've been sitting on a character idea and want to know if people think it has a place in RoR2. Their main attribute is their ability to sample debuffs(Burn, Acid, Frozen, ect) and apply them to their primary attack, a low damage melee/throwing knife. Thinking of naming it The Alchemist. What do you guys think?
!feedback
Make
Laser Scope give you at least 10% crit so it's not entirely dependent on other items. It's a very underwhelming item to begin with. Taking 2x to 3x damage multiplier that you need 9 white items for to properly utilize is just very low imo.
!feedback
After getting new update the game loads too long.
!feedback Add an artifact that disables lunar reroll slab.
!feedback
Add more groupings of items to the list. This is mostly so the Void version of Clover makes better rerolls.
As it is, the tags for most item groups aren't too well-developed, so stuff like Hooves can turn into Leeching Seeds because they're grouped in "utility". But for example, if there were more specific tags for items, say, "defense" "mobility" "attack" and such, I feel like the rerolls would make more sense and your builds wouldn't end up changing as much.
Sorry if the wording's kinda weird. a tl;dr of it is: more tags for items.
!feedback corrupted item idea: plant killer once a enemy is killed plant killer gets spread around the area. Does x damage to enemies.
Corrupts all interstellar desk plants
!feedback Every once in a while I get one-shotted/killed by something and it is not clear what actually happened. A combat log would be nice, where one can read the last few seconds, interaction by interaction, so that I can actually LEARN what happened during the game. I am not sure whether this already exists or has been requested before.
!feedback
!feedback make lost seers lenses do a big damage hit (1000% damage?) when it would normally proc against bosses instead of being functionally useless when fighting any boss
!feedback the normal lurmarins weak point is almost impossible to hit sine you can only hit its head to get the effect suggestion lower onto their sholders area more so when you have a 29 weakpoint streak you dont have to hit such a small target.
!feedback Maybe give void infections a priority system. As long as enemies are alive within X distance they prioritize mobs before friendly things. This also helps cause then the player has to decide to do the cradles and void seeds before the TP so there allies won’t be effected or they can do it after TP where there will be less enemies to deal with but higher chance of an ally becoming infected
!feedback alt skin versions of the survivor trading cards with a higher rarity pls
!feedback
It would be a great quality of life improvement if there were a way to easily find last void monster
!feedback
I'm sorry, but it's becoming more and more difficult to believe that Gearbox doesn't have a stake in the game's development.
This DLC felt rushed with all of the strange edge cases and weird interactions added in (like Void Fiend taking extra crowbar damage from his corrupted form's special.)
This is on top of the overabundance of scrapped content still left in the files, such as ||The various "Orb" items. Void Scraps and Void Coins. The "Helot" skin for Commando. An entire survivor's worth of skill icons still left in the files for a survivor named "Ward." Other scrapped items like "Blessings of Terrafirmae." Scrapped equips like Elegy of Extinction and Overloading Extractor. A whole "Secret" Elite aspect of speed. And even scrapped enemies too like the "Assassin" (which has a full lore log btw) or that icon for an unused Construct family enemy. Finally, and arguably most egregiously of all, A whole outro cinematic for the Void ending that was near finished and is only lacking some rough polish and flair.||
Please, Hopoo. If you still have control of it, stop rushing development.
At the end of the day, nobody loses if something has to spend more time in the oven to be perfect. This lesson really should've been learnt after 1.0 released.
!feedback
Picking up an Elite Aspect should unlock its cosmetic horns and shaders for use on all survivors via the loadout tab, as these often look really cool, and it would allow some more customization and allow players a small permanent reward for finding a rare item.
!feedback
Buff Ignition Tank to also increase damage and radius of explosions a bit (eg: 50%), but change its rarity to Red.
Ignition Tank is pretty strong for a green item. But it also is a bit niche since it only works in specific conditions. I feel like it could warrant a nerf, but instead of nerfing it, a rarity change with another thematically consistent buff would also make sense while keeping the item fun. Though it would require creating an explosion damage type if it doesn't exist as an actual classification yet.
!feedback
If you hit the "R" heal on the Void Fiend, it shouldn't put you into corruption mode if you've already triggered the skill. The corruption % should be taken off on skill trigger, not skill completion. Been burned by that a few times now!
!feedback Add an new statue who fill/fix your "Broken" items, like delicate watch, elixir or dio. Maybe make it spawn only once every 5 stages, and make it expensive to keep it balance.
!feedback
Xi Constructs deal too much damage for how tanky they are compared to other bosses. They send out a beam with a very quick turn speed that melts your health away far too much.
Gup seems to need some optimization performance wise because a Gup event singlehandedly makes my framerate plummet and thus navigating because a tedious and nigh impossible task, ruining my run.
!feedback
Please add a "sprint as default" toggle in the options sections, my hand hurts from having to hit the sprint key after every single attack I use.
And while there is a the auto sprint mod, it really should be a base feature
!feedback It is currently impossible to obtain the Void Items with the sacrifice artifact enabled. Perhaps Void enemies could drop Void Items instead of regular items?
!feedback
Viend's Plasma Missile should work with Pocket I.C.B.M. as it literally has missile in the name.
!feedback Nerf collapse debuff when it's applied to the player, I find it incredibly boring to end 80% of my runs due to being nipped once and then getting removed to -200hp from like 400
||!feedback||
Minor/futile change
Mercenary main talking here,
Make the katana on the oni skin kinda red!
Some character already have some change of weapons with there skins, bandit, railgunner and engie only come in my mind rn but make a change for this skin as well!
...pls??
!feedback
Sundered Grove has been appearing more than Abyssal Depths and Siren's Call combined. I think I've only seen those other two TWICE (out of at least a dozen or more runs and loops combined) since I started playing this update.
!feedback
If more than one seed is going to spawn, have the void kill objectives tied to their own respective seed rather than needing to kill every void monster on the map. This tends to become an issue on Sky Meadow in my experience due to its size.
Ex: In the image, if each seed only has 6 void monsters tied to it, you should only need to kill 6 tied to a seed to remove that single seed instead of needing to kill 36 void monsters on the map to clear all 6 simultaneously.
!feedback please do something about healing affecting corruption of the void fiend, as it is now just a couple healing items make it so you barely transform into the corrupted form. I find the constant switching between forms the most fun part of the void fiend and you cant just rule out picking up healing items in a run just because you're playing as the void fiend. I don't know if this has been said before but I would still like to give my opinion... Hope this helps
And maybe reduce the aim assist a bit.
!feedback New survivor idea
Passive : instead of doing dmg to monsters you convert them into allies crit and dots instead converts them faster.
Primary : shoot a beam that converts enemies into allies
Secondary : shoot an attack that instantly converts small creatures into allies or a large chunk of your passive into bigger creatures.
Secondary unlock: turns it into an aoe shot that does less conversion but big area. To unlock have 20 converted allies up at once.
Utility : heal all allies for 25% hp (plus 1% for every 100 hp).
Utility unlock : give all allies a 50% hp shield. To unlock : heal a total of 10000 hp for allies in one use of the first utility.
Special: turn 5 allies into elites (plus 1 per 200 hp)
Special unlock : give all allies 2 white items (50%) or 1 green (39%) or 1 red or boss permanently (1%) white items cap at 20 green at 8 red at 5 (get plus 1 of green and red and boss for every 200hp caps at 15). To unlock convert a boss and turn it into an elite.
This is just a first idea kind of look don’t have much numbers for it yet but I really would love a summon/pet focused survivor or something along the lines of that
!feedback
Blind Pest/Vermin hit simply too hard for their enemy type (swarm type of enemy, meant to overwhelm you with shear numbers rather than power) as even with MUL-T in Power Mode (granting 100 armor = 50% damage reduction) and having a Repulsion Plate at LVL 1, these things can still kill you in only 5-6 hits on Monsoon... They are simply too fast moving, too fast attacking, too numerous, and too hard hitting for what they are! And with the introduction of the "Mending" Elite type, it only takes 1 of the swarm to spawn as such early on in a run and you are simply screwed, even more so in the Simulacrum! They spawn in nearly the same numbers as Lesser Wisps, but pack 10x the firepower! It also doesn't help that their spawning sound is rather quite and suppressed (unlike Lesser Wisps and Beetles, which are both rather loud and obvious), meaning you often arent even aware they spawned until they are already on you! For now I would recommend simply lowering their Damage and possibly making their spawning noise a bit louder (namely the Blind Pest in regards to spawn noises)
!feedback First draft for the Alchemist stats and moves:
Stats:
Base damage: 11 (+1.5 per level)
Regen: 2 per second (+1 per level)
Health: 130 (+5 per level)
Moves:
[Primary] Throwing Dagger: Throw a dagger dealing 200% damage. (You get 5 tipped blades for samples.)
[Secondary] Sample: Stab an enemy with a syringe dealing %250 damage and collect any Debuff OR their elite ability. After you collect a sample, that Debuff will apply to your next attacks.
[Shift Ability] Volitile Flask: Throw down an explosive concoction under your feet and fly into the air. Anything below you takes 500% damage.
[Special] Experimental Brew: Throw a flash that will deal 800% damage and will release a gas that induces your Sampled effect.
If you have any suggestions do tell! (also I'm learning base stats bare with me)
!feedback
If Hopoo decides to add more skills down the line I feel like this would be a fun idea.
3rd option for Railgunner utility: she throws out the same type of charge that she can then snipe to make explode in a small area. The explosion does the same amount of damage or maybe less damage than what the normal sniper shot would have done
!feedback
When picking up an item that is going to be converted into its void equivalent, show the number of that void item that you now have.
Something like this (except with correct numbers).
!feedback
!feedback
Changing the current Skin/Mastery system to have the 'Alternate Skin' (the current Mastery Skin) unlock when defeating Mithrix.
Have a new 'Celestial Skin' for Obliterating.
Have a 'Corrupted Skin' for defeating the Voidling.
All on Monsoon of course, it would be a great incentive to beat the game in different ways with all your favourite characters.
(And your non favourite characters for us 100% completion enthusiasts)
!feedback
Requesting the mouse being bound to the screen borders be disable-able in the settings. With dual monitors, I am very constantly just pressing escape and mousing off screen, and it was very convenient. Thank you c:
!feedback
Can we NOT have Void Infestors be able to instantly turn our own turrets and drones against? I just had an Engineer run end in like 5 seconds because my own turret shoot me.
Maybe if they did it only after multiple successful attempts (like, after hitting the turret 2-3 times), then it would be slightly less annoying.
Alternatively replace becoming hostile with just being shutdown until you get rid of the bug.
!feedback make the void jailers pull not very longrange OR a make it a projectile, I was pulled into 40 malachite spikes from across the tp zone from a void seed, there was nothing I could do. This applies to void locus as well, where void damage can kill you. Maybe make it the range of wisps, or somewhat larger, so that you can still pepper them rather safely from afar.
!feedback keep the rusted lockbox always having red items bug but make rusted keys less likely to show up and unattainable through artifact of command to prevent cheese
!feedback
hopoo games should try making mods or a beta to test changes
!feedback
Eclipse Simulacrum 
ALSO:
To throw your knife, you click and hold. Let go to throw the knife. If you just want to jab in front of you, just click. Melee attacks do not consume samples.
!feedback
Reorganize the monster log entries in the log book where types of monsters are in groups. Perhaps have the non-boss enemies together, the bosses together, and the final bosses together.
Not a minor complaint or issue, but it still bothers me to see the monster log entries "disorganized."
In addition, change the background color for the final bosses, please?
possible second abilities when a enemy is stabbed it can give either a small portion of health or gold?
!feedback
Hitting a Voidtouched enemy with a strong attack (at least 400% like with bands, maybe more) should prevent Voidtouched enemies from outright blocking all of the damage.
It's very annoying to change up a very powerful shot like Railgunner's R, only for it to deal literally no damage because they have a pissed off bug on their nose.
At most have the damage reduced, but not fully gone.
However low-dmg rapid fire damage could be blocked as normal. It's mostly about the powerful, slow hitting attacks.
!feedback
If voidtouched allies are going to stay, greatly lower their stats when they become voidtouched.
Allies generally have high damage compared to enemies, because enemies have a lot of health and you dont. So when an ally gets voidtouched, you usually end up getting shredded like wet paper towel.
I would greatly prefer the removal of voidtouched allies as a whole, but if the system stays, at least nerf them while voidtouched.
!feedback
(SINGLEPLAYER EXCLUSIVE)
Void explosions (void reaver death explosion and the such) should have a chance to send you straight to the void/void locus
!feedback
I've had this happen to me in Simulacrum a few times (loving the gamemode btw), when the boss wave is over and the assessment drone flies off, it's sometime taken AGES to get to the next location. Just now I think i've spent like 3-4 minutes following it around the weirdest of detours, couldn't it just go straight to the next location without going around and under?
!feedback
Buff Devastators. They're supposed to be a "Boss" but they're overall just kinda meh. Half the time they just fall to their death because they can't use jump pads properly.
Jailers are far scarier. That shouldn't be the case.
!feedback
Her leg is looking a little thin there, don't ya think?
newt character
you need -2,000,000 coins to unlock
!feedback
Void elite affix droppable by void Infesters themselves (due to the mechanics of void elites and the fittingness of obtaining the infester as an item).
!feedback void item spawners should be in artifact of sacrifice also
!feedback
Make it so void fiend primary doesn't target Queen's Gland Beetle Guard
!feedback voidsent flame right now is basically just a direct upgrade of will of the wisp.
i suggest it doesnt proc from other voidsent flames, so it doesnt naturally chain
this gives a benefit to wotw where it can cause chains of damage, but has to kill enemies, as opposed to voidsent doing the same damage, but only if you hit first
!feedback
looking through this channel this seems to be a somewhat common complaint but i feel as though it still deserves attention.
i understand that people enjoy the lore aspect of captain losing his beacons and orbital strikes in hidden realms. UES safe travels cannot access these areas, it's a nice touch. as someone who plays a lot of captain, it was a bit annoying that i was being neutered in certain areas for literally zero mechanical reason but i could tolerate it. before the update, hidden realms were a very small part of the game anyways.
however, with the new final boss being locked in a hidden realm, i feel as if this frankly isnt acceptable anymore. im a huge fan of lore being integrated into mechanics, but the price for this is that captain is reduced to his m1 and a completely inconsequencial m2 during a large portion of content added to this dlc. i've seen the argument that having no beacons doesn't really affect the gameplay in void too much, but this is completely ignoring his orbital strikes which is one of my favourite parts about the character and contributes to a significant amount of his dps. the fact that i am incentivized to switch to another character to fight a final boss for fucking lore reasons is completely ridiculous in my opinion. at the very least, he should have weaker abilities to replace the ones taken from him. or, if thats too much to ask for, remove the restriction entirely.
if you want to pay respects to the realism of mechanics in your universe, at least have the decency to make sure it doesnt negatively impact gameplay to such an extreme degree.
!feedback fix your drones running into/pushing you. makes bustling fungus basically unusable with drones because they just push which moves you and cancels it. also just very annoying in general that my drones are always trying to push me off cliffs
!feedback
Allies that have the ability to move on their own like drones and whatnot should automatically pathfind to areas safe from the void.
Just had a very drone heavy Captain build that completely floundered during and after Void Locus because they all just floated there outside the radius until they died.
They honestly seem to be suicidal at best and downright mentally handicapped at worst when it comes to this.
!feedback
Parents can use their teleport to bypass the root/nullified effect of tentabauble, I'm not sure if this is an intended interaction or not
!Feedback.
Character idea: mad alchemist (needs balancing and may change)
Stats: hp 70 (+ 15 per level) Regen 2/s (+0.4 per level)
Speed 8 m/s
Damage 20 (+2 per level)
Passive: if he stands still for 10 seconds common and uncommon items have double the effect.
M1: throw a flask of acidic liquid dealing 50% damage with a damage over time affect lasting 7 seconds dealing 2 damage per second that stacks with every hit. 4 second cooldown (works with death mark).
M2: hold to charge a flask spray with short range at a 180 around the alchemist dealing 40 not charged and 70 when charged gives poison only for 3 seconds.
13 second cooldown
Shift: concoct a explosive tube and throw it to the ground lunching yourself similar to the rail gunner but it has a short range explosion that’s hart to hit but does 209 damage.with a 10 second cooldown
R: coat all flasks with fire and imbue it increasing damage by 300% and give burn to its debuff for 20 seconds with a 40 second cooldown.
Tell me if this needs balancing cuz i didn’t look at other characters heath or attack rate ping me for balancing. :)
!feedback
Implement a "Auto-Skip Intro Cutscene" toggle into the config menu next patch. The functionality exists and can be set & used by manually editing the config files, so there's no reason for it not to exist in the options menu.
!Feedback
!feedback
engineers mobile turrets do not have enough range to hit the new final boss
engineers turrets are what make engineer as strong as he is and removing his turrets makes engineer very weak compared to other survivor's at the new final boss
i think maybe like a range boost to the turrets would make the mobile turrets more viable in the new final area
a straight up range boost to them would be cool but a range boost just in the new final boss area would be perfect
!feedback
Improve the base range of Void Fiend's corrupted M1. CQC skills don't really work that well in the endgame areas, and for certain mobs (Jailers, Devastators and Reavers) it might as well be asking for a smiting.
!feedback
add an option to change to a characters alt skin when looking at them in the survivors section of the logbook
!feedback
make attack speed increase the range of void fiend corrupt M1
!feedback
Void Fiend's corruption being reduced by healing feels very unfair as it puts almost all healing/health items completely off-limits and dramatically reduces his survivability. I think the corruption penalty should be at least reduced if not removed altogether to make the character a little more viable.
!feedback add console mouse and keyboard compatibility
!feedback
When tricorn is used on magma worm, 9 times out of 10 the item is glitched under the map. Maybe spawn the item near the teleporter if it is used to kill the tp boss?
!feedback
add some sort of way to toggle the void instakill, making it be blocked by oneshot protection
(i get its supposed to be an instakill because of lore and game balance, but jesus man just let me kill a guy without getting oneshot)
!feedback
Raincoat should prevent Engi's turrets from getting Infested.
!feedback Engi's turrets shouldn't BE infestable at all, its a crucial part of him. Turning one against him is just unnecessarily cruel.
!feedback
There's already a way in the config file to skip the intro cutscene automatically - I think that should probably be added to the settings menu as well.
!feedback Add Artifact of Spirit from Risk of Rain 1
Spirit: Characters and enemies move faster at low health.
Doesn't have to be exactly the same, I just think it would be cool.
!feedback
why.
!feedback
make all portals show the stage there going to in them like the purple portal
!feedback i think that the healing elite should be more likely to stand with large group of enemy and not just rushing you
and when they are about to die they get closer to the enemy so the heal bobble do something
!feedback transforming into Void fiend should stun/knockback enemies nearby
!feedback new legendary/boss item: Soul Chain. 5% chance for enemy who got proc'ed to link a soul chain to the farthest enemy, which combines their health into the same pool, as if they both were just 1 enemy. Example: you activate this item on a wisp, the farthest enemy is a grandparent, they get linked together. The wisp gains the grandparent's hp and the grandparent gains the wisp's hp, but all damage to one is reflected to the other.
!feedback
Make continuous fire possible again (acrid's M2 or commando's special with brainstalks) instead of having to tap it over and over.
!feedback
Void seed enemies should have a waypoint on them like bosses do. This way, if a seed is on a teleporter or blocking a part of the map that you need to travel to, you can easily find the void enemies.
If more than one void seed is on the map, you should not need to kill every single void enemy to destroy the seeds. Many times, there can be 30 void enemies to take out if there are 3 seeds, and as long as there is one void enemy left, you can't access any of the seeds at all. A fix for this could be when a certain number of void enemies are killed, one seed is opened. for example, after killing 10 void enemies, the seed that you are closest to disappears, but you still need to kill the other 20 void enemies to access the rest of the seeds.
!feedback Fix the typos in the cryocharge skill description and in the logbook entries. Lots of double spaces.
!feedback I feel like Voidfiend should only lose corruption charge from using the special ability, instead of when receiving any kind healing. It seems like this would lead to never being able to reach the corrupted state in late-game when you are constantly receiving tons of healing from lots of different sources
!feedback
Give the new boss fight a proper ending - instead of teleporting out, how about the entire stage collapses in on itself like a void bubble, or a void rift like the boss creates appears in the hole in the center and you have to jump into it, then fade to black, maybe cut to a scene of a shuttle reaching home, like the planetarium log implies. Also play the new "prelude" soundtrack at the fade to black, it's a beautiful song
!feedback
Egocentrism’s range should either be increased or scale with more stacks of the item. If it’s going to eat my entire build it should at least be able to handle nearby Wisps fairly consistently.
!feedback Make Ego have a pattern of what it transforms. I personally don't care the pattern but have some way to plan for the transformation would give ego the boost it needs to be decently pickable. The pattern could be red to white or most recent item or white to red. At the very least make it so it doesn't transform lunars.
!feedback void items should drop from void enemies with sacrifice on
!feedback
Update the piercing wind huntress achievement to include sulfur pools.
!feedback
Equipment cooldowns should be reset at the beginning of each stage.
!feedback Xi Construct's death ray honestly should deal much more damage, considering the Xi Construct is slower with turning it's aim, and is literally firing a GIGANTIC sunlight-colour beam of pure energy. It's the most intimidating attack i've seen yet, and should be more damaging than the Stone Titan's perfect accuracy laser. We should fear that death ray more.
!feedback If you kill the new boss after reaching that stage from the moon frog method, you should get 20 lunar coins: 10 for each final boss you defeated that run
!feedback Power Elixir needs to be reworked a bit I think. The concept is fine but I find myself dying even though I have a few. The health needs to be immediate or at least offset the remaining damage until after it's healed you. The way it currently works doesn't feel great for an item that's one time use.
!feedback Victories should stay permanently saved in the run history
!feedback Add a new artifact that replaces all item drops with void potentials. Basically it would be command lite
!feedback When you are in a menu like for the scrapper pressing esc should not pause the game it should instead close the window.
!feedback Void fiends corrupted m1 should get faster and longer with more attack speed (or just be longer by default), part of the reason why uncorrupted is almost always better in later games is because the m1 scales with attack speed and has a very safe attacking distance
!feedback if burn is going to get buffed then the sun attack that grandparents do need to be absolutely reworked because unless you're someone with infinite range or you're having a god run where nothing exists for more than half a second it's so unnecessarily difficult to kill a grandparent at low hp, I would personally prefer the range to not be as absurdly big as it is right now
!feedback
Change the arc of Devastator's second nuke scatter shot (on death).
Right now all the little orbs land within the big detonations area, making it redundant. If you're in the area, the big one kills you. If not, neither do.
Having them blast more outward would be a good start on making the enemy boss much more frightening.
!feedback
Bustling fungus shouldn't be disabled from the tiny movement that occurs with recoil from shooting. It'd make it slightly useful for people other than Engineer that way. It still wouldn't even be that good, but nerf the healing if you have to or something.
!feedback getting to the new final boss sucks balls
!feedback After hearing that there is a scrapped outro cutscene almost finished for defeating the new final boss, why not finish it and add it as an update to the DLC?
!feedback Please make a toggle for holding right click to repeatedly cast it, I'm sure there was a good reason to remove it, but please let us turn it back on. Having to constantly mash R1 while playing purity Acrid is actually physically painful for me.
I’m boosting this, twice now, I had been insta gibbed thanks to void fiends transformation animation, getting whacked the moment the animation finishes. It’s bad enough I got hit by a heavy attack, I don’t need to be a sitting duck afterwards
!feedback
Ok, Risk of Rain 2 is cool and good, but Survivors of the Void has REALLY exposed and emphasized all of its worst design decisions IMO. I could gripe about a billion things despite my love of the game, but I'll elaborate on a thing that's been brought up a couple times; the survivor designs.
To make a long story short, the DLC is the straw that broke the camel's back in terms of having new characters making other characters obsolete. Why bother getting good at Artificer or Commando? Just deal 4000% damage with guaranteed crits as Railgunner, without needing projectile aim skill lmao. Want to freeze enemies? She's got that too lol.
Obviously, Railgunner does have her downsides, but they're all literally the same downsides as Artificer. Oh no! You used your most powerful attack, and now you're vulnerable... except Railgunner's vulnerability after a super shot gets shorter with higher attack speed, while Artificer is in constant cooldown hell. Welp. Also, you have the mines, which give you better starting mobility than Artificer, unless Artificer gives up one of her most powerful abilities. Nice. Great.
Loader was definitely the first instance of something like this, but at the time, it was like, "nah! yeah! she's fine, she's just the one super good survivor, fine!" But in reality it's now more like, why bother getting good at Mercenary if you can just punch good as Loader, and win anyway? Then Bandit was the first step on the slippery slope to guaranteed crits... Still cool, but... Even back then, that damage... whew.
And now, with SoTV introducing every single bulky enemy under the sun, now it feels like I have to play as one of the characters who just deals BIG DAMAGE, or else suffer in the wake of RNG not giving me any decent items.
Basically, almost every old character needs buffs to be on par with the new characters. That's not to say that EVERY character needs to deal thousands of damage on Stage 1, but they need SOMETHING.
!feedback yknow the menu that opens when you get to choose an item with the artifact on command, small nit pick but when i get attack while in the menu, i press escape to try and close the menu but it just opens the setting menu and then i die, please make it close the menu i cant handle it
!feedback SPOILERS FOR THE DLC AHEAD. ||Is it just me, or does defeating the Voidling feel a bit anti climatic? Sure it's cool when he dies, but then you just... Leave. No like, little cutscene at the end or dialogue at least saying "And so ___ left..." just "Fate unknown..." If it would at least show the "and so they left" text, I'd probably be more satisfied for defeating the most difficult boss in the game if it wasn't just Fade to black...||
!feedback
With SoTV I feel like runs on many old characters feel more and more RNG dependent, with the introduction bulkier, stronger and faster enemies the need for items that we NEED at any given moment has increased as well. Runs are much more likely to end regardless of how much damage you have if you don't get some movement speed items, Quails and Feathers at some point, or get some sort of healing. Though this has always been the case, SoTV just feels much more punishing now.
Though I'm all in for enemy nerfs, character buffs ect. I think a good way to balance this higher difficulty is to simply make items more consistent. So I propose making Teleporter items a selection of three greens with a chance of a boss item being among them rather than the single one. Or/and have the selection of a green or multiple whites instead. (Ex: After the boss you have the choice of an Ignition Tank / ATG / or three Hooves.) The items here and the chance of each selection being a three whites/green or a yellow is still random of course but this just gives a much needed agency to builds rather than hoping for X item to appear or a scrapper and a printer you want appearing later on.
!feedback Please actively save run stats to profile as the game progresses, ideally every map change. Or whenever you disconnect/quit to menu.
Part of the fun for me is seeing how runs go and looking back on them and examining damage numbers and builds in greater detail after the fact. Also watching big numbers go up is fun too :>.
It is wild that a small network hiccup can essentially "erase" or rather prevent them from being recorded. I'm more then confident that our local client has all these details when it gets disconnect from host, Just for whatever reason they are just not being saved.
Thanks :>
!feedback
I kinda wanted to bounce off of a top feedback comment. I think that the new characters are definitely fine, and in general I don’t see how they “overshadow” other characters as much, the main point being railgunner > artificer. I think artificer is still solid and unique, but I can agree to some extent that railgunner has high burst with the benefit of nearly infinite range, versus artificer being limited range. Perhaps make railgunners secondary have reverse falloff? I.e. does 200%-4000% dmg, the closer the enemy the lower the damage. (Obviously extreme dmg range but the idea is there) that way it makes railgunner more range focused and doesn’t steal artificers unique burst at mid-close range.
Also sidebar addon, I definitely felt disappointed by the ending of the ||voidling boss just fading to black, I hear there was a cutscene in the code that was left behind and I honestly would have loved to see that become implemented! I would rather have some kind of cutscene for such a climactic fight than have it fade to black like the moment, whole.||
All that and the bugs aside the dlc is great! I hope the fixes will come soon to really fine tune this dlc and make the game as clean and smooth as it was before dlc launch.
!feedback Ignition tank seems to proc on the self damage caused by hellfire. This is incredibly painful. Please don't do this
!feedback
Please make Xi Construct less prone to running away, i had to literally chase it behind walls , and run outside the teleporter zone, just because it insisted on camping me out. We already had to deal with this nonsense with Magma worm…
!feedback Can we please have a way to turn off the void seeds? It has completely ruined the new update for me. At least make it an optional part of the stage. Getting deleted by collapse at near full health sucks especially when the teleporter is within the void seed. Basically kills runs.
!feedback
I was playing with some people earlier on sacrifice, and the void seeds on that artifact are just a slap to the face. You don't/can't get void items + the enemies are tougher/do very high damage with collapse + a ton spawn on multiplayer already + it locks off chunks of the map. There's no incentive to clear them other than being able to reach an area or teleporter, they're only a drawback and honestly not fun at their current state
!feedback
Be able to view Monster animations and elite versions in their logbooks.
!feedback I like this suggestion and it's almost in top feedback so if you like this suggestion then refer to the original post and feel free to support it.
!feedback FInal boss ending (Voidling) was very uninteresting. It's design is amazing and I do love it I just wish there was something... idk. You just sort of leave. A big letdown and there was a lot of potential.
!feedback
Corrupted Trespass would feel a lot more consistent/wieldy to use if it moved in the direction of your cursor akin to Huntress Blink instead of straight in the direction of your movement on the axis.
!feedback To make infestors less annoying, please make the hurtbox bigger, and add a weak point for the railgunner.
!feedback can we make it so helfire tincture + ignition tank doesnt kill you. Helfire is only supposed to bring you down to 1hp. I don't mind the double self damage but being able to actually die from it is just annoying
!feedback
I got the idea for an alternative version of void fields but this pinged feedback sums it up nicely. Could be used as a new hidden realm for a new DLC down the line.
!feedback Void Fiend needs a rework. He's very centered around not picking up healing items and transforming stops momentum.
!feedback
Show heretic in simulacrum so I can see the round I got to with her
!feedback it would be nice if you could get void corrupted items in an artifact of sacrifice runs, just add the void cradles in, or make the void infestors drop them.
!feedback
It would be nice to have tooltips when hovering over items in the selection window like in artifact of command, simulacrum and now also void fields. It already exists when hovering over stuff in the inventory when pressing tab so it would make sense to have this in the selection window as well.
!feedback
Indicator when an item will become corrupted by a void item. For example, a void potential with Tougher Times as an option, while you have a Safer Spaces should indicate the Tougher Times will convert into a Safer Spaces.
!feedback it would be nice to have an option to disable visual appearances of some or all items on your character
!feedback
make me not stop moving when i transform :(
!feedback
Give us info on how an item stacks everytime you pick it up, and allow us to see the full chance and damage an item does when hovered over like some of the mods do, this is crucial and its still not in here after 3 years.
!feedback
On top of all the other issues with void seeds, you can also just ignore them and do the teleporter event without interacting with them whatsoever. This feels a bit odd considering that they're labeled as an objective for the level.
My Idea: Leaving void seeds open could flood the stage with void fog when the teleporter is activated, with the teleporter zone acting as a safe zone, and either make the tp boss voidtouched or even a full fledged void devastator. Doing this would make the teleporter drop void items instead of normal items [including the currently bugged Newly Hatched Zoea]. This would give players a reason to interact with the void cells apart from getting at the items inside in order to avoid a much more difficult teleporter event, and would give players running sacrifice a way to get any void items at all.
!feedback huntress with shuriken feels awkward since she does not need to aim for most of her abilities and the shuriken requires it, how about changing the way shuriken works to be in the direction of the attack that triggered it and not the look vector?
!feedback
why does volcanic egg look so disorienting? hopoo pls fix
!feedback void fields feel a lot more risk and a lot less reward. The time should be reduced whilst in the void fields or put back to normal as it completely removes the point of even going to the void fields in the first place. Which is that risk/reward when your having a bad run. Also there's no way to get void items with sacrifice, can we at least have it so void seeds have a chance to spawn void items after destroying it?
!feedback
Survivor Concept: The Pilot
Passive: Apart from his main weapons, a small drone hovering above the Pilots shoulder, he naturally spawns with a special combat drone that inherits all of the Pilots items, named Hecto, which respawns after 30 seconds if destroyed.
Additionally, the Pilot can access Hecto by interacting with him whenever the Pilot has leveled up, giving him "upgrade charges".
On Hecto, he can spend the upgrade charges to invest one of the Pilots own items to activate a global buff that then applies to all the Pilots drones or aquired turrets, scrapping the item from his own inventory and adding it as a total drone upgrade.
One normal upgrade charge is added with every level up, except every 3rd level, which gives a unusual upgrade charge, allowing to add a unusual item and every 10th level, giving a legendary upgrade charge, allowing to add a legendary item.
Void items cannot be directly transfered, but have the same item pool, meaning that if the drones have daggers and the player corrupts his own dagger the drones´ dagger become corrupted as well.
Hecto itself fires two gatling guns with 100% damage each, meaning 2x100%.
Primary Attack: Pilots main weapon is his hovering mini drone (not Hecto) which shoots out slow missile projectiles that track the laser emitted by the drone, acting as a manual guidance system.
Said missiles deal 200% base damage per projectile.
Secondary attack: Charged exhaust. Wherever Pilot points when using this ability Hecto will fly there and emit a 10m radius damaging field lasting for 5 seconds and dealing 20% of a enemies health for the total duration and slowing them down.
When pointed at an ally, like another player or a drone, Hecto will hover above that target and follow it during this attack.
Utility: Corrosive Sludge. This ability has no normal cooldown. Instead it recharges its capacity from 0 to 100 at a rate of 2 per second.
The capacity determines how much corrosive sludge is available.
!feedback
An HUD indicator that shows how many shots you have before reloading your rifle with
if you have Backup Magazines.
!feedback
HUD indicators near the health bar of item effects such as Hopoo Feathers and Dio's Best Friend to better determine the amount of jumps and revives one has available.
!feedback
It would be nice if Void Seeds received some tweaks. Sometimes its extremely hard to find where the infested enemies went, and they can even make their way all across to the other end of the map; maybe they could be programmed to only stay within a set distance of their seed, or there could be pointers directing you to where the remaining ones are at, like how the Teleporter bosses have pointers. Spawning in only to get killed within seconds by multiple Voidtouched bosses on a difficulty where elite bosses don't normally spawn yet is also a bit much.
!feedback
Void Barnacle looks a bit silly right now, please fix
(continuation)
When using this ability, unload the tank by holding down the utility button to spray corrosive goo in puddles wherever you point as if painting.
A direct hit on an enemy will give the "corrosive" effect, which deals 50% base damage per second for a maximum of 3 second when outside a puddle or when unaffected by goo, per afflicted enemy.
This means that the effect is more effective the more enemy are afflicted.
Additionally a direct hit will deal 300% damage and the corrosive affliction stays for 10 seconds, but no puddle is created.
When hitting any surface, a corrosive puddle appears, giving any enemy stepping inside the corrosive affliction.
No direct damage.
Special ability: Self destruction. When using this ability, Hecto will fly where the Pilot pointed at and destroy itself after a short delay for 2000%-5000% damage depending on the proximity to the 10m explosion radius.
After destruction, Hecto will return 30 seconds later with updated items.
Overall: This character could add a variety of new and interesting ways to play and interact with the game.
Please keep in mind that I am no balancing expert, especially when it comes to values, so please excuse and gross imbalances there if they happen to be there.
I always liked the idea of a "companion" character with more direct utility or synergy apart from the engineer, where I like the concept of item inheritance, so this is the end product.
I hope people like it and share their opinions and additional ideas.
Thank you for reading it all if you did 
!feedback
New item
Common
Gives crit chance (15% or 20%) while out of danger (like slug and opal)
A way to get crit easier in normal item pool after item bloating
!feedback
The area of effect from void seeds should reduce with less voidtouched enemies, decreasing its size with each kill.
!feedback
Make tricorn able to make elites drop their aspects, so they're easier to mess around with for fun
!feedback
Have the corrupted items be accessible with artefact of sacrifice either by radon drop or spawn in the same cauldron
!feedback
!feedback
Spawn rates of Void Barnacles in the ||Void Locus|| could be reduced. They're tanky, hard to see, and sometimes impossible to take cover from while charging the signals, especially when being shot at from multiple different angles at once - not to mention while avoiding Void Reaver/Devastator/Jailer instakill zones at the same time
!feedback
Slow down spawn rates a bit.
i was 1.3min in, moonsoon, 1st stage. The boss was beetle queen and she, instantly, spawned 6 beetle guards. Let me remind you this was stage 1, less than 2 minutes in, aka easy difficulty, not even past the first check bar in easy.
My friend also had a run like this, he was really good on time in stage 4, challenged the boss and it was imp overlord, but at the same time as the boss came there also came 7 elder lemurians 2 of which were elite
!feedback
void fiend's crush self damage scales with crowbar, amogus crystal, and watch
why
!feedback
!Feedback Loader's Tesla Pilon can pass trough floors and walls right after throwing it out. This stops me from bouncing it off walls on purpose to get it to stay in a specific area
!feedback Drones should attempt to escape from any Void Detainment attack. Sure they might not make it out every time, but after watching my TC-280 valiantly destroy a Void Devastator, only to stupidly sit still as it slowly surrounded it and Detained, I feel like they should at least have some escape protocols.
!feedback
Rework Voidling, because in this state this boss is unfair piece of shit
!feedback
Ben's raincoat is a little too overpowered and stacking the item brings nearly zero value, apart from giving you 100HP. It's also one of the worst items the enemies can get in the void, as it makes all player debuffs completely irrelevant and provides little room for counter-play.
How about, instead of making the item eliminate all debuffs from the get-go, the item can prevent 1 debuff (+1 per stack) from happening at a time?
For example, if you had two raincoats, and were afflicted by (in order) fire stacks, needletick stacks and the malachite anti-heal effect, the first two would be ignored, but every other debuff after them still applies (here, the malachite's anti-healing effect).
!feedback Fire stacks last for WAY too long now. Before it used to be dangerous to be set on fire, but it wouldn't last for a long time, but now, i got hit by a fire elite brass contraption, and my health was reduced by 25%. The fire damage continued for about 15 seconds straight and took off another 50% of my health. This is rediculous, triple the damage from fire attacks? It was damaging before, there was no need to extend it this much.
!feedback
Remove sundered grove on April 1st
Edit: this would only be for April fools day I don’t mean permanently remove it
!feedback
Please take the time to add back everything that could've been added to this DLC, and please, consider delaying big updates and DLC for the sake of better launches.
Rushing for content is never good. We respectfully want to buy a finished and polished product, and we should wait as much time as we have to for it to arrive.
!feedback
The fact that time moves in void now basically makes it obsolete, you dont get enough items to make it worth the time. maybe make time move slower or make the null zones charge faster
||!feedback||
Instead of time moving while in the Void Fields, when you exit it, you get the message "you have earned the void's attention", causing more void enemies and void seeds to spawn.
This would make going there still have a risk and a cost, but not render the place obsolete since you get items faster and safer on normal stages. (Make sure to balance the void seeds properly before doing this!)
!feedback
Void Barnacle health regen is high enough to almost out-heal Acrid’s poison. It makes fighting them very annoying. It could maybe use some tweaking.
!feedback when the railgunner shoots with M2, Bustling fungus shouldn't deactivate
!feedback Make engineer's mobile turrets sprint when not in combat, so they can activate items such as Weeping Fungus and the grovetender boss item
!feedback remove the repeated noises from the new survivors when in the lobby. It's quite irritating after a long time of waiting, especially with more than one person with the new characters.
!feedback I personally dont like how void fiend forces you into different forms. What if instead when you are at 100% corruption, the next time you use Suppress (R), it corrupts you and decays at a consistent rate.
!feedback
Captain's hacking beacon should be able to force open the timed chest in Rally Point Delta
||!feedback||
Once you've managed to become the Heretic, you should unlock her as a playable character that requires a price of X lunar coins to choose. Her base stats and abilities would be slightly nerfed for balance reasons (this nerf would not effect the heresy items).
I know she is a secret character, but it is extremely rare for anyone to even have the opportunity to play her given how many lunar coins it costs to get all of her items, but she is incredibly fun and its a waste that such a cool survivor exists that most people only get to play once or twice. Having a lunar cost to play as her keeps the same lunar restriction you'd naturally have as if you went to the Bazaar and rerolled until you got her items, but cuts that boring step and the rng out of it.
!feedback
imo Void Fiend has some QoL issues that just kinda make him feel annoying to play
- While I'm happy with the aspect of having to manage your meter, I don't like the way healing reduces his meter now; picking up healing items just actively neuters your damage output by blocking you from transforming, but it's not like you can just not pick up healing items either. I kinda wish there were a way around this
- I don't like how transforming stuns you in place for a moment.
- I realize this would be a straight buff but I would prefer it if I could fire his primary and use his special while charging his secondary.
!feedback
Remove the aim assist on Drown, it constantly target other players and drones when I'm aiming for monsters they're near the trajectory of, even with Chaos off. If I want to target my allies, I'd turn on Chaos and shoot them deliberately, not accidentally.
!feedback
I think the hitbox of Void Infesters should be increased a bit. Right now they're so small that Railgunner cannot hit them with her M1 while they are on the ground because the ground stops the homing projectile before it can even hit the infester due to how tiny the hitbox is.
!feedback
Make it so engineer's turrets that inherit the roll of pennies give you the gold when they take damage instead of the gold going nowhere
!feedback Reduce the time it takes to use Void Fiend’s Suppress
!feedback
Make all sources of guaranteed crit scale their damage with crit chance.
!feedback
A "random" option in character select would be nice
!feedback
I know this is not the only skill that's been changed like this, but holding the Special button as Commando no longer lets you auto-fire Suppressing Fire. You have to press it manually each time, which is pretty awkward when you have a 0.5 second cooldown from stuff like Brainstalks. Please let it auto-fire again.
!feedback Make Railgunner’s primary utility skill, concussion device, activated on a button press to make it easier to reduce or negate fall damage when knocked back by an enemy.
!feedback
Change the 'times picked' stat to be 'times played'
Somewhat of a nitpick, but I think it is pretty lame how you have to select a character from the character screen for the stat to matter.
If it were times played, it would track the character you were playing as at the end of the run instead of at the start. Or maybe both, who knows.
!feedback
The Captain's Supply Drop display should show what type of beacon is bound to each side, it looks like there's space left for the icons in the display, so I'm surprised it's not already like that.
!feedback Make Void Seeds an optional challenge that can be activated like a combat shrine, with the reward being some tasty void items. Non-optional Void Seeds could then could only randomly appear at higher stages as survivors are usually not equipped to deal with that kind of threat early on.
!feedback
Void Larva shouldnt be able to take over your drones, their rapid fire will make them shoot you 8 times, putting 8 stacks of Collapse on you, which is pretty much not survivable.
!feedback
Just remove the void bugs at this point.
-They can take over drones, turrets, squid polyps, and GOBO JRs which feels completely unfair.
- They aren't marked by the Railgunner's Scope or by any other mechanism in the game.
- Any of the creatures that they take over are immediately immune to the next attack on them, they gain additional health, AND they can now collapse
-Collapse feels unfair to be effected by, seeing it tick down, knowing you WILL die and being unable to do anything about it and just watching your run end is not a fun experience.
I really am enjoying the update when it feels fair. Nothing about the void bugs or collapse feels fair to me.
!feedback
Make the healing or increase in corruption from suppress instantaneous instead of scaling it with attack speed
!feedback
Attack speed should make mercenary's secondary abilities go the same distance, but faster.
It currently makes the abilities go the same speed but with less duration and therefore less distance
!feedback I feel like the void infestors are too tanky for their size and ability, you should be able to pop those things like the popcorn flood you see in Halo, in my personal opinion.
||!feedback||
From Reddit user Slimy-Skye, suggestion to make Void Fiend’s movement ability more fun and skill expressive.
!feedback
Entering Combat shouldn't be tied to keystrokes/button presses
Example: You press R on Commando - It enters combat because you are attacking, but if it's recharging and you press R, you still enter combat even though it's recharging, which seems a bit awkward for someone to be put into combat when they can't even use a combat ability
!feedback Increase Void Fiend’s corrupted Drown range a tiny bit and Flood’s hitbox so it is easier to hit flying enemies while corrupted
!feedback
In the simulacrum make it so there is a marker in the sky like in void fields that shows where the next zone is going to be.
!feedback
Fix Ben’s raincoat physics on void fiend, idk if it’s my graphics settings but the raincoat spasms out whenever he moves
!feedback
Give oddly shaped Opal a better stacking
Right now, opal is just a way worse safer spaces
-Both are white items
-Safer spaces blocks ALL damage (including %based damage)
-Safer spaces scales WAY better (reducing cooldown)
-Safer spaces doesnt reset each time you get hit
I love the opal, but the item scaling makes it completely worthless to pick up more than 3 times because of how armor works.
Maybe give it a more unique scaling like, increasing the amount of hits the bubble can take before it breaks or something like that so is not just the ugly cousin of safer spaces
!feedback
Instant restart on prismatic trials so you dont need to needlessly cycle through 2 menus just to get back to relaunching the same run on every concurrent attempt
!feedback
using the current Lockbox Glitch as the basis for a NEW Item
**NEW red item "Heavy Safe Key" that spawns a Safe on the map and drops a RED orb, let you pick from 3 Legendary items
(yes even another Heavy Safe Key)
**
edited
!feedback
to better differentiate Opal from Spaces, its armour to remain for a half-second or so after getting hit (maybe nerf the armour to compensate)
Extra stacks could increase this duration further so it has meaningful scaling
!feedback
The Sadist achievement of the Bandit should be done even when Hemorrhage stacks are more than 20, it makes even more sense to the achievement's name
!feedback
More interesting and viable mechanics around drones.
Shields got some nice attention with the new DLC and I´d like to see a similar treatment to Drones.
We got one item that actually is all about Drones, so it is definetley possible and the devs are aware and willing to work on that.
Some more items and balance around this aspect of the game would go a long way to turn drones into a viable strategy with interesting synergies instead of a gimmic apart from maybe Captain.
TL;DR Make Drones great again
!feedback
Give a positive effect to Eulogy Zero.
You may think that the effect could, in theory, be good. But when the lunar pool's so small and not that great for most characters, it ends up being more of a bother and a nuissance than a good thing.
This effect, adding a chance for lunar items to replace any item, ends up being more of a straight downside without benefits to you, given how they can take away your legendary chest, teleporter drops, and so on. In my opinion, this effect should be kept as the downside of the item, but another effect should be added to it to at least give more incentive to take the item.
!feedback
This has definitely been said before, but risk of rain desperately needs better multiplayer support in regards to a player dying.
For context; when you die in singleplayer (without 1 of 2 specific items), that's just it. The run's over. However, in multiplayer, the run continues until everyone dies or the stage is cleared. This is really cool but has one terribly flawed aspect: when you die, you immediately stop getting stronger while the game continues to get harder. Because of this, every time you die you are not only done playing for an extended period of time, but you have an even higher chance to die on the next stage, and this gets higher with every death, so much so that you'll eventually get rolled every stage (I've witnessed this happen to friends who die on stage 2 and never recover).
This game needs something to counteract this, like a revive feature. I think being able to sit in some sort of revive aura that starts taking health as a consequence would be more than enough to establish a risk within reviving a teammate.
Simulacrum is independant from this issue because waves can be relatively quick with no loot in between, it's very good game mode that is really fun in multiplayer.
!feedback it would be cool if you could aim down. not almost down like what's possible now.
I've had so many times where an enemy is below me but the game wont let me aim down enough to hit it
!feedback
Please include more of the music track "The Face of the Deep" for the ||Voidling || fight; as of right now you barely hear much of the track and it's a real shame.
And especially so, make it dynamic like in Mithrix's fight, where the transitions change to certain parts of the track.
Sorry to be talking in the feedback and ideas chat.
Face Of The Deep not playing correctly is a bug, and the devs are aware of it. Let people know this and stop making suggestions about it
Do not report any bugs as feedback in here, the devs are likely already aware of it. Any bugs should be posted in #ror2-bug-reports-pc
Read Dev thoughts 26.5 or check Hopoo’s Twitter to see which bugs they are aware of
!feedback Increase the hitbox diameter (not length) of void fiend's corrupted drown, such a massive beam that only hits if the enemy is right in the center of the crosshair.
!feedback
pin this
!feedback
I'm sure this has been said somewhere before but can we new artifact(s)? Specifically I know a lot of people are fans of command but would like some control over their items (especially playing in modes like sacrifice). So perhaps a mod that gives a three item choice like Simulacrum does but for every item? Like a hybrid between command and RNG?
After that Void Artifact, all enemies are void, all drops are turned into void items. Would be stupid but most of all would be fun (and a good way to test what works in your build and whatnot).
!feedback
Lower the damage of collapse. I had 5 stacks on me and i instantly died, from 100%
!feedback
Void touched enemies should have a more fair, easier to discern set of abilities, rather than just being void item spam that is either inconsequential or an instant loss depending on the items and the enemy that has them. Having them implode in a similar fashion to void reavers on death, or having a void field around them that does void damage to surrounding allies and non-corrupted enemies.
!feedback make void "chests" spawn when the artifact of sacrifice is active as the void items don't drop othervise
!feedback
Instead of outright removing Infestors' ability to infest allies, make allies prioritize Infestors as targets.
This keeps the interesting interaction of potentially having your turrets turn on you, but if you play your cards right they'll actually be a valuable asset in taking care of void cradles/seeds and not just a liability.
!feedback When using the "Artifact Of Command", Please allow us to click the ESC button when in the item choice menu. It's a major pain to be stuck on that menu until you click "cancel" or choose an item when you need to grab and item and a bunch of mobs start surrounding and attacking you
Tbh, I'm unsure why this has yet to be added yet since it seems like something that would be extremely useful as well as it's a major pain to deal with when you are using this artifact
Edit: Dang I'm a little surprised how much attention this just got rn haha. Must be an issue a lot of people are sick of dealing with
!feedback
a railgunner-exclusive issue is that, since she cannot crit (except on weakpoint shots), and crit damage can be multiplied by a HUGE amount on her instead of crit chance, a lot of TOTAL damage items like sticky bomb, ceremonial daggers, will-o-wisp, etc don't actually scale with what damage she causes, since they can't crit or scale with crit damage
on a regular character, they scale pretty much as on the label, but on railgunner, you can see sticky bombs and the like eventually do less damage than regular shots, even though theyre often based on multiplicatives of the original damage
!feedback
save files for singleplayer and the ability to pause in multiplayer if everyone presses escape, too many of my runs have been lost because of how me or one of my friends needed to go to the bathroom
!feedback
It would be neat if drones that have been infected by a void infestor permanently retained some buffs after being de-corrupted and repaired, like a residual voidtouched effect.
Specifically, void-buffed drones receive the following:
-Immunity to void DoT, and the ability to enter the void fields
-chance to inflict collapse
-1 stack of safer spaces
-void prefix and purple recolor (mainly to help differentiate them from non-buffed drones)
-Immunity to being corrupted by void infestors again.
Intentionally allowing your drones to be corrupted in order to buff them could be an interesting strategic choice for players who intend to go to the void, or otherwise want to make their drones more useful.
It would also help with the issue of void infestors effectively punishing the player for having drones, since they would at least grant a buff in return.
!feedback
Make it so that you cant spawn in a void area when you spawn at a new stage
!feedback When using the "Artifact Of Command", Please allow us to see the description of the items (at the bottom of the screen or something) when in the item choice menu. It's a bit hard to remember exactly what every single item does
!feedback
Add safe zone around the exit portal in the Void Fields.
Currently it's pretty much impossible to even leave without finishing the whole thing, as the Void will kill you before you actually manage to teleport.
The safe zone could appear after you interact with the exit portal, or interacting with the portal could stop the Void damage entirely.
!feedback
Adding on to this, I feel like giving the Void Fiend the same implosion death like the other large Void monsters does would be neat, having the same effect and all and could be an effective suicide tactic with Dios if you happened to have spares
!feedback
Let items render on the Heretic.
While transforming is pretty cool, it's a real shame that no items can render on her (with the exception of one or two).
I feel like it would be a really cool thing to have, and would be funny to see when you transition from one character to another as well; even more when you take into account that the skills she uses (the Heresy items) are not passive to her and can be lost.
!feedback
A shop like you had in risk of rain 1. I find a big problem is that I can't build my run, so I end up doing 1 hour+ runs just to unlock one thing, then dying in one shot. It feels like a long waste of time, even if I had fun. With every chest dropping an item that may not even be useful to you, I don't think a multishop terminal is enough to customize your run or get what you want.
!feedback A void cleansing pool (like for lunar items, but for void items), would be cool.
Apologies if this already exists, i am unaware of it.
!feedback
Add a "zoom sensitivity" option in the settings now that railgunner is in the game.
!feedback
!feedback make deep void signals with focused convergence less obstructive, you can barely see through the bubble
!feedback
Plasma Shrimp should increase shield by 10% every stack (right now it’s 10%, first stack only)
!feedback
Artifact of Sociopathy.
Whether you are close to your friends(accounts drones and allies), you become slower and share your health(if you are hit, everyone are hit). Keeping your distance cancels those effects.
!feedback Change Sundered Grove’s boss music from Hydrophobia to A Boat Made from a Sheet of Newspaper, Hydrophobia already plays on another stage 4 and A Boat Made from a Sheet of Newspaper is too good to only be on one stage
!feedback
Hey I do want to contrast Simulacrum and Void Fields for a moment. Probably make the radius of the void vents in fields larger and have it extend vertically like Simu. Also provide ways to traverse the map better like fountains, the funny tubes in the new final stage, etc. What makes Simulacrum so fun compared to fields is that you are able to move around so much more, and if you die to fog it feels like its your fault. Its so weird that Simulacrum is this fun but fields is sorta the antithesis of that yknow!
!feedback
I would like to see void items obtainable while playing with the artifact of sacrifice. At it stands they're unobtainable because void pools are considered chests. I was only able to obtain them while playing in the simulacrum during void round modifiers.
Perhaps they could drop exclusively from void themed enemies or by clearing void fields?
choose-your-items artefact is a thing that might solve this for ya
!feedback
The timer for Railgunner's concussion device should start when the mine spawns rather than when it touches the ground, to allow for mid-air jumps similar to Demoman's sticky jumps (without having to waste one mine to get the instant explosion)
!feedback
Allow to trade items to teammates in multiplayer (except lunar items)
-Would help when you accidentally pick an item you didnt want because of the grab instinct, for example grabbing a 2nd ben's raincoat (absolutely useless) while your teammate doesnt have one , grabbing a bungus as mercenary with a engi teammate.
-Will help to recover the players who die at the start of a stage and will never probably recover from that for the rest of the run
Maybe add it as a new interactable that spawns (without consumng the spawn of other interactable) and you can leave an item there for other player to grab it
Many balance could be done arround this and it will make multiplayer less limited in terms of sharing loot
So we wont have to listen this again: "sorry, take my green item next teleporter"
!Feedback. New artifact: Artifact of the Mountain: Each stage now spawns with an extra mountain shrine. 5% chance for other shrines to turn into mountain shrines.
!feedback
Buff lost seers lenses to be viable for other classes.
This item is really cool. But in my opinion it sucks balls on any class other than mul-t. I think buffing the chance from 0.5% for each stack for it to go up 1 or like 1.5% each stack, seeing as mul-t is pretty much the only character the item is good on
!feedback
the character selection before the character selection screen is redundant when playing the eclipse and simu gamemodes in singleplayer
i think the explanations of the gamemodes, highest wave and eclipse badges can be condensed into one screen somehow
!feedback
Give a notification of some sort when an infestor corrupts an ally
||!feedback||
Buff Lost Seer lenses to have some effect on boss type enemies, not instant kill but maybe a chance for a little spike of damage or an execute.
Feels a bit sad giving up double damage for a chance to insta kill only a select group of less threatening enemies.
!feedback
Bring back the QoL ability to hold down hotkeys to activate skills when their cooldown resets. I don't know why you removed this, but it makes the game a headache to play with some classes. Stop removing quality of life.
!feedback
Alternative game mode
You play as an all seeing entity
You have to stop the survivors from reaching mithrix. You can deploy mobs, events, bosses and tweaking modifiers to stop them anyway you can.
Some cool asymmetric potential 4v1 style in this role reversed game mode. You could even play as mithrix if you fail and the players reach you.
!feedback idk if this is true but lower the void seed director spawn points. I had a run where a celestial big crab and celestial void jailor spawned in the void seed, but the tp boss was just a blazing grovetender (stage 12). They took forever to kill while the blazing grovetender died quickly, the void enemies ended my run
!feedback
mending elites are very cool, but i rarely feel threatened by their presence. I can almost always outdamage their healing, even on stage 1. I think their healing should be buffed so that i move my focus towards them, or at the very least consider it. Probably not super buffed so that they are super frustrating and halt all progress on healthbars prior to them spawning, but I wanna get a little scared when they spawn.
!feedback
Gup breaks the game. not in a balance way or anything like that but gup literally breaks the game. if you are late in the game. like stage 12 or farther and you find a few gup or maybe even a gup family event. you kill them and the game goes down to like 2fps. i assume it's because they have a combination of on kill effects and having additional targets for chain effects. before gup existed i could go well past stage 50 and have little to now performance issues but now i just have to sigh and sit still while the game explodes
!feedback
Add a small dot or something similar in the center of Railgunner's big boxy reticle, as unless you're sprinting, it's very difficult to precisely aim pings (highlighting locations, items, chests, etc.) with her.
!feedback
Nerf Polylute to +2 per stack instead of +3 per stack, it does need a slight nerf and it'd make it consistent with Ukulele.
!feedback
Just because Void Fiend has 2 forms doesn't mean it can't have alternate abilities, especially since corrupted and non-corrupted forms basically have the same moves.
I myself can easily think of a few ideas that work for both forms
!feedback
Make it so you can play expansion survivors while having expansion content disabled.
This way you can play expansion survivors in multiplayer groups where not everyone has the DLC, or if you want something closer to the original RoR2 experience with the new survivors.
!feedback
Xi Construct often floats too far away.
Many survivor abilities just can't reach them, and melee characters are often forced to leave the TP zone entirely chase them (only for it to then fly even further away).
!feedback
SPOILERS FOR SOTV AHEAD
||Killing Mithrix and Voidling in the same run should really grant you a better reward, as of right now doing this harder challenge of killing two final bosses in one run doesn't even grant you anything, because you have to spend 10 coins on the glass frog to get from Mithrix to the Voidling, you don't gain the 10 coins from killing Mithrix, and if you manage to kill the Voidling you only get 10 coins, causing you to break even on your lunar coins. This essentially means killing both bosses in a run is just a flex, there's no real reward for it, and in fact you get LESS of a reward than just killing Mithrix or Voidling on their own.||
!feedback
I think there should be ways to obtain aspects besides luck on killing an elite
!feedback
Ok so I played some games with the ||void fiend|| and here are my thoughts:
||The changing gimmick is very cool, but I think that the second form has too short range, but unlike Acrid lacks in the mobility and range options he has.
Another thing but this is more personal is the fact that his kit is clunky at playing, mostly for the fact that he has a dps primary but both his secondary and special stops his attacks for a long time.
Another problem of mine is the fact that I can't find a good way to use the special while in the second form, since i can sustain it with damage or when I'm running away I just want back the range.
My ideas for making him more smooth and rewarding is to make the primary and special skills gain void meter and secondary and utility use this meter to deal damage or heal, and change the special to something to fit the form more, like giving him some utility in the base form ( like rooting enemies) and some area damage or movement while fully corrupted. Also his primary during the corruption can have a longer range but deal more damage the closer the target to incentivize people to play more aggressive, And while transformed you just loose corruption for time. One last thing is to reduce the spread of his primary with high attack speed, not remove it but just make it more narrow.
Now I would like to say that I really like the idea of the survivor and I'm looking forward to see how loadout can change his gameplay.
Fell free to tell me if I missed something about him, maybe I can change my mind too.||
!feedback
Minor SOTV item spoilers ahead
Change Stone Flux Pauldron's effect, as it is now halving speed is so unbelievably bad that even in a run where my speed is so incredibly fast that halving it wouldn't hurt me, I've already gotten to the point where having the extra health does not matter because everything two-shots you no matter what.
As a proposed redesign, maybe instead of doubling health which is almost pointless at later stages, double something like firing speed. This would be a much more interesting item, at least to me, because doubling the damage output possible with some characters could be much more worth the speed downside. It's just an idea, because I really enjoy lunar items in concept, but I just cannot take them as they are now.
!feedback
using a blood shrine a second time while at 100 percent health should NOT consume an elixir because you don't go below 25 percent health you are directly at 25 percent health. the item specifically says in the logbook BELOW 25 percent health
!feedback
With the Artifact of Sacrifice, no Void Cradles will spawn. I'd like to see a way to get void items with the artifact on, maybe as a % drop from void enemies.
!feedback
Change the threshold for the Delicate Watches to 20%, so you can save them with a timely Power Elixir
!feedback
10 coins for killing Voidling sounds like too little, considering you can only reach and kill it with a god run most of the time. Maybe a multiple of 10 would be good enough already. For those who are in consoles or doesn't want to cheat.
!feedback as if corrupted turrets werent bad enough...
!feedback
Simulacrum leaderboard.
!feedback
Give some sort of reward for doing certain activities (killing mithrix or beating a all artifact run)or alt gamemodes. (skins, maybe more skills)
!feedback
Changes to the focus moving in simulacrum. In early waves on certain stages, you can get screwed over by the focus moving to a high up cliff that's inaccessible to most survivors or it will move through terrain in a way that forces you to take void damage until it comes out the other side, sometimes it not being survivable.
As you can see in the screenshots, in this early wave game it was super high up on abyssal depths, way out of my reach. I'm aware you can ride it, but it moved through terrain which knocked me off, and when it came out the other side it was too high for me to reach. I tried to get up, but died to void damage long before I could reach it.
The focus should be given pathfinding, so you don't get screwed out of your run because of something like this happening.
!feedback Currently, Mithrix's second stage is incredibly dull. It is by far the easiest stage and only spawns in regular enemies you've already seen on the map. Providence summoned unique Gilded Wurms for his second stage, and although they were easier and offered a break they were still interesting. As a suggestion, why not have it spawn two unique Lunar Scavengers (Lunar Adherents, or something)? You never encounter Twisted Scavengers if you go for a regular Mithrix fight, so it'd essentially be a 'unique' scavenger enemy to fight during the phase. Additionally, since they are unique, their items and equipment could be individually chosen to give each scavenger a unique role in the fight without being too oppressive (One could try to hunt you down while the other pesters you from further back, similar to the dichotomy between the two Wurms), and their HP values could be toned down to be less than that of the current Twisted Scavengers (equivalent to the current overall HP of the phase 2 stage). It'd lead to a more interesting phase 2, all said and done.
!feedback please blacklist the Spare Drone Parts from being acquired by enemies. I was sitting in an engineer heal haven in the safe zone and got destroyed in half a second by the drones that item summoned. It's like Tesla Coil, but worse.
!feedback, when viewing void fiend skills after transformation, text should be updated to show the new abilities and effects rather than the pre-transformation skill details
!feedback I have some ideas for Lunar and Void Items, I call them Mithrix's Spite and Voidling's Corruption
Mithrix's Spite: Turns all void items into Lunar counter parts, BUT these items cannot be used at Cleansing Pools
Voidling's Corruption: Corrupts all Lunar Items and turns them into common items
I feel like this plays into the lore a little bit because Mithrix created Lunar items and Providence created cleansing pools to destroy Lunar Items, so Mithrix having a counter to this seems in character
!feedback
I have read a lot of discourse about void fiend and I have a different opinion than a lot of the people making suggestions, so if anybody is curious what a dissenting opinion on the character looks like, here you go.
General thoughts:
Void fiend is very strong. Trespass is amazing mobility on a low cooldown + i frames + cleanse. This alone on a ranged character is already nuts. The ability to charge flood and use suppress while trespassing is strong and very fun.
A lot of people complain about healing reducing the corruption meter, but I think it's fine. I view the corrupt form as an early game tool that falls off quickly. This make sense when you consider the lack of range incentivizes you to be in risky spots and the corruption form scales poorly with attack speed. I can compare the alternate form to artificer's flamethrower. It in invaluable in the early game and becomes increasingly niche after the first loop unless you need it for the damage, which is a sign your run is behind/unlucky.
People are also complaining about stopping when you go into corrupt mode and like...yea...that's the point. You are being punished for poor resource management or taking bad damage. If you are being annoyed by the halting while you are moving around then you should just hit special to stop from transforming. This is the whole point of the character. Stopping in combat is even less of a problem because
- It lets you know you are about to transform
- it resets all your cooldowns including the bufferable invincible dash so you aren't really in danger.
People are also asking to use suppress and flood while using burrow and I disagree with this too. It isn't in line with other characters (namely artificer) and imo it would make void fiend too strong. Extremely powerful self healing while attacking sounds broken.
Proposed changes:
Remove auto aim and put a max distance or aim bloom on burrow. I constantly hit enemies directly in front of me when aiming at something further away and it's really annoying. Also why can void fiend snipe enemies from further away than any other character in the game? Feels like an oversight.
If the intention is void fiend should be transforming throughout the whole game and not just the early game, adjust the healing interaction with the corruption meter and increase the range of the corrupted burrow. If this is not the intention, Increase void fiends uncorrupted DPS scaling somehow because their biggest weakness is their damage falling off a cliff when transforming is too risky in the late game.
TLDR void fiend is great. Stop complaining.
Sorry for the essay. Had to get this off my chest
!feedback
Make friendly void creatures immune to void fog.
!feedback
The week spot on Vagrants make sense, but they are very annoying to hit, they can sometimes be underground if it's too close to the ground, and even if it isn't close to the ground. It's constantly moving it's tentacles around.
!feedback
picking up a heresy lunar item (one that changes a skill) as the void fiends alternate form should change the skill for the alternate form and not the normal form
!feedback (idea)
Artifact of Void: Any item that can be corrupted will automatically become corrupted
!feedback
Specify in Railgunner's Concussion Device description that only 1 can be out at a time.
!feedback
Allow primary attack of the Railgunner (unscoped) to do crits or add dmg of the critical chance.
!feedback
Indicator on whether or not an item will be turned into a void item upon pickup
In image: Player has Safer Spaces, so there is an indicator on Tougher Times that it will turn into a void item upon pickup
!feedback when using the Lost Seer's Lenses, there's inconsistency with regards to enemy on-death effects. The two that I've specifically noticed is that Lunar Rolly-Pollies don't leave behind their puddle of fire when instakilled, but Gups and Geeps still split apart. I think either all on-death effects should apply or none should.
!feedback Mithrix should not be able to use Lost Seer Lenses. If the players stack them, Mithrix will instantly one shot everyone in the final phase. There should be some sort of prevention for this.
!feedback
As someone who has spent a lot of time in game (700+h), I have been enjoying the update (especially the new items), but have some serious issues as well. To keep it brief I'll stick to the constructive criticism.
-
The void seeds add a difficulty spike to the level disproportionate to the timer in a way that is extreme enough where the success of a run is almost dependent on not encountering any in the first few levels.
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The void ticks that scuttle around and infect other mobs are too small and/or have too much health
-
Collapse does far too much damage. Even a gentle tap from an enemy that deals it is lethal far too many times. (We really don't need another unavoidable delayed hit, the charged elite bubble is kinda dumb as it is but at least the damage is manageable). (This is EXTREMELY frustrating)
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Blind vermin move too fast
-
Void jailer's attacks are more frustrating than anything else
-
There needs to be settings for the amount of FOV shift and DPI when scoped in as railgunner
-
Goobo Jr's cooldown is too long.
-
Physics engine is broken, you can no longer hold down the button to continually fire certain skills anymore, you can no longer move your cursor to another monitor unless you pull up shift+tab, lockboxes dropping only reds (lol)
-
All the new items all being unlocked from the get-go is EXTREMELY DISSAPOINTING! I cannot understate this enough! Please make challenges to unlock new stuff. That is a lot of the fun right there. Same goes with new survivors.
-
The QC is incredibly scabby in comparison to the previous updates with some glaring issues that would be impossible not to notice. Did you even play test this update?
-
The lack of a changelog is absolutely inexcusable. People expect those to be there and you know that. All previous updates had excellent changelogs and there is no reason why you should have excluded it from this update.
!feedback it makes me so incredibly sad that going into the planetarium is basically a death sentence for all of your drones. would really love it if they either a) had better pathing to stay inside the bubbles, or b) were immune to the dmg of the fog.
!feedback
extra skins for survivors and more in depth lore and also MORE secrets to uncover, hope it gets to be like noita one day where its very mysterious and fun to uncover things.
!feedback A special extra secret bossfight at the top of Mithrix's tower where, assuming you've cleared Void Fields and obtained the Beads of Fealty (and maybe a Pearl... or done some other specific things), you simply wait out the countdown. You get caught in the implosion of the moon but it doesn't end the game, it just transforms the arena into a warped, broken tangle in the Void and Mithrix gets painfully parasitized by dozens of Infestors. Imagine the scenes from The Mummy movies where the scarabs just engulf victims. Then he becomes some super-powered crab-god-octopus thing and uses powerful attacks based on the 4 Pillars. Defeating him here just slowly fades the stage to black with increasingly louder creepy sounds coming from the darkness and the standard Fate Unknown ending.
!feedback
Final boss spoilers if anyone cares about that still: ||Make [Voidling] FASTER and more aggressive in-fight, not necessarily harder, but generally more engaging. When I first saw that ring-shaped arena, I thought it was gonna start moving around it in a big circle, both acting to make you give chase and run away from it should it be headed your way. Was sad to see that it has "Beetle queen-itis" and moves slower than molasses left outside during the winter. The 3rd phase feels like it was built around that idea, with the giant void fog bubble emitted from it, but it just doesn't work out in its current state.||
!feedback From this feedback, I agree that there needs to be a more satisfying ending to the new alternative boss. A cutscene at the end would work or maybe a reward for example a skin, achievement or new item unlocked just like purity which gets unlocked after defeating Mithrix.
!feedback
Please retune the elite Blind Vermin. Make them appear much later in Simulacrum mode or reduce their movement speed or something. They are the first enemy in the game I have encountered that can end a run just by existing. Every other enemy in the game I have the possibility to kill them with any character if I try hard enough. But these things invalidate characters like Engineer, Captain, and other immobile characters.
!feedback
||I think it would be nice if Voidling's name was renamed. It doesn't make sense for the most powerful boss in the game (so far) to be "lesser", as is implied by the -ling suffix. Maybe change the name to "Void Oracle" or something to fit with its epithet "Diviner of the Deep"? I guess it might make sense to call the boss Voidling if we end up fighting a much tougher void boss in future DLC.||
!feedback
Make Suppress drain over time, and have it start draining right when you press R. That way, you avoid situations where you press R too late and go into Corrupted mode during Suppress's animation
!feedback
A handful of hidden realms do not have subtitles (such as Siren's Call | Ship Graveyard). It would be nice if they got one.
Stages missing an appropriate subtitle include:
- Bazaar Between Time
- Gilded Coast
- A Moment, Fractured
- A Moment, Whole
-Bulwark's Ambry
!feedback
assuming the removed void currency would be used to pay for the void cradles and other void interactable, i feel like the void coin was removed either because you would be spending time trying to get them before interacting with the new void items or because of their very limited use. what if the void coin was added into the game, had a chance to be dropped by void enemies, you earned 10 of them if you beat the void boss and they were used to pay for interactable that cost blood.
!feedback Make Drone Parts and Microbots affect Beetle Guards, Probes, Alpha Constructs, and ||Void Allies|| in addition to drones. I know microbots already affect probes, but I don't think drone parts affect any of these but it'd be a nice buff to these other ally spawning items. Besides, tell me you wouldn't strap a chaingun to a beetle guard. That sounds awesome.
!feedback
carbonizer turrets have pictures of gauss turrets in ally list
!feedback
When you get at least one of every void item your character should look like a slightly void corrupted version of themselves. (NEXT PART IS A STRETCH) Your character, once getting slightly corrupted, should get either all skills or some skills corrupted or changed for the better.
!feedback
Can we get money/ anything to make drone builds remotely viable during the final fight in SOTV cause as it stands you get maybe 1-3 of 20 drones living phase 1
!feedback
Make shurikens
not veer to the side after traveling a short distance because 1: it makes it frustrating to hit far enemies, 2: it can waste crowbar and voidsent flame, and 3: it makes the projectile run into walls and get wasted
!feedback
Let happiest mask give you jars, rocks, and other objects. No functional purpose needed.
!feedback squid polyps are now even worse with SOTV as having them actively hurts your run. When you activate the 50% health shrine to get a corrupted item it spawns the turrets, which immediately get infected, put 3 stacks of collapse on you and it's run over.
!feedback I've posted about this before but I just updated it and I don't want to spam this idea in this chat. Refer to my reply and if you like the updated idea feel free to support it. Made it slightly easier to understand since it's long.
!feedback
I personally do not understand why the Executive Card is an Equipment and not an Item. After all, using it does nothing. Any Fuel Cells or Gesture of the Drown are useless with this item. Perhaps it could be a Green Tier or Red Tiered item (whichever the developers choose) with the effects of the card stacking at about 5-10% gold returned on purchase. It simply feels like having it as an item rather than equipment is much better.
If there is a specific reason it is an Equipment, I would love to hear it so I can understand, but as it stands I do not comprehend why it takes up a slot for what could be a useful item, and not have to take up my Equipment slot, which could be used for damage, defense, or utility instead.
!feedback
Please allow rail gunner and void fiend to be played in the main game. It sucks spending money on something just for the ability not to use it without doing void seeds (1 enemy left..). Perhaps also DLC exclusive items shouldn't appear with locked icons when DLC isn't enabled as well.
!feedback
an artifact where stages are in a random order. primordial teleporter would stay on stage 5 and not guaranteed on sky meadow.
!feedback
A red (or lunar or void) item that increases your movement speed, and perhaps gives you extra benefits based on it.
The red could be something like "All of your attacks are Heavy. Gain X% movement speed per stack."
This is mainly so that benthic bloom doesn't slow you to a halt when it upgrades all your movement items into greens and reds, but maybe that's the intended trade off, in which case, maybe disregard this suggestion. or not, I like moving fast
!feedback I feel like the way the simulacrum "moves" you around the stage should be done a little easier for the not-so-mobile classes. One of the ideas I have in mind is a bit of a spoiler for the final boss,
||You know how the voidling sort of throws itself into a rift in space time? Why not have that be the case with the beetle? The radius is typically large enough that it has plenty of items inside of it for people to buy, and its close enough to items in the void for the risk takers to go out of their way to get them.||
Alternatively, the beetle could follow an "on the ground" path, going up stuff like geysers instead of just, randomly deciding its time to fly up into the air without warning. All in all these are ideas to make the path more predictable/possible for not-so-fortunate survivors.
!feedback
add killing an elite and getting the aspect as a use for the Tricorn
!feedback
To further encourage that the Heretic should be a playable character from the select screen... it cannot be selected in the Simulacrum, there's no option to go to the Lunar Bazaar, and the chances of getting the necessary items from Lunar Buds is EXTREMELY unlikely there.
Come on, now. The character is really cool and people don't want to jump through hoops just to play as the Heretic. Let us select it from the start if we've already become the Heretic once before
!feedback
Make it an option to play older versions of Risk of Rain 2. It'd be easier for speedrunners and modders alike without having to go through the alternative processes of downpatching the game.
!feedback
Why the heck is the scaling on Void Seeds so overtuned, we could have none one stage, the next stage, there's like 5 voidtouched bosses, 3 jailors, and more in 4-player multiplayer. It baffles me how the scaling is so extreme compared the rest of the game. Please nerf it down a notch, and maybe nerf collapse while at it.
!feedback
hud readjustments
like add an option for the player to be able to move around elements themself mmo style
Hear me out: Void fiend rework. A little rough. message too big, dm me to discuss implementation.
I currently feel void fiend's mechanics are a little frustrating, where the minimum corruption can be abused for rapid spam healing and form switching is at best an inconvenience since you have little control.
Your meter builds passively and while taking damage, but no longer decreases on receiving healing
Your primary can now be fired while charging secondary in non-corrupted form
Void items now increase passive build up speed, no longer increase the minimum.
While corrupted, you do not benefit from any healing, however you can still use temporary barriers, shielding, etc. this maintains risk/reward feel. A part of the healing you would gain is instead added to a pool, used by your R.
Your corrupted R is replaced with the ability to claim the pool of healing you would have gained all at once, and exit corruption early. When you exit to normal form you cause an AOE blast around you, dealing damage based off the size of your pooled healing.
While not corrupted, your R will trigger your corrupt form, regardless of where your meter is at, however it will start draining where it was (start at 50 means it will last half as long) with a minimum of 25% charge.
This now makes your non corrupt form a safe, general mode for long distance and occasional AOE blasts, and allows you to build up and switch to corrupt form to deal with close enemies and large groups with your massive AOE secondary and fast firing high DPS primary, at the cost of now having to actively watch out to make sure that you don't die since your healing items are not working, making you have to chose when to fall back to safety and heal back up but lose DPS.
Possible alternative loadout for r:
Non corrupted R ability consumes up to 25% of your meter on press, heals based on percentage used divided by speed (if meter charges 4x faster, heals 4x less), form returns to switching automatically at 100% charge.
!feedback
!feedback
A new artifact. everyone has a shared item inventory, however item drops rates are divided by the amount of players you have. I've seen this idea as a mod, and it'd be good for multiplayer (Especially for item stealers). It adds the challenge of people having to work around sharing and how item combos will work with different characters, especially Lunar (however there could be some item exceptions if that is too annoying).
!feedback
Fix the fall damage inmunity from trascendence.
We all know this is Not intended, it makes an item that is already strong even stronger, also trivializing Eclipse and making it a necessary item.
!feedback Eclipse should have achievements. It's for fun and bragging rights.
!feedback Fix the issue where the newt alter on the siphoned map is unreachable. It will sometimes spawn in the cave, but it still does this on the map variation where the cave is blocked off, thus making it unreachable. There should either be something to prevent this from happening or some way to still get in when it is blocked off.
!feedback
game's started but there's not even a prompt for me to exit the pod.
Perhaps letting the player play the game is a good idea?
!feedback make clay dunestriders not be able to siphon off each other, could be a skill gap but I got instakilled with power elixir trying to escape these things.
!feedback
add indicator pointing to remaining few void monsters when theres like 3-5 void monsters remaining in order to clear a seed. sometimes its ridiculously hard to find one of those small void bugs or whatever especially when the map is large af, or some weird construct hanging onto an obscure wall in a tiny space.
!feedback
A character with a rocket launcher as a primary, would be interesting and could use Pocket I.C.B.M. for a TF2 Beggars Bazooka like effect. Could be called the rocketeer or soldier even.
!feedback idea
Fix your DLC…
Please I beg you
!feedback
While it's fun, I don't know if it's intended, but if railgunner has a high enough attack speed she can straight up fly by firing her primary skill while looking down, making it so you don't have to charge the pillars at the final boss, you can just fly up there and start the fight, I feel like you should be prevented from entering the arena completely until you've charged up 4 pillars.
Void fiend's primary attack has too low a range to be useful late game, especially if your attack speed is high enough the corrupted form becomes more of a burden than a benefit
!feedback
That pull Void Jailers cause should definetly NOT be causing the rooted debuff. Did anyone actually playtest a fight against them? If you happen to be too close to them while not being aware of your proximity to a Void Jailer JUST YET, they will just do a succ and pull you back a good bit while also rendering you unable to move besides jumping. Sure the debuff doesn't last long however if you combine it with the fact that their shotgun-esque attack oneshots you it's really unfair. If their shotgun wasn't that high damage but got a rooted buildup (like for the void reavers) OR the suck had a rooted buildup and a like 30% longer cooldown, then it'd be fair
!feedback
I know this has likely been suggested plenty of times but please, add a second way to unlock Mercenary's alternate special ability, having to wait for a good prismatic trial is just not fun or engaging. I want to be able to unlock everything without having to play a mode that just isn't fun to me. Also I'm kinda salty about it because I actually did do it once but it seemed to not want to count because my internet went down. Like, even something different like putting it behind needing to clear a certain number of eclipse mode runs as Mercenary would work
!feedback
- Allow players to use Drown, Trespass, and Suppress while charging or firing Flood
- Entering the corrupt state releases a stunning explosion
!feedback
Please allow void cradles to spawn when using sacrifice, I might be wrong but from my runs so far I haven't been able to get a single void item with sacrifice on.
!feedback
- Please add the ability to recycle breakable items on the Scrapper when they have already been used, such as: Delicate Watch, Power Elixir and Dio's Best Friend (and others like them). This will make these items more useful.
- Please spawn Lunar Pod and Void Cradle (or make Corrupted Void items drop from enemies) in Artifact of Sacrifice game mode. This change will not change the essence of the game with this artifact, but will make the gameplay more diverse. There is currently no way to get Void items and Lunar items (except in the Bazaar Between Time location) when playing with Artifact of Sacrifice, and this looks like a clear flaw.
!idea
The game already has quite a lot of different locations, and I had an idea for a new artifact that would diversify game situations. Artifact of Rift: Locations are generated in a completely random order, except for special locations and locations with final bosses. It would be an obvious decision to add this artifact to the game, since there is already an Artifact of Dissonance that makes enemies spawn independent of their locations. A combination of these two artifacts would be fun to play with!
!feedback
Change the equip region of the Light Flux Pauldron on Captain to be on his face, giving him a beard lol
!feedback
Make void seed bubbles look more intense.
it just looks like a thin mist, it would look better if it looked in a more colorful and intense as if a lot of void is being held in the spot.
Also cool to have rocks and kelps, i wish more of those spawned too
!feedback
Apparently, Void Fields counts as a stage now and will throw off the stage count for the celestial portal spawning.
Is that intentional? Because its weird to go to Wetland Aspect and have a fucking celestial portal spawn. That would just throw me off significantly.
!feedback
So far all of my good simulacrum runs have ended with the circle moving either off the map or somewhere impossible to follow (i.e. on top of a cave mountain that overhangs where it leads you). I've even tried riding on top of it, but because it can move through map geometry and the player can't, you just get knocked off and end up with another run you can't complete. It would be really nice if the circle moving wasn't the great run ender. In my two days of playing, I've never gotten past level 25 or so because of this.
!feedback at least allow players who don't have the DLC to join those who have it, but not be able to unlock any of the new content, only play through it via the host's game. The fact players cannot join those who have the DLC enabled, leads to a LOT of failed attempts to join the game, and each person's failed attempt at joining can singlehandedly interrupt the Ready timer. Once i was stuck spamming the Ready button and not even a second after it finally worked, someone tried and failed to join and that instantly reset the Ready timer, forcing me and anyone else in the lobby to wait just to press the damn button again.
!feedback Make the Shipping Request Form terminals have the players name that spawned it written on it somehow. Thought about this while playing with 3 friends last night, but if you all have the Shipping Request Form, there's no way to tell who's shop is who's. If one person has 3 forms and one person only has 1, it's impossible to know for sure who's shop is who's even if one should have increased rarity
!feedback
Alternatively, void infestors shouldn't count against clearing void seeds.
!feedback
Wacky idea: A semi-rare interactible that recycles several consumed items at once (like 3 or 5?) into 1 white scrap.
Obviously the idea of just letting you scrap consumed items to get new ones 1:1 would be busted, but I do dislike that you cant do literally anything with them.
Consumed dios and pluripotent larvae would also just give white scrap because red scrap would be dumb and void scrap isnt a thing.
Wouldn't be OP, would clear up your inventory a bit, and would partially mitigate the inherent weakness that comes from being an item that can lose its effects
!feedback
One thing that I realized, that hasn't been looked into yet, is that the subtitle of the second Mithrix phase, being the Lunar Chimera, is still called "Horde of Many" instead of what it used to be, which was "Zenith Designs"
Not sure if it's intentional or not, I just know it changed during the anniversary update if I remember correctly.
!feedback
When they're one or two monster remaining to clear the void fiend, please give us a small direction indicator on where it is.
Our group has been stuck on one stage for 15 mins trying to find this elusive 1 monster remaining
!feedback ||Voidling's Black Hole bypassing revives such as dio's is honestly one of the stupidest mechanics that have ever been implemented into the game, especially considering that the closer you are to him the harder it is to escape, meaning all revives on melee characters a completely pointless. Players shouldn't be punished for preparing for a boss fight.||
!feedback
Void Item: Freezer Burnt Gasoline: killing an enemy makes them explode, freezing and burning nearby enemies. (This idea needs a lot of work, any suggestions to make it better? I like the name though, I just don't know how to make it more unique. What if the explosion was around the player instead?)
!feedback I cant be the only one that is annoyed by railgunners delay on the big shot, I missed plenty of times by the seemingly random 0.5s delay. You constantly fire shots with instant feedback, but the charged shot messes with your brain. "Be sure to make it count!"
!feedback This may not be a widespread issue but myself and the people I play with have noticed a big performance decrease since the update dropped, only when there are large groups of enemies on the stage or you kill them. Frames are lower and the game has frozen a few times, starting at around stage five.
!feedback
Make melee acrid/characters viable in SOTV boss
!feedback
make the sulfur pods on the new stage 3 more visibly distinct from the environment. It can be difficult to tell them apart from everything else as they are.
!feedback
When doing any update, having the option to roll back to a "beta" older version per steam would be nice.
This is really not even a question of advantages to disadvantages. Allowing rollbacks would improve everyones experience, regardless of the reason. Its archival, allows using abandoned mods, is useful for speedrunning...
!feedback
Simulacrum is currently Very unfun on Monsoon. The little money and chances to get items makes you very easy to kill early on, even more considering big and tanky enemies can spawn early as wave 1-5.
!feedback
I think the simulacrum is tuned a bit weirdly, it feels like both you and the enemies get strong way too quickly. All my runs have 1 of 3 outcomes:
-die in first 15 waves
-get a god run where you eventually get 1-2 shot by some random OP enemy
-die because enemies got OP red item
It feels like losing a run in a normal way just doesn't happen after the first 20 waves or so, it gets overtuned way too quickly.
!feedback
Swap the rarities of the Delivery Request and Rusted Key, while keeping their current functionality the same.
!feedback
Simply consider adding more stages to the simulacrum pool, or adding more areas to the existing pool of stages, Commencement in particular as there is zero possible cover.
!feedback
Nerf the void debuff caused by enemies. Hilariusly annoying to deal with.
!feedback
Allow void item chests to spawn in Artifact of Sacrifice runs, or let void items have the same chance to spawn as legendary items.
!feedback
If the player has beaten Mithrix or ||Voidling|| as the heretic, they should be available in the character select menu
!feedback
Helfire damage never stops. Even after the effect is over. Why?
!feedback
Collapse can hurt you while you're in Shadowfade. Why.
!feedback The console commands seem to have been changed but they dont tell you how theyve been changed. I tried kicking someone from my server for saying slurs and the ban_steam does not work it only gives me a red error saying "client not found" when im putting in the steam id.
!feedback
the noise for hunters harpoon activating sounds just like a brass contraption firing its balls
!feedback
Please finish the voidling cutscene
!feedback
a void touched beetle queen spawns void touched beetle guards creating more void investors for you to deal with.
got to sulfur pools and there was a void touched beetle queen in the underground part of the map which noone found for ages and it kept spawning more beetle guards, by the time we died there were over 30 void enemies to clear before the seed goes away (only 1 seed lol)
putting this here aswell as bug reports in case this is a feature, if so please remove it 🙂
!feedback
stage lineup
I like the three new stages, but I think it would be better if aphelian sanctuary and siphoned forest switched for a few reasons
- siphoned forest is much bigger than aphelian sanctuary, who is more in-line with other stage 1's
- siphoned forest has many places to put a secret, like all other stage 2's have (and aphelian sanctuary does not, afaik)
- by making aphelian sanctuary a stage 1, it would allow you to make scorched acres's theme "once in a lullaby" without the possibility of having two stages with the same track back to back. I've seen a lot of request for that.
!feedback
Unless I am the most unlucky person on the entire planet, it seems large healing chests only drop Leeching Seed, Harvesters Scythe, and Rejuvenation Rack. Please update them to have Infusion, Lepton Daisy, Aegis, N'kuhana's Opinion, and Interestellar Desk Plant as regular healing chests can drop those.
!feedback
Tweak the infestor so that it has to remain on their target for a few seconds, accompanied with a visual effect, before corrupting them. If you shoot the target (friend or foe) within that time, the infestor flies out with a little squeak, too scared to try infesting that target again.
Edit: This suggestion was made shortly after SotV's release, before the infestor changes. While I think the changes are better for gameplay than before, I think it's a shame some novel experiences ended up being removed. So I'm still asserting this proposal as an alternative that restores the possibility for corrupted drones and such.
!feedback
Collapse does far too much damage. Simply getting hit with an enemy that deals it is lethal far too much of the time. The way that the stacks deal damage makes it lethal regardless of how much damage you received to start with. It seems like it can kill through OSP and there are comments about it killing through shadowfade. I think it crosses the line from difficult to unfair.
I personally don't think we need another unavoidable delayed hit. I'm already not a huge fan of the overloading elite bubble but at least the damage is manageable. It's about as lethal as the fire elites, which is reasonable.
!feedback
Please allow us to press ESC to close the chat, without having it open the pause menu. It looks like pressing ESC works to close the chat but the pause menu shows up as well which (like when in the chat) interferes with gameplay because you're still stick for a moment
Great for those who keep accidentally opening the chat menu ^
!feedback
Increase Bandits back-crit damage with crit chance percentage.
!feedback
Allies spawned by Goobo Jr. could can have special names depending on the survivor, for example, instead of Gummy MUL-T, it could be GUM-3, to still fit the character, but add a little flavor
instead of this, make Mul-T's scrap launcher work with pocket I.C.B.M (if it does not already)
(forgot to !feedback lol)
!feedback
Changes need to made to the actual mechanics of Void Fields for it to be a fair challenge, not just number fiddling. The distance from one cell to the next needs to have a maximum, and it always needs to spawn close enough for you to be able to see the light. How are you supposed to make it to the next cell in time if you have to figure out where you're going first, while time is already ticking?
!feedback
!feedback
Blind pests appear in droves almost completely silently, and will spam attacks almost instantly after spawning. They have a grounded state, which makes them significantly easier to defeat, but currently they can only be grounded by stun or freeze attacks. They should be able to be grounded just by dealing sufficient damage to them, not only to make them less of a headache to deal with, but also give them a slightly different dynamic than wisps.
!feedback Pocket I.C.B.M. and Ignition Tank are cool additions, however, I feel like their limitations are too specific. 1 white item, 1 survivor, and 1 or 2 other items? Debuffs come from a lot of things, and especially so does healing and crit items are fair about it and give you an extra 5% crit chance.
I think these items should have some extra effect of their own so they're still relevant even when you don't have their chase items. Like, shooting an extra explosive missile or extending debuffs outright
!feedback
Void seed enemies should drop void items when the Sacrifice artifact is on
!feedback
Im not sure if this is a hot take, but the game's reward structure feels really off compared to other rougue likes. I was hoping for new goals and items/stages/enemies/artifacts/anything to unlock with the expansion, but almost everything is already unlocked from the start. I get wanting to give people stuff right away for a paid expansion, so they can imediatley feel the change, but i honestly think the expansion would be better with more stuff locked away at first. As much as just playing for fun is fine, it gets old especially with how long runs can get. I think the game seriously needs some extrinsic motivation.
!feedback
Give Aphelion Sanctuary a higher chance to show up as stage 2/7/12/etc.
This would be entirely arbitrary and it's because I want to listen to this stage's music more.
This suggestion is a joke, by the way.
!feedback
Players should not be able to spawn inside of a void seed area. While the idea is cool for creating instant action, it really breaks the fun for someone carrying a lot of shaped glass or the artifact of glass and they die right after spawning without being able to do anything.
!feedback
Allow Mul-T's scrap launcher (rocket launcher primary) to scale with the Pocket I.C.B.M. legendary item. It could fire the 3 rockets in a row for each click, a bit like Rex's primary.
!feedback
now that the DLC has been out for a while, and there are multiple changes to debuffs that are controversial to say the least, I still wholeheartedly think that Ben's Raincoat needs a massive rebalance
I think most debuffs got buffed because of raincoat, which makes logical sense on paper. A legendary should have enough impact to truly affect enemies in a meaningful way... but the outcome of not having the item and getting burn that lasts 20+ seconds in some cases, collapse being so strong it's unfair, I don't think it was worth the new item.
Raincoat should be nerfed to be along the lines of diff +) on hit: 25%(+25% per stack) chance to cleanse all debuffs with the stacking being exponential, instead of linear (1-0.75^x). This will make it worth stacking, take away the stacking being completely unrelated to the main effect, and make it be impactful without forcing debuffs to be so strong without the item.
!feedback
give void seeds a 100 percent chance to come with the thing that lets you choose a regular item. and less void cradles. this gives them a guaranteed reward even if you're not taking void items and also makes void items less common which i think would also be good for balance
!feedback
Proccing void glasses should trigger on-crit effects
!feedback I think it would be a great idea to make an artifact that doesn't allow you to purchase cursed items. It's getting kind of boring when you have people purchasing all the cursed items with hacked in coins just to steam roll through the game, the people who downvote this most likely are the one who hacked in the coins 😉
!feedback fuelcell should work with Trophy hunters Tricorn
!feedback
With the new boss being fairly inconsistent to get to, I think it would be kinda cool to have an item similar to the fealty beads that takes you to the void locus.
Maybe holding this item and standing in a void explosion will, instead of insta-killing you, teleport you there. This could be a special void item from either cradles or maybe from collapsing a void seed (granted they are made a bit rarer).
Of course without the item, the explosion still one-hits you and the other means of getting to the deep void are still available. Having this may just make everything a tad more consistent. I sorta like this idea as it kinda fits into the lore of the game but it's a concept which would need quite a bit of work.
!feedback
Ingame descriptions of items are often less descriptive about items' game mechanics than the corresponding item log description. Perhaps consider allowing the player to read the extended description while pressing Tab, instead of the brief.
Note: not referring to flavor text
!feedback
Make blinding assault inflict expose on the second dash and reduce focused assaults cooldown by 2-4 seconds.
Also give Merc his old HP and regen back.
!feedback When in multiplayer using void fiend, if another player or ally is next to an enemy the void fiends primary targets the player/ally instead of the enemy
!feedback
Why does the frog method of going to the void boss cost lunar coins? Do you feel that going through the previous stage before planetarium is that important to make it cost lunar coins? This feels like it was more meant as a punishment for people on god runs who are 100% confident they can beat the void boss rather than people on balanced runs who just don't want to go through the other void stages, or it was made under the assumption that the Mithrix coins would already be in the inventory and thus prevent a net gain of 20 coins (iirc I don't think that's the case if you use this method). In all honesty this feels like a pretty bad precedent to make a shortcut to one of the harder boss fights in the game cost ten lunar coins. If there HAD to be a cost it should have been something like five so that you at least get something for beating the void boss or if you do lose it's not that bad of a coin loss.
!feedback Nerf collapse vs players bottom text
!feedback
a way to contain void enemies from a void seed inside the void radius, so players who don't want to take the risk aren't in extra danger, and it would be a lot easier to find the last enemy that lingers for a while. maybe taking damage outside the radius or not being able to leave it in the first place.
!feedback
If you die and get a corrupted respawn thanks to Pluripotent Larva, you should be guaranteed to have a void portal to the Void Locus since you are now completely corrupted.
!feedback
Void fiend getting rooted during transformation is dumb, just have him transform during movement with no changes to momentum. Outside healing reducing corruption is also dumb, just make it not do that
!feedback
Make the Xi Construct approach the player more regularly. Currently, it will prefer to stay far away from the player, making it nigh impossible for slow close-range characters to attack it. Additionally I think that whenever it shields itself it should lower its base armor by some amount, similar to the Clay Dunestrider.
!feedback
Please consider reworking Stack of Pennies or ban this item in Simulacrum. As much as I love breaking my runs... IMO it feels too gimmicky and wrong to be able to farm gold with this. Leaving a lone mob to punch you for extra baubles sends the wrong message about our society
Just unlocked the void fiend, why is this character so bad?
!feedback
Void Cradles and Potentials only spawn inside Void Seeds when playing with Artifact of Sacrifice as opposed to no void cradles spawning at all.
!feedback
Make us able to shoot the Grandparent "Black Hole"-ish orb like you can with Vagrant seeking orbs.
Most of the time when you get caught in one you're basically stuck and being unable to move or free yourself is so frustrating in a game that focuses this much on movement.
!feedback
Void skins for all survivors like body parts being corrupted
!feedback change the ai of the void focus so that it can navigate siphoned forest, distant roost, wetland aspect, sulfur pools, scorched acres, siren's call, and sundered grove can be navigated more easily by the void focus (going around walls, prioritizing bridges over gaps, ect.)
!feedback
it appears that when using Void Fiend's corrupted special, crowbars apply to the effect, so using it at full health will bring you down to 1 shot protection
!feedback
A void version of Gasoline: Instead of fiery explosion on death, x% chance to ignite on hit.
!feedback give a spawn sound to the solus probes when they spawn in simulacrum
!feedback
never played with commando grenade till just now, why doesn't it blow up on contact with enemies? the purpose of the move is to give commando aoe that he normally cant clear that well early game w/o items like gasoline but it either rolls through the legs of every mob or bounces off of them
!feedback
The way the DLC is bundled is odd.
The majority of it is more or the same in comparison to the base game. More items, more stages, more enemies. This is fine. However, about 1/3 of it is Void—these changes are, by intent, more invasive. Void Seeds/Void Elites are the biggest 'offender' here.
It feels weird that if you want to turn off a major gameplay loop change (Void Seeds), you end up turning off a lot of content that isn't Void related at all, and would work fine as a base-game compliment.
!feedback
the void fiend is really bad. im sorry. they look cool, they're cool in concept, but it's bad right now.
there isn't nearly enough dps, and the way it is now, they're functionally a mele character, meaning they'll be taking loads of damage, who is punished severly for healing.
their health is bad, their movement is bad, their healing is royally screwed whenever they have more than a laser pointer and a small, weak orb to attack with, and being that weak just isn't fun.
!feedback
As well as removing the delay to the special ability (kinda weird to use r and then transform, cancelling it) and removing the movement stop to the transformation, maybe allow the m2 to fully cancel your fall speed when shot directly below you since your normal utility sends you flying esp with movement speed. (side note) his base m1 is actually strong but it doesnt sound like it, make the sound have more of a punch.
!feedback
A void version of Focus Crystal: Do more damage to enemies at long range. (not sure if it should do more the further it is or not)
!feedback
do something to prevent this from happening. i'm just softlocked unless it moves as merc without slicing winds or an equipment to be able to hit it
!feedback
the challenge Commando: Incorruptible should be extended to include corrupted items aswell
Allow Captain's Supply Beacons to be boosted by Lystate Cell. Every time you use both your supply beacons, you would simply be able to use them again, until you run out of charges. At the moment, the item does nothing for captain.
!feedback
I think a lot of the green items need buffs/reworks. Despite green being rarer out of chests as well as being rewards for teleporter events, too many of them are too niche or straight up bad in most scenarios at least compared to white items, of which many are seen as run defining when multiple stacks are acquired. At this point I'd feel more confident in white items getting dropped from bosses instead of having a 50% chance to get a green item that just does nothing for most characters in most scenarios that also has horrendous scaling compared to stacking white items. Red Whip, Rose Buckler, Squid Polyp, Lepton Daisy, Ghor's Tome, Chronobauble, and Bandolier are probably some of the worst offenders imo.
!feedback
Void damage dot exponentially growing is good actually. Void damage before the change was really easy to deal with, too easy to the point where it was often more of an asset than a hinderance 
But maybe flatten the exponential growth a little so it doesn't sneak up on people. Judging your hp/healing/mobility against the distance of a chest in the void playing simulacrum is interesting hard and fun risk vs reward balancing. But gold should still be what difficulty scales to primarily. If flattening the curve makes late stage simulacrum void damage too easy then you can also raise the floor damage based on wave. Floor damage increases not starting until 5-10 should give slow characters enough opportunity to get mobility items.
!feedback petition to make more duo rooms
!feedback
!feedback
I've been getting a strange disconnect in multiplayer where I get no error code, the screen fades to black, and then I'm just on the main menu. If I try to rejoin I spectate, but see the model I'm spectating locked in place. All other aspects of the map progress as normal. The game then displays my health bar but does not actually make me rejoin on the next stage, and if all players die the game will not end and instead soft locks
Hello, I'm playing with a friend and we're both playing thee new void character, and he picked up gesture of the drowned. He happened to have the heal fruit equipment (default bind q orange item) and whenever he used his equipment, he also used his R, consuming a portion of his void corruption. This drastically reduced the uptime of the ability. I am not sure if this was intended or not, but I would love to hear back from you!
!feedback
Dead players in co-op should be revived after the teleporter event ends. This way they can still pick up some items before advancing to the next stage. Right now, the least skilled players in a co-op game are punished by having them fall behind in items faster, which doesn't feel very fair.
!feedback
some sort of magical teleporter nexus equipment thing that you use once to set a teleport point and use again to teleport there
!feedback
Probably try condensing the void seed count on the HUD so this doesn’t happen.
You probably only need one that says “Clear the Void Seed” or “Clear the Void Seeds.” There’s not really a use for a count of them since their existence is tied to the remaining enemies.
!feedback
please remove sea whales, they're insanely OP and need, NEED!! to be nerfed or removed
!feedback
Give the Mastery skin if you beat Mithrix on Monsoon and pet the crystal frog 10 times instead of charging the ship. This would allow you to get the mastery skin without having to do 2 final bosses if you wanted to do the ||Voidling|| if you had a really good run going.
!feedback
Feel as if this idea, but instead of void cradles, the void seeds should shoot out a certain amount of void items depending on the players (similar to void fields). Either that or void enemies have the chance to drop void items instead of regular ones.
!feedback please keep the rusty key how it currently is (guaranteed red) (maybe add yellows) and give it a lower spawn rate otherwise its a useless item
!feedback
Improve Voidling's pathfinding a little bit. Sometimes he just waddles back and forth, and it's especially annoying in phase 3. It's mostly map dependent.
!feedback
||After 4 attempts at Voidling with no success: This fight feels both unreasonably difficult and boring. The homing projectiles track far too well, making getting close to it a death sentence, while staying back makes characters like Commando deal extremely ineffective damage. I can't begin to understand how a melee character can fight it effectively at all. It has too few attacks for how long the fight can be, also.||
!feedback
I think a lot of people can agree that executive card is a very strong equipment right now, and whats interesting is that its another one of those equipments that dont follow most other equipments style of being a use item with a cooldown even though it can very well follow that style. My suggestion for an executive card change to make it feel more like an equipment as well as reeling back its power a tad would be to add a 30 or 45 second cooldown to it. The user would press their equipment key on a multishop to make use of its benefit of keeping a multishop open and its price reduction, which if the cost reduction only occured on the equipment use rather than simply having the item, the price reduction could be increased to 20% to compensate for it not being on every purchase. The equipment could also just be used on any chest for the discount. I think the change could allow for more interesting routing of stages and planning of what items to get first rather than just simply seeing a multishop and not having any care because you're just gonna get it all immediately.
Fix this problem of randoms stealing host's loot. There's couple of games which have certain loot drop mechanics which prevent that. You can do it too. Put our money to good use.
Hey guys,
I was wondering if anyone had thought of modding the game so it can be played in PvP in a League of Legend gameplay style. I think it would have so much potential with the RoR2 mechanics and 3D environments. Just think how cool it could be 😳
!feedback
The stationary Gunner Turrets feel exceptionally pointless most of the time, since their helpfulness is entirely dependant on where they're randomly placed. How about letting players pick them up manually and place them somewhere else? Would also be a nice addition for the Engineer if they slightly misplace their own Turret, so they don't have to wait for the cooldown.
||!feedback||
Clearing a Deep Void Signal within the Void Locus should grant a green item for each player like teleporters. Would also be nice to have a few more Void Cradles or some chests.
Beating the Void Locus takes way longer than a normal stage so you should get some items to keep up with enemies.
!feedback
Void Seed monsters are kind of annoying, they have a habit of disappearing or going into far corners of the stage, which can make a player leave it and go to the next stage. A good fix would be to have their healthbars permanently visible even from far away. At the very least maybe after the teleporter event is completed.
||!feedback||
When you get enough void items or respawn due to Pluripotent Larva, your survivor should get the 'voidtouched' look. Purely visual but cool as hell.
||!feedback||
Lost Seer's lenses should work on bosses, but have a much lower percent chance of instant killing them. Feels kind of unfortunate that not only that Mithrix gets a slight advantage when you have them, but you can't use them on bosses in general.
!feedback Make it so that you can move when Void Fiend is transforming. I just died to Mithrix's ground slam with the spikes because I was transforming and feels like a cheap death because I couldn't do anything about it.
!feedback
Hello, i think you should post about your development roadmap for the next updates and dlcs, it would be so nice to follow
!feedback Void Fog Damage Change
The most frequent cause of death in simulacrum is void fog. The void fog damage is increasing over time. This makes it really hard to estimate how long you can stay outside as the difference between surviving comfortably with 50% hp and being dead is just a couple seconds.
I propose to change the void fog damage so that instead it will increase its damage the further you are away from the safe spot.
!feedback
Idk if this is just a console thing or if it’s for everyone, but for some reason the white outline that white items have doesn’t show up on the soldier’s syringe. I’ve almost walked past multiple of them because they are hard to see
!feedback
void fiend has few good item synergies and i think a neat way to balance him would be to
- let him move during the transformation
2.activate all of his on kill items when you do transform so that he can defend himself and to make his kit more interesting
!feedback
Just had ideas for corrupted versions of items
I'll post em one at a time so they each aren't lumped together.
Corrupted Focus Crystal, Focused Jade
Damage up against enemies within the distance of 15-20 meters
For medium ranged playstyles
For reference, focus crystal normally gives damage up against enemies within 13 meters or less
It would be really nice to see him exploding but with a non killable blow, so when you beat him for the first time and the explosion begins to start you lose your mind thinking that your are gonna die
!feedback in artifact of command, you should be able to instantaneously pick up the item after interacting with command essence and choosing your item to prevent stealing or easier pickup when getting shot at. After all, you already interacted with the item anyway you might as well get it
!feedback
make railgunners alt m2 split into several, smaller damage shots if you have backup mag
(or make it do anything at all with backup)
!feedback
Simulacrum monsoon monthly/weekly leaderboards?
!feedback
Alternatively, when buying from multishop terminals with the card, the price could increase with every purchased item in that specific terminal.
!feedback Wanted to post 2 seperate messages but 30 min slowmode so
To the person i am replying to
(not ascociated with hopoo games in any way but i hope this helps)
When playing as void fiend, there is an unmentioned stat that decreases your corruption when you heal, so he wasnt using his r/special, it was just an unexplained mechanic, and it is an intentional mechanic as far as im aware
As feedback
Make used pluripotent larva corrupt items into their proper void form, could be good for getting void items that you didnt have the normal version of on death, could be bad because it makes it impossible to strategise which items get corrupted by pluripotent larva
!feedback
Allow Void Fiend to move normally during his transformation into the corrupted form 
!idea they should buff elder lemurians. tripple their damage and double their health. also, they should make them spawn in hordes of 15, adding 5 every stage.
!feedback
Corrupted Gasoline, Nitroglycerin
Upon taking damage, retaliate in a burst of fire similar to normal gasoline but with a 75% increased radius. Could have a cooldown of 10 or 15 seconds so it's not spammable if that does become an issue.
!feedback
Add more void items in the future
The void item pool is already pretty small and considering more items will be added in future DLCs i think the devs should go back to the SotV DLC and add 5-10 new void items for each DLC relased in the future to keep the void items fresh, i just dont want them to move on and never improve the content of old DLCs as if the job were already done forever
!feedback
More Rewards/Unlocks for beating the Voidling
We need more incentive/encouragement to beat the new final boss of the dlc, since there is only one or two things that unlocks after beating them.
There is a lot of ways you can do this (maybe something to do with beating them on eclipse? maybe more alt skills? idk), but my main idea is that i think giving each character third skin with the requirements of "As survivor Beat the Voidling on Monsoon difficulty" to unlock this skin would be a great incentive for everyone to try and beat them and grind for it with every survivor, and the skins doesn't all have to be void-themed, just another, third skin for survivors would be amazing, and it will make the DLC feel even more replayable and longer than it is.
no.
just no.
in interest of not waiting 21 mintues ima just say it here
elder lemurian group size should be increased slightly, but not to that extreme
!feedback
building on this idea, if you choose not to implement this then I think a shrine of the woods should revive 1 teammate per use aswell as creating a healing circle. I feel they don't have much use in there current state besides unlocking the achievement
If I'm gonna kill Satan by god I better come home with his pelt.
true, they should put them in hordes of 30
!feedback
Can we pet beetle guards, pretty please? (our own specifically, though it could make for a fun challenge if we could pet enemy ones too)
!feedback
when leaving the void locus add an option to return to the main game instead of fighting the voidling, the enemies there should be the risk for getting all the void items, they all deal a heck ton of dmg and have a bunch of hp
!feedback To add onto this, waves should be able to instantly be started by pressing e on the void crab (vrab) instead of having to wait the full 20 seconds
!feedback
Add emotes like
,
,
,
,
and
to steam.
Having steam emotes just of some ROR2 items is... pretty boring.
!feedback
- A friend I play with has had an issue when we go to commencement. He has a good computer that runs the game quite well, but for some reason his frames start to drop a bunch on the moon, specifically when he looks down, I believe. He had a similar issue one time when we were on Aphelian sanctuary, but not as consistently as Commencement.
- I've noticed that void fiend's secondary ability seems to not impact, very occasionally. Not sure what could be causing that.
- Early while I was playing SotV, freezing abilities- cryocharge, ice wall, and ice spear, seemed to be inflicting heavy slow on boss enemies - which I thought was a decent compromise for them not being able to be frozen. However, it hasn't seemed to happen for a while now? Not sure if I was just seeing Runald's band activate in those early runs or this was intended but not working.
All weird little details lol, I think all of these have the potential to actually be nothing, but I thought I'd send them anyway
!feedback
Change the flying controls for the milky chrysalis equipment back to how it used to be; or at least offer that button change in the settings (like artificers hover). On console, Milky chrysalis became my least fav equipment because of the updated controls.
!feedback
!feedback
New void item: Parasitic Polyp
Corrupts all squid polyps.
A squid polyp that heals the player by attaching to the nearest enemy every 30 second and leeches 1HP every second up to a total of 50% of the enemies max HP pool. Dies when the enemy dies or it leeches the max amount of health. Extra stacks would increase amount of HP it can steal by a flat 1%.
!feedback
Fix Void Fiends unlock achievement, I've escaped the planet 3 times now and killed the void boss twice and still haven't unlocked Void Fiend. I even ran simulacrum today and didnt get him!!! I was on round 60 WHY?!?!?!
!feedback
this has been said tons of times, but i don't see it mentioned in the latest dev thoughts.
artifact of sacrifice = no void items
plz fix
!feedback
Add a weakpoint in the tip of the magma/overloading worm's tail
Aiming at their eyes when their head is comming straight at you is not really a safe strategy
!feedback
Add more melee characters. I like playing melee as loader but acrid feels way more like a ranged hybrid. I would like to see more melee survivors in the future.
idk if you can make pelts out of crustaceans
but in all seriousness, we should have more rewards from beating them with each character, maybe more item unlocks too, maybe skins
just something more than a character and maybe an item
Please let VF remove debuffs on bands and safer spaces
!feedback
bring back were on artificer you can hold down the right click to fire off multiple charge shots in a row. now if you hold it down you fire one off and then just stop firing
!feedback
Is there a particular reason they use signed integers for the currencies? (gold, lunar coins) Is it an engine limitation or something? Using unsigned integers would keep the game from rolling into negative money twice as long
!feedback
enemies that are attacked by engineer's turret should reveal their health bar
!feedback
please find another Railgunner weakspot position for the Wandering Vagrant. Having the tips of it's tentacles as the weakspot makes it a little bit infuriating to try and hit it when it moves them so much and it also feels unfair, especially in the early stages. I don't understand the need for me to be a godlike fps player to be able to deal decent damage to the WV.
TLDR: Wandering Vagrant weakspot bad, please fix
||!feedback||
A 'Skills 3.0 Update' would be an awesome future DLC mainly focused on adding new alt abilities and playstyles to survivors. Here are a few cool alt abilities I'd definitely be willing to pay for.
!feedback
Nerf Gesture of the Drowned (
). Currently, it has little to no downside for being a lunar item. This change could be where you cant control when it triggers but it triggers randomly and it has a faster cooldown. This is done by making it have random range from 25-50% faster cooldown. Stacking it would increase the random range of the cooldown.
this is just mired urn with extra steps
!feedback
Another idea for the infestor: have it sit somewhere on the corrupted target (perhaps where the corrupted "eye" visual currently is) so it can be hit separately and shot off, restoring the target. The infestor should then be blocked from infesting that target again.
!feedback
while having credit card equip ALL scavengers drop their bag
!feedback stop this from happening
!feedback
Allow players to scrap Empty Flasks and Broken Watches, as they are now they are not at all worth taking over literally any other item, especially since Power Elixirs break after using a sacrifice shrine. At least with other items that are eventually useless they can be used to 3D print others later.
!feedback
Incorporate family events into the Simulacrum as boss wave augments, possibly with a guaranteed boss item from the family as a void potential option (if any).
||!feedback||
Consider having a Community Content update, where some of the highest quality community mods are integrated into the base game. Incredibly easy for the devs to do and would add a lot of items and features for the players.
Some great mods that would fit right in are Aetherius (balanced and fun items), BetterUI (advanced item descriptions), and maybe some skin mods (Banndit UES Trooper).
!feedback
There's a monster item blacklist for a reason. Undodgeable proximity-based items like n'kuhana's and tesla coil, and also build ruining items like ben's raincoat can feel unfair and have little counterplay in simularcrum/void fields/artifact of evolution and also mithrix phase 4 to a limited extent. In addition, there are completely useless items monsters can get like fuel cell, soulbound catalyst and rose buckler which are the same as monsters getting no item at all. I suggest blacklisting both the items without counterplay and those without function to make the difficulty in these mode less random.
Yes, I am salty I got oneshot by rejuv elites with n'kuhana's opinion 
!feedback
I think I still need to use this one for ideas, but just a simple one: an Artifact that automatically corrupts any and all items that have purple equivalents
I have no idea if there are actually any new artifacts in the dlc so maybe it's already there, but I felt like writing it down while I was still thinking about it
!feedback
make the use button for executive card charge credit on chests/paid things to open them, in exchange for the money you gain being spent paying it back until the debt is gone
balance it by not letting ppl swap equipment while they have debt on their card/dont let ppl purchase anything else while theyre in debt
it doesnt inherently need synergy with item uses either, instead of a cooldown and uses, just have it count a cash sum to pay back
itd also still not have synergy w gesture of the drowned, if anyones worried about its balance in that regard, because not being able to buy/swap equipment while in debt would make having a gesture way worse than occasionally intentionally using it
itd let players get a few items sooner, or more expensive items without killing their timer, if they want to do something like open a red chest before spending minutes to save up for it, letting ppl potentially grab a red n play stage 4 quickly n such, in exchange for still needing to get the money for it afterward
!feedback
Secondary Void Fiend Move alternative unlockable
Void
Punch an enemy releasing plasma, dealing 700% damage, fully charge it for an explosive plasma ball instead, dealing 1200% damage
- can't sprint while charging
cooldown 3s
Corrupted Void - (for corrupted void fiend)
Punch an enemy releasing plasma dealing 2000% damage
- doesn't require charging
cooldown 3s
!feedback
Idea for a Void item: Volatile Flask
Corrupts all Sticky Bombs.
On hit, there is a 5% (+5% per stack) chance for the projectile that hit the enemy to also drop a small bouncing flask on the ground, exploding in a 8m (+2.5 per stack) radius after bouncing three times for a total of 160 damage.
Stats are something I came up with on the spot, they could be changed. Tried to make it sort of 'balanced' as to not make Sticky Bomb seem totally useless.
Inspired by a Slay the Spire card.
!feedback
Lunar item: Quad Laser
All projectiles (hitscan doesn't count) deals 2x damage but they move at half the speed. Includes items like shuriken and missiles
||!feedback||
Lunar Item: Profane Vow
Automatically invokes the Challenge of the Mountain each stage once (+1 challenge per stack).
!feedback
Red Item
Name: Bottled Potential
Item visual: a glass bottle with colours corresponding to each elite type contained within
Unlock: have 6 temporary buffs (elite affixes count) at the same time
In all item pools (damage, healing and utility)
Each time you kill an elite you gain a specific buff for each elite type either,
Atk speed (overloading)
Damage (blazing)
Movement speed (glacial)
Max Health (malachite)
Crit chance (celestine)
Armor (perfected)
Base Health Regen(mending)
A random buff from above (I ran out of ideas)(Voidtouched)
There is however a catch you can only receive 20 (+10 per stack) of these buffs, and they reset each stage.
All except armor increases their respective stat by 1% per buff with armor being 1 armour per buff.
Given that there would be a lot of buffs cluttering the UI, hiding these buffs from the player is the sensible choice.
!feedback
Alternatively, “Artifact of the Mountain”. Automatically invokes the Trial of the Mountain for every stage where it is applicable (no Commencement, Void Fields, etc.). Maybe invokes more shrines of the mountain as the game progresses?
!feedback
I know people had complained about monsters equiped with some items such as Tesla Coil. I just died to Mithrix's 4th phase to my own Delighted Probe, it took less than 2s to kill me, since you don't seem to want to blacklist those kind of items, my request would be either rework their effects on monsters (that would be some work tbh, dunno if it's worth it) or let us scrap stuff before the Mithrix's fight, but pls give us a fair solution/balance to that kind of situations, especially for mithrix's 4th phase, it's rly his easiest phase but if you got the wrong item and nothing in your kit to beat the synergy, you're just dead with barely no counterplay
!feedback Engineer's Carbonizer Turrets (the walking ones) do not attack the new final boss. This includes when they are equipped with Shurikens and Visions of Heresy- both items that travel further than the Carbonizer's laser beam. I did not test this with Unstable Tesla Coil, as having to rely on a single red item for Engineer's main feature (his turrets) to fight a boss is unacceptable. The only case in which the Carbonizer Turrets can hit the boss is if ||the terrain causes the boss' head to tilt toward the ground||. The turrets should either be able to have their range increased, or target the boss differently. In the state that they are in currently, they are useless in this fight.
!feedback
maybe backup mag adds a burst feature for alt m2?
On primary use: fire 1(+1 per stack) times
something like that
!feedback
If you use Captain's utility, but then cancel it with a sprint without actually firing any of them, it shouldn't put the skill on cooldown imo
!feedback Captain’s hacking beacon should be able to hack Alpha(short hacking time, about the same time as a small chest) and Xi(Long hacking time, about the same as the TC-180) Constructs because they’re robotic enemies
!feedback
I think it would be really nice if Void Fiend's transformation won't lock you in place. or has little more iframe after transformation. Standing still is just death sentence in this game.
!feedback
Fix sky meadow on simulacrum spawning you near an edge, the gups form an inpenetrable wall and when you spawn back on the map they kick you back off instantly
!feedback
Not something necessarily for the game, but gives us a site or even an in-game feature to see the models of the survivors(or even the enemies' too) with quality, letting you rotate it and remove features (like Railgunner's backpack, gun, or Loader's mech arms), similar to teemo.gg, a website that lets yyou see every single model from every single LoL character, including skins, different colors for the skins and even neutral monsters' models.
I think it'd be neat for artists, since it's so difficult to find any official art that shows us good details of the characters for reference, outside of maybe getting SFM, getting models and screenshot it, but SFM is not something that runs very well in most PCs since its so poorly optimized.
Edit: I just realized that the logbooks allow you to do that, but you are still not able to remove other features to see more details or see the alternate skins, so I still think a website or an update to the logbooks would be neat.
!feedback
Add Gup as a playable survivor.
Please try to not post any feedback that are confirmed bugs and are being looked at by the developers in this channel. SOTV Bug reports should go in #ror2-bug-reports-pc. You can check Hopoo’s Twitter or dev thoughts 26.5 on steam to know what Hopoo is looking out for.
!feedback
Maybe add something to let us look at our items clearly from the pause menu. Preferably we should be able to mouse over our collected items to look at their name and flavor text, similarly to when we hit Tab in game.
This would be an incredible change for new players or people returning to the game from a long Hiatus who may not know or remember what items do, and didn't quite see or read the text upon pickup. Another benefit from a player perspective is that it would be a safe and easy way to refresh yourself on how many stacks you have of a specific item once you start getting late into the game. Obviously tthis would be better if we could actually see how items stacked in the game, but this would be an excellent start
!feedback
because there are now three enemies that have this effect, and that they are the primary spawn in a level with a holdout-in-this-small-area gimmick, perhaps the instakill void explosion should have a chance to activate rather than something that is always assured. It doesn't have to be an extremely low chance but I do think that having only one enemy that did it every death was more balanced than giving it to three enemies. This can get particularly ridiculous in Simulacrum mode too.
!feedback Make Railgunner’s alt M2 deal increasing damage for each successive weak point shot in a row.
This escalating damage can then be used on her special for an ultra powerful shot if she lands enough crits in a row since this secondary has no perfect reload mechanic to boost her special.
!feedback
I really like the benthic bloom item and I think there should be more items and scenarios like it to incentivize more skill based gameplay. Not too much though as I know that it can completely ruin your build and you need a good build to progress through the game at all
!feedback
Add steam workshop support so modding is easier and safer for the community
This could result in new fun characters,items,stages and even game modes in time
!feedback
Scavengers equipped with Spare Drone Parts feels a bit unfun to play against. They spawn in immediately with Col. Droneman, which has a tiny model along with a highly accurate hit-scan weapon. Col. Droneman also persists after the Scav is killed.
!feedback
I love the gameplay design of Void Jailers but their pull -> root attack could afford to have a Telegraph that’s more clear and could be a bit easier to dodge. It doesn’t feel very clear to the player how to avoid it.
!feedback
Void Fiend should be able to move and change their trajectory after activating their utility skill while using a launch pad. (Currently he cannot move regardless of survivors "Corruption")
!feedback
Change the AI for the beetle thing in the simulacrum to where it wont go up or through obstacles not sure how to word it better.
You can message me if you need clarification
!feedback
Allow Railgunner to fire sniper shots the frame the secondary skill button is pressed, instead of waiting for the scope to appear. The scope-in animation is very short, only a few frames maybe, but when andrenaline is pumping, it's easy to click the fire button too fast and inadvertently fire a homing shot, breaking rhythym
!feedback
When playing with Artifact of Chaos, Railgunner highlights her own weakspot which affects your vision (unless you move backward)
!feedback quickscope please
!feedback
please remove sea whales, they're insanely OP and need, NEED!! to be nerfed or removed
!feedback
When playing as ||Void Fiend|| ability descriptions do not update when ||corrupted||
||https://i.imgur.com/i5ONJ5s.png||
It would be nice to have descriptions for them
!feedback
Give Acrid some base armor for the purposes of making Melee-Acrid more than just a bad meme
!feedback
Can Void Jailers get a louder spawning sound? I can hear every other Void enemy except Void Jailer who's barely recognizable by itself, and if I'm late in the game when there are tons of sound effects then there's no hope in hearing it
!feedback
I can't be the only one finding that pests are incredibly efficient at ending my runs far too soon? Wave 1-2 on Monsoon Simulacrum and I'll get 10 pests that hit for 30 each, and a lot of characters just have no way to deal with that that early in a run. They're like a strictly stronger Wisp when Wisps could already be lethal early on if too many piled up.
!feedback
--edit apparently it already does this, its just not very clear about it
I think Void Fiend's minimum corruption charge from void items should only apply to the non-corrupted form, meaning that when in your corrupted form it always drains to 0% rather than the increased minimum, since right now the more void items you have essentially just makes you swap forms more often.
This would let players do a kind of "specialty" where they maximize corrupted form at the cost of not being in the non-corrupted form, which you can already do the opposite of by building healing and getting a build where you never swap to your corrupted form.
(this could also potentially fix a softlock if you can somehow hit 100% corruption minimum, I haven't done it myself but I wouldn't be surprised if that just forces you into the animation permanently)
According to wiki fandom, the meter depletes more slowly the more void items you possess.
!feedback
Void Fiend's passive and kit should be reworked to give players balanced, interactive, ability-based means to enter, extend, and end corrupted form. The anti-synergy with healing and damage items as well is devastating. As his kit stands, player interaction with the corruption meter is extremely tedious in uncorrupted form, and extremely dangerous in corrupted form. Start adding in items, and you can end up with problems such as:
Difficulty reaching corrupted form
Stunning amounts of self-inflicted damage with Corrupted Suppress
Drastically reduced duration of corrupted form
Or conversely, undesired duration of corrupted form (high crit chance, void items)
!feedback
Rework Fiend's transition animation to not interrupt movement and attacking
!feedback Teleporter within a void seed on a hill... is that really necessary?
!feedback
Have the hopoo feather extra jumps displayed as a buff above the health bar. A little feather icon with a number next to it showing how many extra jumps you have left until touching the ground. It's not an absolute necessity but it would definitely make keeping track of your jumps more comfortable.
Mothergunship does something similar showing how many jumps you have because of how important it is to know whether you can or cannot jump one more time at a given moment
I was just in a game with some friends. Wave 30 on the simulacrum, when all of a sudden my net drops out for a about 30 seconds. I get disconnect but then my net is back up and running fine. Alas I cant rejoin my friends because the game wont let you join a game mid match even if you were previously in it. This is really annoying and I would love to see something implemented that allows players who get disconnected to rejoin rather then just being sent back to the lobby to wait for the game to end.
I love this game, but the lack of this simple quality of life thing really bugs me.
Add a voice chat please
!feedback
Change it so the void fiends corruption doesn't get reduced by all healing. Only have it be through the suppress ability, or halt it when he gets healed in other ways.
!feedback
Portal should spawn slightly further away from the crab in Simulacrum mode. It's too easy to hit int[e]ract on the portal instead of your void potential.
!feedback
||As it stands for Void Fiend, the balance between Controlled and Corrupted form isn't quite right. From my perspective, Controlled form is a survivability powerhouse with good damage and low cost heals while Corrupted form gets a small DPS boost way outweighed by the loss of your low cost heal. This also comes with the fact that Corrupt mode is supposed to be the form you'd to want to sacrifice HP for to stay in longer. I have a couple of suggestions to address this.
Controlled form:
•Heavily reduce the health gain of Sustain, leaving the Corruption cost untouched
Corrupted form:
•Heavily reduce the health cost of Sustain, leaving the Corruption gain untouched
•Make your M1 scale with attack speed in some way
•Make your M2 not interrupt the firing of your M1
Corruption in general:
•The effect of void items should be changed to either scale non-linearly or affect your passive corruption gain instead. As it stands it makes a low cost heal even lower cost until it's free and eventually makes your form changes more of a hassle than anything.||
(Edit for cleaning up wording, no points have been changed)
!feedback
- toggle for "always return to sprint whenever possible" (when toggled your character will always try to sprint whenever possible)
- option for Captain shotgun to be auto fire (instead of one shot one click = hurts fingers... there is a mod that implements this as firing modes)
- Engineer Carbonizer turrets should be always sprinting so that they can benefit from the sprinting-related items (especially new sprint mushrooms)
- would be lovely if there was an Artifact that constantly revealed all the chests and shrines on the map (similar to how the Radar equipment does)
!feedback
Armor reduction debuff applied by scavenger with Symbiotic Scorpion should be removed after killing the said scavenger
!feedback
!feedback when i have survivors or the voids, option for playing railgunner without void contents will be good
!feedback
Make it so that Void Infectors can't corrupt bosses before the first loop. It just feels unfair that you might suddenly have an elite boss on the map by stage 4 because you were unlucky and a Void Seed just happens to spawn on a map, and a Void Infector just happens to infect a boss
!feedback when Void Seeds spawn, have the Void Infestors on non-boss enemies FIRST. That way players can actually kill the bosses first or seperate the parasite and kill it off before it latches onto a boss enemy. This also creates a interesting dilemma for players, where if they take too long they run the risk of the Infestor's host creature getting killed by infighting or even the bosses, and then the infestor might latch onto the boss if not a regular enemy.
Starting stage 4 or 5 with all bosses already infested is such a pain to deal with. Monsoon difficulty basically becomes Monsoon EX, even harder than before.
Thank You everyone for upvoting my suggestion!
I love you all (hopoo even more UwU)
And well, i pray that they will see my suggestion in #top-feedback-archive
Since i think all of us agree with what i (and many others) said bout the Voildling feeling very optional
Thanks Again! hugs you all* :3
And much love from Poland 🇵🇱 to all of you 🤍 ❤️
!feedback
make railgunner's primary attack actually autoaim at what you're aiming at instead of what enemy is closest to you. it's really frustrating to clear wisp hordes.
sometimes my primary attacks even do 90 degree turns to shoot at enemies that are not even in my view
||!feedback||
Add Void Shrines which when interacted with, spawn a Void Seed at that location. Causes Void Cradles, Void Seeds, and Void Enemies to be more likely to appear.
An optional way for void item enthusiasts to invite more void corruption in the world in order to get more sweet void items and seeds to clear.
!feedback
maybe reduce the volume of the 'teleporter hum' a little, it seems like it got increased by quite a lot in the dlc patch and it can be a bit annoying at times now
!feedback
Make Railgunner’s primary actually home in on the void infesters. Not sure why it doesn’t, but because the shots don’t home on the void infesters, they will home in on other enemies making it so you basically have to be point blank to hit them.
!feedback
I recently learned that there is an option on the console versions of the game to have the artificer's hover toggle when you hold 'A' in midair instead of needing to be held down. I play with a controller on PC and it would be great to have that option ported over because it prevents me from playing as the artificer.
!feedback
Rusted lockbox dropping legendaries only is balanced ONLY in simulacrum. It's obviously busted in the main game. But it would be weird and forced to fix that bug only in the main game. My idea is to, after fixing the rusted key's loot pool, add a "Gilded Key" item only to simulacrum that works exactly like the current rusted key but with a separate, gilded lockbox. Guaranteeing a legendary drop at the cost of the key and the danger of going out into the void.
!feedback
Bring back ancient scepter
!feedback
I want to suggest/propose a new special skill for Void Fiend. It is possible to reach 100% minimum corruption by having 50 void items- Locking you into the corruption mode permanently. Therefore there is no need to use Corrupted Suppress since you are already locked in that state. What I propose is that Void Fiend gets a new special ability that changes Corrupted Suppression, turning it into an AoE attack (similar to Loaders Thunderslam) upon activation, at the cost of 25% health.
!feedback
After a Scavenger with Spare Drone Parts gets killed, their Col. Droneman should also die. The item is overpowered on Scavs to begin with, and spotting the Col. Droneman is too difficult. I've died multiple times to a Col. Droneman that I didn't see on the other side of the stage after killing a Scav that I didn't even know had Spare Drone Parts.
!feedback
Allow dead players to take control of allied minions by clicking their name in the sidebar while spectating. This would allow players to continue playing after dying and clear up the mindnumbing boredom of dying at the start of a level
!feedback
when an item converts into its void counterpart make it show the number of stacks you have in the gui, its annoying to have to find the item in my inventory if i wanna know how many stacks i have of it
!feedback
!feedback
I feel like captain would benefit with more special ability options, given their limited uses per-stage it would be interesting to see more items that could be more broadly supportive.
What comes to mind for this is a jump-pad. It acts like a geyser, but with more control on momentum so Captain has a limited option for mobility. It's not ground-breaking like the hacking beacon but I feel like it could add something interesting into his playstyle.
!feedback
It’d be great if the void portals were a little more common. Waiting until stage four or five to get the portal is great, and it works. Having the chance for the portal to spawn be so low is kind of a time suck. A friend of mine and I were in a run for an extra hour and a half trying to get to the deep void because we didn’t want to spend lunar coins at the frog.
!feedback
When playing railgunner:
If you use the second primary, and are killing alot of monsters (Or just getting xp orbs in general), picking up xp flashes in the scope. It's not too annoying early game, but late game there are so many particles flashing on the screen (bustling fungus, roll of pennies, xp pickups, etc...) to where it gets a tad bit annoying to scope in and not being able to see what you are shooting sometimes.
!feedback
make
not zoom out your camera while scoped.
!feedback
Give the option to mute the teleporter "beepboop sounds"
its not needed, it sounds stupid.
fireflies were always enough
!feedback
Since a lot of new players are in the game we should make the Heretic Easier to get for example. Like artificer you have to pay said coins for her we should do the same like The shop keeper has the Icon to buy her.
!feedback
You can hear Railgunner's crit sound from anywhere on the map, apparently.
!feedback
Can we have a alternate version of the Command Artifact where instead of having total control over what items you get, it makes all items into void potentials. That way we can have a nice in-between of classic RnG with a little extra choice from Command.
!feedback
you should hide an easter egg of the construction golem in the game somewhere, whether it be an extremely small chance for golems to spawn with a construction hat on or there could even just be a little hat and some construction tape hidden somewhere on a stage
i miss him 
!feedback
maybe have Viend's corrupted m1 increase in range dependent on your attack speed, so that you're not so dependent on the controlled form to attack long-ranged threats mid/late game.
!feedback there should be an alternate way to clear out void seeds if an infestor latched onto a sedentary or antisocial enemy (like hermit crabs). A 4 player run i participated in was softlocked for a good 5 minutes because a void cell with 1 enemy left was sitting on top of the teleporter zone and none of the 4 people were able to locate where it was hiding. I'm half convinced it just fell out of the map or something, because i searched really hard.
!feedback
make the pingable hitbox for command essence actually match up with their visuals, I'm tired of going "hey there's a green over here--wait, not there, here... HERE!--" you must wait before issuing more pings
!feedback
I don't want to say that you did a lazy job with Void Fiend, however given that MUL-T and Captain, 2 survivors with the ability to swap between ability sets, do have a full set of different kits, Void Fiend feels incomplete. I'm suggesting that Void Fiend have an alternate set of abilities, different from either set it already has. The abilities would be for its secondary and utility skills to still make the corruption have an effect on its gameplay (primary and special). The new skills would not change when Void Fiend changes form, adding a new element to its play style. So, for instance, you select the alternate utility skill, all of the other skills would change with its form, however the utility skill would remain constant as the alternate version.
!feedback
Mul-t's power saw ability cancels sprint on use despite but you can freely sprint after its initial activation, it should not cancel sprint on use, it's just plain annoying.
edit: The skill isn't actually marked as agile in-game, I misremembered that.
!feedback This may just be because I'm colorblind (tritanomaly, specifically) but I have a really hard time seeing enemies against some backgrounds. This has been the case since I started playing however long ago, but this is especially true of the new blind pest enemy when I'm on rallypoint delta. I worry that this might bring in more visual clutter to the game, but some option to increase the contrast or brightness of monsters (comparable to "player contrast boost" in csgo) would be much appreciated.
!feedback
More of a bug report. What I believe to be a combination of optimized proc chains instantly clearing waves and the enemies using Dio's Best Friend in Simulacrum mode is causing the game to believe there are still enemies remaining when all are dead, causing the run to end.
!feedback
make the void fiend's void corruption minimum have a max of 100%
(getting over 50 void items makes you have over 100% corruption and combined with healing the number just starts going crazy and flunctuates between >100% to 100% insanely quickly)
!feedback FOR THE LOVE OF GOD make pressing escape close the item selection menu rather than OPENING the game menu
!feedback to elaborate on this cool dude’s idea, to keep true to the full ability corruption gimmick, rather than having individual alternate abilities, what if he had entirely different corruption modes to switch between in the loadout menu?
!feedback
alternatively, armor reduction debuff applied by scavengers should be removed after stage completion
!feedback
!feedback
Certain challenges that currently cannot be done in Simulacrum should be available there. The following (but not limited to) could probably be transferred over as boss waves are essentially teleporters:
Advancement (Boss wave only)
Flawless (Boss wave only)
Glorious Battle (Boss wave only)
Naturopath (3rd Boss wave)
Never Back down (4 Boss waves)
Commando: Godspeed (first Boss wave, if this is even possible)
!feedback Void items are way too cheap for how strong they are especially early game. But instead of nerfing them, they should cost something other than a small 50% hp. I think void items should cost time. Opening a void pod should add +1 minute to the timer but cost no HP
!feedback
Squid Polyp has long been considered to be the worst green item in the game. Void Cradles make them actively harmful. At least with engie you could choose to set up your turrets away from them. But a squid polyp will always spawn when you activate a void cradle, which will happily become infested. This has killed me in otherwise good runs twice. You can't really do much about it. It seems unfair and difficult to avoid.
!feedback benthic bloom might be a little too op
!feedback
(not your regular feedback)
After a few days of playing around in the DLC and testing some things I realized one crystal clear thing:
Railgunner is insanely fun and well-designed
Void fiend is the exact opposite.
Now I'm not sure if Hopoo Games did this on purpose to balance out the 2 survivors- to have a really powerful one and a really weak one, cancelling op and weak out. But my GOD does Void Fiend just IRRITATE me with how he's designed, how he works, his kit, his gimmick and certain specific yet common scenarios.
I made a list of the things that truly tick me off:
Uncorrupted kit feeling boring, not fun and extremely fucking basic (beam that acts like worse rebar, bomb that acts like worse nano bomb)
Uncorrupted m2 being unclear on when it's fully charged (as in you THINK you'll get the full blast but instead the beam comes out)
Uncorrupted shift being ass all around (guaranteed fall damage with a few goat hooves or energy drinks is so much fun am I right! Let us get out of this shift at certain angles please.)
Corruption gimmick that might as well not be there at all and could instead be a "change state at will" thing.
Healing makes it not matter (literally 1 scythe, 1 leeching seed or 1 shrine of the woods means you delay corruption)
Void items makes it not matter (void items can instead make you perma-corrupted)
You can't actually plan for either of them
For some f*cking reason you can just spam your goddamn R while oncurrpted for free 25% hp heals with literally no drawbacks whereas corrupted gets f?cked over by limited charges and a bug
Can't use other skills while R is going on unless you were already charging m2 or in your shift
Corrupted m1 not being clear about the maximum range and having a sh?t proc coefficient (0.62)
Corrupted m2 having gravity??? F?cking why????
CORRUPTED M1 NOT SCALING WITH [F?CK?NG] ATTACK SPEED?!?!?!?!? WHAT
Hopoo Games, please. Revisit and reconsider these things. VF is a sick CONCEPT in theory 😔
!feedback
i found this bug on the alternate distant roost map where if you blink with huntress on this geyser it gives you the fall damage of going all the way up and then back down
https://youtu.be/I5wHU4iPxfw
!feedback
Allow the Huntress: Piercing Wind Challenge to be obtainable on Sulfur Pools if it isnt already
!feedback
[V??oid Co??rruption]
[D??row?n]
[Floo?d]
[?Tr?espass]
[Sup??ress]
Void Fiend's skill names have these 'missing characters' spliced in them, but removing the question marks leaves you with the skill's name normally.
However, if you remove the question marks from [Sup??ress}, you're left with 'supress' which is actually misspelled. It should instead be [Supp??ress], with an extra 'p' in the name.
!feedback increase the amount of lunar coins you get through all means on console
!feedback Auto pickup of items needs to be optionable.
!feedback add some way to get void items with sacrifice on, possibly a reward for defeating a void seed or something
!feedback let cleansing pools cleanse void items
!feedback
My observations with Void Fiend:
I really like the almost anti-thesis playstyle to Mr. Potted Plant (I forget his name suddenly). However, there are just too many drawbacks to this character. he feels rushed & incomplete.
His primary is useful when in a normal state. He can snipe enemies from afar, much like MUL-Ts Rebar (and faster too). However in his aggressive state, it suddenly becomes a short range flamethrower much like Artificers, this results in an inability for a period of time while in this state to deal with long range enemies without repositioning. In my opinion he needs a buff that results in his aggressive primary being just as long range as his normal primary--in addition to setting him apart with a beam of death. (Also apparently according to other feedback his aggressive primary doesn't scale. plz fix this.)
His secondary is just...boring. Clicking just feels like a barely more powerful primary (Kinda like Commando's secondary but no piercing). Clicking and holding isn't much better since it's not as good as Artificer (less attack area). I should stress just how boring this ability feels. There's simply nothing to it that sets this character apart. Perhaps give his other arm actual use with a very heavy melee that is optionally chargeable? Perhaps like a Big Beetle slam?
His Shift ability I have mixed feelings about, and it is mostly due to its mixed-functionality nature. Normally it's really good for dodging attacks and rising above enemies, and boosting up to higher areas. As a bonus, jumping and using it is great for self-inflicted fall damage, thus boosting his aggression bar. But...he really lacks any useful quick movement ability for getting around stages in this state. Even artificer has her glide ability to gracefully cross gaps and get a birds eye view for chests/etc. While in his aggressive state, you can move around quickly, but then, you cannot dodge attacks as well or get high ground. All this leads to a frustrating on/off feeling ability wise--that is, some of the time you can scale a wall easily, other times you cannot; conversely, some of the time you can quickly traverse stages and get away from enemies, other times you cannot. Perhaps you can combine this ability into one regardless of state, and boost it's range during aggression? Say, quickly press shift to zoom forward, but press and hold for a moment to move upwards?
His R ability is aggravating, and also just boring. I get that it plays into his aggression mechanic, but it feels disappointing to not have a powerful R ability like other survivors. I mainly use R either to heal in a normal state, or even to actually delay transforming so that I can keep sniping weak enemies or using his normal shift. This seems quite counter intuitive. I sparingly use R when aggressive since it damages him so severely and there's no guarantee that you'll get out of aggressive fast enough before you get more health before death occurs. I would say his R ability should have some sort of offensive ability; and in addition, have both modes available regardless of state--e.g. tapping R does the self-harm + aggression (and some sort of offensive attack), while holding R does the current heal - aggression play. Also, allow him to keep attacking while his R is charging. (Move R animation to currently useless arm?)
Speaking of, the Healing vs. Aggression mechanic seems good on paper, but has major ramifications in gameplay. Acquiring any healing item hamstrings his ability to enter his aggression state. It goes entirely against the game loop involving grabbing all regular items; for Void Fiend you must pass by certain items since they are so harmful to his Aggression Mechanic. Consider nullifying all external healing sources so that only a HELD R heals him, and replacing external healing's effect with boosting his aggression bar (making monster tooth power up his aggression faster while in the heat of battle.)
I'm running out of letters. Thanks.
!feedback
going off of my earlier message here: #ror2-feedback-and-ideas message
Allowing more robust options to turn on and off certain parts of the DLCs might also be good to add if possible. Items, Stages, Enemies, Elite types, Shrines, Etc. There would probably need to be clauses for categories that are more interconnected like not being able to go to the DLC void stage if the DLC enemies are disabled. This would be good for people who are, say, only interested with the new characters that are added and not as much with things like new enemies and stages and just want to try them out in a more vanilla fashion, or if you want to disable things like void cell event but still want to play with the new items. This is more a reaction to how people seem to really enjoy some parts of the DLC but other parts not so much even though in terms of function they are disconnected, which could get worse as more DLCs get added.
!feedback
Railgunner & Void Fiend Skills Tweaks
[1/2] Void Fiend
Adding alt skill(s) to Void Fiend
Make some alt skills to Void Fiend, tbh we only need one or two, for the misc. category and for special category
First one (passive/misc) should change the way your corruption work, make it that the Void Fiend instead of gettin corrupted, make him lunar, (or moon-themed, light-blue "corruption", that makes him instead of changing skills to more agressive ones, give him in that lunar form some defensive/utility alt skills while in that form.
And for the Special, the alt skill should just be a reversal:
More healing and etc. = more corruption gain while in normal form;
More damage etc. = more corruption loss while in corrupted form.
[2/2] Railgunner
Changing/adding skills to Railgunner
Make it as another alternative primary, and change it a little bit,
maybe the alternate primary has the aiming mechanic similiar to huntress primary
and crits should count as crit chance while using the alternate primary, only when using secondary convert it to crit damage, or maybe not, selecting alt passive (misc.) should make the crit chance avalible, but crit damage not avalible.
Also make the alt utility something else than mines, idk, just suggestion
!feedback let us veiw our mastery skins in the survivor logs
!feedback some maps should randomly swap between day and night upon entering, I just think that some maps like abandoned aqueduct would look so beautiful at night
!feedback I'll just say I think it's bizarre that there's no item that buffs all AoE. Just a common that gives +10% or +15% AoE size for all AoE effects would open up some possibilities. Or maybe a rare that gives +100% AoE. Its just a stat that is underutilized and could lead to interesting synergies. Yes, if abused it'd be broken, but this isn't exactly the kind of game that shies away from that kinda thing. (Also plz, would also be nice if it buffs the abysmal carbonizer turret range.) Imagine how fun it would be to play captain with the diablo strike and brainstalks and just strike half the map with AoE absurdly buffed. Broken, yes, but fun. And isn't that what counts?
!feedback
Let Void Barnacles hop around like Mushrums if they're too far away. While moving they wouldn't be able to do anything until replanted, like the way Mushrums go into the ground to heal.
!feedback
Either make void fiend's secondary have a synergy with icbm, or reword the description.
currently, fiend's secondary can fire a small missile for a larger orb. The wording of the description (alongside engineer's missile utility working with icbm) makes it disappointing when it doesn't work, and feels misleading
If you do make it work, I think that the small missile (and only the small missile), should fire 3 bolts that swirl in a circle as they fly. If you decide against it, maybe it should be called a "bolt" instead of missile, or maybe just "ball".
!feedback
Dungus
!feedback
Using Shrine of Order with Egocentricism turns every item you own into Egocentricism.
!feedback
Make these go up and down faster. This one is way too punishing compared to the rest if you don't have a Hopoo Feather.
!feedback
Add Void Devastators to the boss pool on all stages post-loop (or post-loop 2 if that's too much). The only way to see them pop up as a boss is a low chance family event, and it'd be nice to see them more present in the context of TP event while also making Zoea more available
!feedback
alternate railgunner utility that pulls both yourself and enemies towards the mine, can still be used for transportation and can be used to cluster enemies around a kjaro’s band proc
!feedback
Countdown timer on Egocentrism please. It's real hard to predict when it will occur because it triggers based on actual time instead of the in game timer
!feedback
Make it easier to tell Voidtouched enemies apart. Right now they're all the exact same colors and shades of purple, which make it incredibly difficult to tell what enemies you're actually facing in lategame void seeds with a horde of dozens of purple enemies all piling on top of eachother. Even moreso when you don't have time to stop and try to figure out what enemies there are.
You can only quickly and reliably recognize enemies by silhouette and sound, neither of which is particularly helpful when you have this many enemies on the screen.
!feedback
Have laser scope grant 10% crit chance and have all other crit items besides lens-makers be able to stack crit chance linearly (harvester scythe, predatory instincts, shatter spleen and the laser scope crit chance)
!feedback
Charging up Void Fiend's M2 should cause the reticle to expand to indicate the charge, so you immediately know when to fire it without having to look at his actual arm cannon to see if its at full size or listen for the sound effect.
When a ton of stuff is going on at a fast pace and there are tons of things blowing up, can sometimes be hard to tell precisely and you fire it off prematurely and get the tiny little peashooter beam instead of the plasma ball.
Its not that bad at all once you get used to it, or when you get more attack speed, but it'd be nice QoL.
MUL-T has his crosshair shrink as he prepares to fire his rebar, Artificer has her crosshair expand as she charges her nano-bomb, Captain has his crosshair shrink as he charges his shotgun, so shouldn't Void Fiend have some crosshair indicator as he charges his M2 as well?
!feedback
!feedback
Downscale Void Locus logbook diorama or something. You can barely see the full model.
!feedback
Void Fiend's M1 shouldn't focus on shooting friendlies using its auto aim. Have had this happen with beetle guard familiar, gunner drone, etc.
!feedback
Considering the focus on holdout zones in this update, it seems odd that no new items that effect them were added. with Lepton Daisy and focused convergence being the only consistent items that currently effect them (warbanner activates on teleporters but does not seem to do so with all holdout zones)
!feedback
Have the Void Allies from Zoea be a lighter colour than the normal Void Creatures do differentiate them from the regular ones.
Perhaps have them be a Lovely Teal colour ||much like Void Fiend's Mastery Skin|| rather than the dark purples and blues it they normally have.
!feedback
allies like col. droneman, squid polyps, and others becoming enemies (through means such as becoming infected or enemies getting spare drone parts) needs to be reworked or removed entirely. ally drones and turrets simply cannot be balanced around fighting both the player and enemies in their current state. they need to be hitscan and deal high enough damage to kill enemies, but the player cannot dodge hitscan and your health is much lower than enemies. enemies and players are two very different entities to balance around and slapping the same source of damage against both doesnt work (this can extend to how enemies getting items is not very well designed too but thats another issue). allies should either be reworked to deal way way less damage when they become enemies or mithrix/void field enemies shouldnt be able to get spare drone parts oh my god how did you make something worse for enemies to have than tesla coi
!feedback
retain the chance for allies to become void touched, but (if possible) dramatically lower the possibility. Maybe infestors are much less likely to gravitate towards allies? The idea of an ally being void touched is cool but it's so common that it re-contextualizes a lot of items or drones that you might rather never pick up just in case, hurting some aspects of the game that are already arguably the worst ones (drones, polyps, etc.)
!feedback if missile drones get more missiles with Pocket ICBM then a equipment drone with disposable missile launcher should get more missiles as well
!feedback When using builds for a constant equipment uptime on Ocular HUD and Blast Shower on Railgunner, the particle effects cover a large part of your zoom. If we could have those effects removed while zoomed in so you can actually use those equipment constantly on Railgunner, that would be very helpful.
!feedback looking up in water makes flying enemies visually disappear and playing with railgunner makes it even worse. Also when scoped resonance disc can cover the screen.
||!feedback||
It’s time to buff engineer’s stationary turrets by giving them a lot of armor and range.
||The only thing going for them is funny bungus healing, but they are outclassed in every way by walking turrets who stay alive much longer due to moving around attacks and not sitting under overlords or in mushroom fire. Only a massive amount of bungus is able to keep stationary turrets alive at all but this typically only happens in an already god run or at the cost of damage and utility items.||
!feedback commando's grenades should explode on impact with enemies or have a shorter fuse
!feedback
Please either make void infestors not count toward the void seed monster count or put a HUD marker on void seed monsters. I've now had to abandon maybe a dozen drones because the last damn tick couldn't be found. This has happened more than once.
!feedback
Have the game pause when holding Tab to see your items. I'd like to read item abilities when I pick them up and due to usually being in the heat of battle when I do so, it makes it essentially impossible without risking death
!feedback
The fact that Xi Construct doesn’t have collision makes it extremely hard for melee Acrid to attack it, and it’s also borderline impossible for melee Mul-T to hit. For a boss that can spawn as early as stage 3 it really should be possible for all loadouts of all survivors to kill without any specific items without taking several minutes to do so
!feedback
I think most of the community can agree with this,
Hopoo Games your game is spectacular on all fronts to where many people enjoy it. But a problem I've seen starting to occur is parts of the game not being fully fleshed out, or things that the community agree on as a whole that need to be fixed or added, even just small details, never happen. My point being Please take a look back at the current state of the game and dlc and just polish it out. Any bugs, graphical problems, or options that should exist should be dealt with before focusing on adding/doing anything else for the game. Because as it is there seems to already be small issues or things everyone wish to be added before the dlc even happened, and now there's more things with the dlc that also need to be addressed.
- Any current bugs
- Logbook enemy screen not being organized, and some things in logbook missing (such as mastery skins)
- Balance changes to survivors or items or anything else
- Any small options or features that a lot of the community is currently requesting.
I love RoR2 Hopoo, please keep it great.
!feedback
when a player as the aspect of earth or the mending prefix from wake of vultures they should be able to heal their teammates as well instead of just allies like drones and beetle guards
!feedback
In Simulacrum, PLEASE teleport you to some place inside of the bubble if you fall off the map. I can't tell you how many times I've done so and it just spawned me in some random ass place far off the bubble. Either instantly killing me, or making it impossible to make it back to the bubble before I die.
EDIT: And there's this part of the sky meadows version of the Simulacrum map where the thing flies way up, but its hard to notice it is going up until it basically leaves the map. It's pretty much impossible to follow it at this point, impossible to get back to it, and jumping off the map and falling down into the center of the bubble just teleports you back to where you started, effectively ending your run. This is incredibly frustrating.
!feedback
In the Simulacrum, have Mithrix's augment be called "Boss Augment of the King" instead of "Boss Augment of Mithrix"
!feedback
why does the special delivery spawn in the new void stage but the captain cant use his nukes? it makes him kinda useless
!feedback
And also the soda machine from
, p sure that can drop in there too which is a massive inconsistency
!feedback
I'm pretty sure the enemies in the logbook are actually organized, as it seems like they are sorted by lowest base health to highest
However it would be nice to be able to sort the logbook in other ways, like order of appearance, amount killed, deaths to.
The default order should definitely be order of appearance with the DLC enemies maybe being placed after the non DLC enemies, even if they don't want to make other sorting categories, it makes more sense to be organized that way to begin with
!feedback
Make the spider mines the default secondary for the engineer and change the thermal harpoons to be the alternate secondary instead of a utility, replacing its utility slot with a weak mobility skill of some kind (maybe the grenade launchers turn into a jetpack?)
!feedback
Void Fields used to be an easy and lazy way to get free items, but now it's just overtuned. The items don't pay for the (clock) time spent, and the tick damage is too high.
At first, I liked the clock ticking because it gave you a push to finish quickly. But it's too much time for too few items (you can run stages and get more items with less-time). I think a happy in-between would be having the clock tick slower than usual (such as half the speed). This means you are still "paying" for the items, and you are encouraged to finish faster while not spending too much time in the area.
The tick damage can be certain death in certain situations or builds because it's just too high. Either reduce the damage, or make the ticks take you down to 1hp without killing you. This way you are still punished for it (you have to wait to heal when you reach the safe zone or risk getting killed) but it doesn't kill you outright and make the area too difficult in certain situations.
!feedback
Engineers turrets should get items as you pick them up. It's baffling that you have to replace them for them to get your new items. Such a small little change, but man, it would feel so much better. Especially in the simulacrum, where you constantly have to respawn the turrets to have the items you're constantly picking up.
!feedback
Can you make the heretic a selectable character pls? It's such a fun character but I don't want to waste all my hard earned moon-money to get to play them. maybe have her be unlocked by beating the new boss while being her, making that fight feel more worth the effort, or perhaps by killing newt, seeing as she is tied to lunar items. since she's already a fully fledged character it wouldn't exactly be hard to implement either, and i would love a bigger roster.
!feedback add an option to drop your own items (besides lunars and void items) in multiplayer
!feedback
add the ability to no scope with railgunners secondary when it is tapped or maybe add an alternate skill that fires the sniper shot without scoping (weakspots wouldnt show up visually but would still take effect when hit blind)
!feedback
I know a lot of people complain about Void Fiend's immobility while corrupting, and I have another idea for Hopoo if they don't want to give Void Fiend mobility while corrupting (I don't know why they wouldn't) Give Void Fiend a few seconds of invincibility frames while corrupting. If not movement while corrupting, at least give us that.
!feedback
while I don't think it should be applied to void cradles, something that costs time is an interesting idea
!feedback
So, Alpha Constructs
Currently, they are pretty likely to be left behind and clog up the spawn limit while not following you, which isn't great.
My suggestion is that if the game were to spawn an Alpha Construct and another unit is too far away from any players, it instead teleports this unit to the spawn location.
!feedback I recently played simulacrum past wave 100 and lag seems to be unavoidable no matter your build, not that I have a necessarily great computer but I think I know a couple contributors to lag. First and foremost, Gup. If too many Gups appear on the stage wether they die instantly and split apart or not, there’s an absurd amount of lag that I think needs to be reviewed and adjusted. I also sadly don’t have any recordings but I do have two photos that give some evidence. When all the gups spawned in, framerates dropped around 5 frames a second or lower for about two minutes.
The second contributor to lag is rockets and pocket ICBM. Admittedly we had gathered tons of items but ICBM will slaughter unprepared pc’s lol. having to deal with tri rockets procing frequently on top of our gup time freeze made for an unpleasant lag storm.
Other problems I’d like to address are teleporter bosses leaving the zone and going as far away as possible. I’ve experienced this three times, with a wandering vagrant on wetlands, an imp overlord in hell (by far the weirdest since normally it teleports to the player except it was as far away as possible) and a stone titan.
Finally, a major issue me and other players experienced is carrying momentum over when falling off of the map. Lately we have all been falling off and when we respawn we vault off of even the slightest slope and fly off again, sometimes creating an inescapable loop. Those are all the problems I can think of off the top of my head.
!feedback
!feedback
Possibly the ability to hold grenades for distance control (not to cook), making it more consistent to hit close vs long range enemies. Similar to Slicing Maelstrom.
!feedback
Mithrix probably shouldnt be able to spawn a colonel droneman. Its reaaaaally busted and it just kills you since you have no mobility after he takes your items.
!feedback
The Railgunner's second scope I feel is very non unique, its just a lamer big sniper scope, It wont be changed, but I think it should have just been a over the shoulder style shooting, so it zooms in a lil, but not a scope, just a closer aim, akin to that of a 3rd person shooter, where aiming just zooms in a lil, and scoped weapons actually have a scope
!feedback
Laser Scope could probably have a +5% crit chance the first time it's picked up, just like how every other crit buffing item works.
!feedback
Considering this is a roguelike, which is named after a game that has exitsaves, to allow suspending runs, it is really weird that this one has no exitsave, like about 90% of the longer-run-having genre comrades.
!feedback
Have egocentrism create stacks based off of item rarity. It doesn’t really make sense that every item is worth the same amount despite them being worth more when getting items at cauldrons.
To elaborate and explain what I mean, let’s say a common item is worth 1 credit. Then an uncommon item is worth 3 credits based off of the cauldrons. This means that a legendary item is 15 credits as it is worth 5 uncommon items. So, if egocentrism absorbed a common item, it would make 1 stack, an uncommon item would make 3, and a legendary would make 15 stacks.
!feedback
Maybe railgunner's alternate m2 should burst-fire if you have backup mags. (or do something at least)
!feedback
The alternate route with the DLC is amazing and full of content, ||but I feel I'm not given the chance to absorb it and enjoy. Some of the environments are really cool but I don't get a chance to explore them, I also see a brand new boss with a cool name and everything, but after I'm done that's it. I'm hoping logs will reduce this feeling of "levels and enemies with little substance", but at the very least I would've expected a small cutscene or ending. I just click on "Leave the area" and the screen fades. I don't even understand why my character dies. In comparison, when you reach the obelisk it's clear you "obliterate yourself". I'm hoping there's more meaning to this that I can find.||
!feedback
voidtouched elites should have a sound cue for being injected alongside maybe a corrupt ambient sound for when close to a void seed or something
!feedback
In the lunar bazaar, there should also be a cauldron turning 1 red into 3 whites, just like one that can spawn on commencement.
This would make bad reds/red scrap more consistently useful for the player
!feedback
The final zone (moon) objectives are range-build unfriendly. you have to stay in small dome without cover while you get zerged by AOE kamikazes and in-yo-face tanks. It gets so bad, that most of rando players prefer to either finish the game in any other way or just planet-loop.
Can we change it to "activate X pillars" (without zone capture) and for each activated pillar a bunch of mobs spawn?
!feedback
This is more in relation to future DLC or if you plan on adding more to this one, but I thought I should bring it up now that I've 100%ed the game (again)
It was sort of a disappointment all the completion challenges were character centric outside of unlocking Void Fiend, meaning a majority of the time I spent playing the DLC was exclusive to the new characters. Some of the void items could have easily been made into challenges, even if I'm not sure what those challenges could be. Alternatively existing survivors could have been given some challenges too like cosmetic skins that could help boost incentive to play simulacrum.
When I say disappointment by the way I'm not saying I disliked the DLC, I just felt a bit restricted in where i could progress/what I could do with it.
!feedback
Engi's alt turrets should always count as sprinting. Feels like a no-brainer with them adding the wungus, but I guess not.
!feedback
Trophy Hunter's Tricorn's logbook description claims it will instantly kill any monster capable of dropping a unique reward and force them to drop it, however it cannot be used to obtain elite affixes which are already super rare to see in any given run. Either change how the item works so that it accurately reflects its logbook description, or change the logbook description so it accurately reflects how the item works.
!feedback Hunting down voidtouched enemies/infestors on stage 5 can be really miserable, which I suspect is somewhat intentional- I think it would be neat if there was an item or equipment or ability that makes locating them easier. Perhaps grant radar scanner with this power? This would have a neat dynamic in multiplayer of trying to work together to identify opportunities to get a radar scanner equipment drone going. (Similar concern but different enough to be worth separating from my previous feedback about visibility/accessibility and colorblindness)
!feedback Bring back Ror2 on geforce now
I cant do wave 50 in new gamemode bcs after wave 40 i have like 12 fps... Geforce now is best solution (I know a lot of players that have performance issues in ror2 and own geforce now)
!feedback
Make it so Ben's Raincoat doesnt make its little squish sfx when blocking Hellfire Tincture's fire damage
!feedback
Fuel array should increase certain base stats of survivors so it atleast is worth picking up besides Rex unlock
There is not a single reason why you would want to pick it up after unlocking Rex besides to troll or wanting to die.
!feedback
suggestion for a very simple/small main menu change
could the [singleplayer] button on the main menu maybe be changed so itll show all the gamemodes (main game/eclipse/trials/simulacrum), like is shown when you pick [alternate gamemodes], instead of having alternate gamemodes in a 3rd main menu tab?
we get prompted to pick a gamemode when making a lobby n creating a game for multiplayer, which has got me to play simulacrum a lot more than i think to when i play singleplayer.
the menu for when you click [alternate gamemodes] panning in to show more of the main menu scene is nice, too, and you never see that if you only pick singleplayer/multiplayer, plus it only takes a split second more to get into the game, about 1/3 a second more.
(only as much time as it takes for the menu to pan, lmao)
its just a little qol change, but i feel like it could increase players actually playing the alternate gamemodes, because theyd see what options they have as they go to play the game in singleplayer (similarly to how youre prompted to choose between classic / eclipse / simulacrum in multiplayer, letting you actually stop and ask what youd like to do, when beginning a play session)
(i admittedly gloss over the main menu to hit the 1st/2nd button when i launch the game, only checking for whether i click to play alone or to make a multiplayer lobby, i doubt im alone in this, though it mayyy just be my adhd. i even forget that prismatic trials exists a lot of the time, admittedly, even though i genuinely enjoy the mode, just because its easy to miss the alternate gamemodes when playing alone, unless you explicitly look for the menu, since its extra steps to get to, unlike multiplayer, where you're offered the choice when making a game, before picking any characters)
outta sight outta mind, yknow? and the alternative gamemodes are good, they deserve to be seen. 🙂
!feedback
Add a restart run option to prismatic trials so we don’t need to menu so much to retry. Currently attempting to snag mercenary’s ethereal achievement has shown me how clunky restarting is for what amounts to a speedrun category.
!feedback
Shipping request form being able to spawn in void areas but captain not being able to use his utility/special in void areas makes absolutely no sense. Stop unnecessarily gimping captain.
!feedback
Create an enraged worm variant for late game to supersede the overloading magma worm. The magma worm was THE "oh shit" boss of Risk of Rain and should have that same energy in RoR2.
!feedback
Lunar Item: Greed
Damage output scales with money, capping at an 100% damage (+50% every stack) increase. This damage increase will be affected by the money per monster, being probably multiplied by 10 of it.
The drawback is simple, either money gained ¹/2x (x being the number of stacks) or a consistant drain that scales with level/difficulty which increases per amount of the item
!feedback
Please make the captain skin unique, compared to everyone else, it is literally a pallete swap.
!feedback
Lunar Item: Pure-Mass Gauntlets
Converts 25% or 50% AS with each stack into its equivalent in damage and adding 10% (+5% per additional stack) base damage.
Effectively, attack speed is greatly reduced but DPS is retained and has only a flat change by its added extra damage.
(Please keep in mind that values are simply placeholders and devs are far better balancers then we players can be. This suggestions is meant to share the concept of reducing attack speed for heavier hits)
!feedback
Along with this, Acrid's skin is also just a palette swap as well. Both Captain and Acrid's skins are just palette swaps, while everyone else has at least one model change.
Other survivors' skins who were also entirely palette swaps before, received model changes later on. Huntress's skin was given the hood thing, MUL-T's was given HAN-D's hat, Artificer's was given different robes and a visor, yet Captain and Acrid are just white palette swaps. It would be nice if they got the same treatment too at some point.
!feedback
Buff Backup Magazine on Railgunner. Right now, you actually deal less damage using mags than just reloading your shots, because the +500% damage boost when successfully active-reloading only applies to the first shot. Also, the fire rate of subsequent shots is basically identical to reload speed, so there isn't any real benefit to using mags outside of simplicity and quality-of-life.
Also, the alt secondary is completely unaffected by backup mags, though this is common knowledge afaik.
Idea (M99): Make Active Reload buff affect Backup Magazine shots after the first, as well as increase the fire rate of BM shots (as an example, +20% fire rate non-stacking, does not buff reloading)
Idea (HH44): Backup Magazines cause the weapon to have bursts of a +20% (non-stacking) attack speeds (NOT BURST FIRE). For example, one mag means you fire one shot slow and the other fast. 5 mags means you fire one shot slow and 5 shots fast.
EDIT: ADDED HH44 IDEA