#ror2-feedback-and-ideas

1 messages · Page 45 of 1

quiet plinth
#

!feedback
when i am tabbed out of risk of rain while it is launching, when the intro cutscene starts playing (in the background) my cursor gets stuck to the middle of the screen until i tab onto another window, and it happens again after like 10secs unless i skip the intro

rigid slate
#

!feedback
The new final boss's OHKO should be removed or changed.

  1. On top of the other attacks, it encourages a passive, cover-ducking playstyle that exacerbates the length of an already long and samey fight
  2. Getting to the point of being able to reasonably challenge the boss requires serious investment and/or luck, so the possibility of it all being blinked away feels awful, especially if there's Monsoon unlocks put behind it
    If removing it is off the table, it should at least be blocked by OSP. There's still the risk of it cycling back to hit you, and even if you avoid it entirely, you're still in a precarious position
dusty wyvern
#

!feedback
as some of the non-dlc content was improved (ex. commando's little select animation) could REX's mastery skin please have the vines that grow while sprinting be green, not pink? It looks really off.

trim bronze
#

!feedback aight frick this. Med drone+void touched is the stupidest thing to ever exist. I have been trying to kill this man for well over ten minutes, and between the movement, the safer spaces, and the regen, i cant fricking kill it. Why Hopoo

EDIT: And it fricking stays alive to the next stage, like why would you do this to me

smoky plinth
sturdy isle
#

!feedback

make captains microbots truly passive, not an item, and then repurpose the item form for something else. It being an item completely destroys the balance in artifact of metamorphosis, where you'll inevitably accrue multiple copies of it. Alternatively it could just be destroyed upon switching characters. Additionally it not being an item would make things such as shrine of order and egocentrism significantly better for captain.

valid wolf
#

!feedback

Void Fiend's corrupted drown (corrupted mode M1 ability) should have its range slightly scale with attack speed. The further a run goes with Void Fiend, the more dangerous it is to play in its corrupted mode as you are forced into close range fights. To counteract this, scaling the laser beam's range with attack speed would be a welcome buff to the corrupted mode and would encourage the use of stacking void items to reach permanent corruption uptime.

novel swan
#

!feedback

Void fiend’s special should heal you in corrupted form when you have perma corrupt uptime, once you reach that it’s kind of pointless to have an ability that deals damage to yourself and you get no benefits

cobalt breach
#

!feedback when in void fields, have the new void damage calculation only take affect when the void cell is being breached, and have the old damage calculation be used when going to the next void cell

distant hatch
#

!feedback

Bottled Chaos needs a change desperately, either

  1. Make it a Lunar as it has positives(extra equipment effect) and negatives(its random)

  2. Change the equipment pool it uses to not include equipment that effects your mobility or interactivity in negative ways such as Volcanic Egg and Eccentric Vase I just did a run with a 1 second spam of Blast Shower and bottled chaos destroyed my mental state as I tried to do ANYTHING the EGG or VASE would absolutely RUIN EVERYTHING.

Trying to pick an item from your command prompt? Too bad. The egg just procced and now your being taken forcefully until you press E, which is a WHOLE NOTHER BAG, make its Press E to Detonate ONLY DETONATE as currently it detonates and also presses E for ANYTHING ELSE NEARBY, which has caused problems such as then putting me in a wormhole made by the Vase causing a loop of pain, forcefully selling my items away to the newts red and green altars, Activating Altars of blood taking my health away, and more.

The Egg and Vase need to be removed from Bottled Chaos or it should be made a Lunar as those two effects ALONE make it an absolutely horrible item for a Red.

Thank you for coming to my Ted Talk about my horrible experience with Bottled Chaos that other people are probably frustrated with aswell.
Edit: the vase probably wouldnt be a problem if the egg wasnt a possibility as it was mostly the eggs detonate shoving me into the vase

cunning dove
#

!feedback
when using command essence and void potential, show the players inventory at the top, and when hovering over an item the player has make it outlined in the inventory so it's easier to see a) if you have the item and b) how many stacks of the item the player has
just seems like a nice thing for convenience so you can plan out your build better

livid badger
#

!feedback
Problem: Engineer's Carbonizer Turrets (walking turrets) are not nearly as aggressive as his stationary ones, oftentimes ignoring enemies that feel like they are in very close proximity to engineer and thus also rarely targeting flying enemies. This compounds the difficulty of using his primary to hit airborne enemies. Since they walk towards you, they tend to abandon combat and require the Engineer to put himself right next to the enemy for them to reliably fight.

Proposed Solution: Give engineer a more active role in all of his turret's targeting. I propose an alternate primary for Engineer that gives him a low damage, mid range laser beam. This beam would inflict a new status effect (ex. Targeted) which makes Engineer's turrets target and path to, if possible, whatever has the effect. This effect would not be able to be stacked and would move to the newest monster hit by the beam. Stationary turrets would default to regular behavior while their target remains behind cover.

smoky plinth
#

!feedback huntress M1 not having the range to attack || voidling|| from anywhere but directly under it feels really bad

coarse phoenix
#

!feedback
In Simulacrum, the void creature that initiates the Assessment Focus which moves around the map will go through terrain instead of around it. To make this less jarring, add a shader or particle effect around the void creature when it clips through terrain if it is too difficult to have it move around the terrain.

random stream
#

!feedback
Huntress M1, maybe M2 range should scale with attack speed to actually make them more ranged, due to the fact they have the lowest health and also the worst damage at this point.

magic light
#

!feedback If you aim with the railgunner and scope the aim is not centered(the aim goes slight below the center of your monitor) so you can't quick scope, my suggestion is to make the center aim align when you scope

hazy pulsar
calm vale
#

!feedback
Give Acrid's Melee skills some armor to make them worth using over the Heresy skills

bitter wedge
#

!feedback
make cleansing pools guaranteed on Scorched Acres to make it more comparable to rallypoint delta

hot smelt
#

!feedback Don't let blood shrines consume any consumable items such as Delicate Watches. It's kinda annoying.

agile grotto
#

!feedback make captain's unique item a different rarity to prevent having a 50/50 if you have another red item

chilly crag
#

!feedback
I think it'd be cool if laser scope changed the crit sound to make it sound cooler

tired briar
#

!feedback

The collapse debuff that voidtouched enemies have is way too strong. If possible please nerf it.

radiant sorrel
#

!feedback

Swap VF's utility skills with each other. Consider swapping its specials' effects as well.

atomic prairie
#

!feedback
Singularity Band's explosion shouldn't knockback enemies, it doesn't make a lot of sense for you to pull everything together for them to be scattered right after.

nimble shard
#

!feedback
Reduce the knockback power from monsters attacks as some attacks seem to propel you over an insane distance when they hit (especially in simulacrum where you can be knocked out of the safety zone with no way to get back)

digital sigil
#

!feedback
Buff Eccentric Vase by making it work more like Effigy of Grief. Right now, Eccentric has 1 use for most players and that's to skip commencement pillars. While makes it not the worst equipment in the game, it and other mobility equipment in general have always been on the lackluster side of equipment when compared to some of the value others can give.
A suggestion I have is that you change it where you can place down 5 tunnels that go across the map and only disappear when you place another one down past 5. This would allow you to slowly build a network of tunnels around the stage to help backtrack and cover stages quicker, and in multiplayer help the slower teammates get to certain parts of the map quicker.

tiny lagoon
#

Stop making the beetles so cute i feel bad when i kill them

distant tusk
#

!feedback Captain should have a third option for shift. like the current one is cute and all but it's not actually useful.

edit to elaborate: sure there's something that can be funny about herding something long enough to actually get hit, but even if 40,000% sounds like a lot it's not actually going to be more damage than just shooting something for 20 seconds. You have to intentionally leave monsters alive specifically to be able to kill them with it, or just hope something wanders in at random.

mystic sigil
#

!feedback Artifact of Blood: Quadruple all healing and add +20% lifesteal to all attacks, but you can only heal by dealing damage at close range, dousing yourself in FRESH BLOOD.

peak otter
#

!feedback I almost put up with it, but still sometimes terribly lacking the ability to put multiple control keys for one action. It does not look difficult to implement and certainly will not harm anyone.

slim talon
#

!feedback

If you do feel that Captain's lack of orbital strikes and beacons in the void areas is essential, the very least that could be done is actually give him alternate, void friendly skills to pick from rather than needing to rely on the heresy items spawning in the shop (something that is not a guarantee and gets exponentially more expensive)

little barn
#

!feedback Add an ending cutscene for the new alternate ending. Right now the ending feels very lame considering how hard getting to and beating the boss is.

eager basin
#

!feedback
Swap the music tracks for Sundered Grove and Sulfur Pools. The song for Sulfur Pools really doesn't fit at all imo and would be much better in Sundered Grove.

fleet moat
#

!feedback
So Void Fiend seems to have some trouble kit wise, but I'm here to talk specifically about his R ability and passive. I was thinking this could be changed in either two ways:
-Keep his current passive and R but make it so that the corruption in the uncorrupted form gains speed overtime so that you can still turn corrupted despite having a lot of healing.
-Change his forms to make them toggled with his R ability. The exchange for this would be that being in the corrupted form slowly takes up life, which would also increase over time. This would make it so players have more of a choice to their playstyle and would also encourage healing items.

little barn
#

!feedback Tricorn works on Aurelionite, giving two halcyon seeds. This felt weird to me, maybe remove him from the list of targets?

burnt merlin
#

!feedback benthic bloom needs to be changed i died with pluripotent larva and it changed 9 clovers into blooms in turn going through one portal changed over 200 of my items and ended my run instantly

little barn
#

!feedback
insert generic captain cant use skills in void stages here but seriously, you could have so much fun implementing an interactable or a cutscene that explains how he can call down his beacons and mortars and make it really unique to experience as captain. imagine seeing a tear at the top of the void maps that reach space and you can see the ues safe travels from it if youre playing as captain or if you have a captain in your party. we kinda put together that the dlc was severely rushed, theres even an in-tact cutscene that wasnt implemented and showing what happens after killing the dlc boss. there are some really creative things that can be done with captain if you get a bit more time

slim talon
#

!feedback

Void item suggestion: Corrupted Warbanner-Tamed Voidcrab
Description: Instead of creating a stationary buffing area upon level up, it creates an area that gives off the void DoT to enemies within it (does not affect the player and allies). Uses the same size properties as the Warbanner and increases size with stacks.
Balancing: The trade off of losing the buffing area for damage seems consistent with other void items like Weeping fungus. However if the DoT seems to strong then having the area decrease and eventually disappear over time seems like it'd be enough in terms of balance.
Lore: I really like the idea that it's a baby void crab that imprints on the player (the safe space in Simulacrum, dunno if there is an official name) using it's ability in an inverse way but I am a little unsure how to properly tie that to the Warbanner, the other idea was that it was a personal or glitching void cell. Perhaps it really likes the warbanner and is clinging to it like real life crabs often do with things like sticks.

fathom iron
#

!feedback

Upon reaching permanent max corruption as Void Fiend, your special skill becomes 100% useless. It's now an ability you can use twice per stage to remove half of your health for absolutely no reason. It should have any sort of use at all if you actually manage to ever pull off max corruption.

IDEAS: Maybe at max corruption it turns into a skill with a cooldown that allows you to swap between forms at will? Or a twice per-stage void implosion [more uses gained with lysate cells] that instakills any enemies inside of it's range?

hollow brook
#

!feedback

Artifact of Potential

All item drops are now Void Potentials. (the ball thingies that have three possible item selections)

little barn
#

!feedback

In multiplayer, other players can proc mercenary's expose buff (gaining no benefits). This is problematic at all skill levels and is generally just annoying. Cooldown management is very important to his playstyle and overall skill ceiling. I have a couple suggestions.

1.) Only mercenary should be able to proc expose.

2.) If there are multiple mercenaries, each one should have different colored expose procs to indicate whose procs are whose. A player can only proc their specific expose.

kind raven
#

!feedback
The void seeds are unbearable for half my runs me and my buddy got 3 seeds on stage 3 monsoon and it took over 10 minutes to clear it out
please rebalance them and constrain enemies to the seed (reduce the damage in the seed as well)

rich pelican
#

!feedback
Please add an option to automatically skip the intro cutscene entirely without needing to manually skip them

distant tusk
#

!feedback Like other characters have an alt skill, give Void Fiend an alt corrupted R that lets you exit void form faster instead of staying in it.

serene turtle
#

could u make the transformation between void fiend versions instant

timber ice
#

!feedback

add some way to get void items on a Sacrifice run

little barn
#

!feedback

The Ror2 cast are their own people and have their own personalities (some more than others in logbooks, but there's enough there to get the gist of the characters), so i think it would be neat if, when getting to Mithrix and starting the fight, each character has a little quip in the textbox akin to how Mithrix has dialogue there, like Bandit saying "Ain't this a 18 caret streak of bad luck" or Merc making a Metal Gear Rising Revengance reference

dull viper
# fathom iron !feedback Upon reaching permanent max corruption as Void Fiend, your special sk...

!feedback

Another idea for what could happen to perma corrupted Void Fiend's special, could be that it still costs health but instead of gaining corruption (which would be useless) you gain bonus attack damage for some time. I also feel like it should lose the 2 charges you get per stage, so you can use it whenever you want at the cost of health. Or maybe it gets more charges so you can only use it so many times per stage.

I feel like this stays in line with what the skill is already used for, could think of it like you gain extra corruption which in turn boosts attacks even further

heavy flame
#

!feedback
Ability to view alternate skins for survivors in the logbook

fair sable
#

!feedback

I was just wondering if you could make it possible to play SOTV characters without the SOTV content enabled, I love to new content but I would like to try the new characters without constantly being bombarded with void seeds.

gritty sapphire
#

!feedback

Blacklist dragon egg off bottled chaos. Its a good item for early mobility, but if you have enough active skill cooldown its downright disruptive

broken karma
#

!feedback

Make blind pests and blind vermin be able to attack and hit other fellow monsters because they are blind and can't see what they are attacking.

sage zephyr
#

!feedback

seriously, there are basic features and fixes that the playerbase has been asking for for years and that have yet to be added. things such as a restart button, the ability to easily kick out people from the lobby, the ability to drop items, or a way to revive other players because dying before the tp event is not very nice.
prioritizing dlc related fixes is the best action to take, as some of its issues make the game extremely unfun and its good that they are already being worked on but still, i would like to see vanilla qol improvements as well.
as somebody else here already said, it would be better to improve and balance the game before adding extra content.

novel sorrel
#

!feedback
please make the blue portal in rallypoint delta not blinding or not as bright as it is

small star
#

!feedback

Simulacrum lobbies look scuffed on Multiplayer, as you can see the Engineer here is balancing on the jutting out piece of flooring and the Acrid is just floating on nothing (difficult to see as they are being blocked by the engi and blend in with the background purple). Yeah so having these things be more visually accommodating to groups bigger than 3 please.

random oyster
#

!feedback

Have a separate UI window to show certain items (scraps in this case specifically) at a separate list, it usually frustrates me when I want to find out how many scraps I have in my inventory (or if I even have ANY), but get cluster fked looking for them among my the other amazin items that I have at the time.

timid rover
#

!feedback

please fix grandparent spawn issue

prisma robin
marble salmon
#

!feedback
Give Engineer a better primary option. The grenades worked decently enough in the first game, but in 3D space their spread is far higher and makes them almost useless outside of point blank range
By this I mean it's not only an ineffective weapon, but not even a fun one to use

tired briar
#

!Feedback
Shattering justice is a great item on characters with high attack speed, but on others it's very underwhelming. A simple tweak would be reducing the required stacks from 5 to 4. I feel this doesn't break the game for characters that already make use of it, while also making it viable for more characters.

cinder steppe
#

!feedback

An option to turn off mouse snap so you can disconnect form the game quickly while in a menu.

hexed wadi
#

!feedback
Make the consumed Trophy Hunter's Tricorn have a small chance on use to say a secret dialogue (something like "Yo Ho and a Bottle of Rum") in chat that gives you an achievement once you get it.

earnest galleon
#

!feedback can we get a logbook entry for the consumed trophy hunter's tricorn that just says "ahoy!"

vivid helm
#

!feedback
While having characters be a bit OP is fine in my books, I do have to bring up that in the future the game shouldn't be balanced around those characters, because then you get actual problematic power creep.
Hasn't happened yet but I just want to put this out there so there is awareness this is a game design pitfall that can be fallen into eventually.

ornate thunder
#

!feedback Artifact of malevolence: Enemies from different factions (i.e. beetle enemies, clay enemies, blind enemies) will fight eachother.

I really like the chaos that comes with void seeds and void enemies fighting regular ones, so an artifact based around constantly creating that kind of chaotic environment could be really fun

shrewd atlas
#

!feedback Artifact of the Restless: After 10 minutes on a stage, a Mithrix imposter will spawn and madly hunt you down. He cannot be stopped until either you leave the stage or you die

solid cosmos
#

!feedback I'm not a fan of Void fiend I think he's got a lot of problems lack of alt skills doesn't help.
I feel like the idea is the base form is defensive and weak and you manage your meter till the right moment to unleash the other form and kill everything. the corrupt items allows you to unleash it more often but the problem is the meter goes up and down so quick that it barely even matters what form you're in because you'll be in the other soon enough and the corrupt form isn't even that good.

how I would fix it:
1: make his meter fill and empty far far slower, Make the timing of his corruption actually mean something, using it fighting to the teleporter means no form change in the teleporter event.

2: Healing should not decrease his meter as it is counter intuitive to his playstyle he already has a strong way to reduce the meter, I don't understand why we need another way to reduce it especially when it can pull you right back out of the corrupted form. plus if you don't have healing, how can you use the Corrupt form's R?

3: Make his corrupt form his best form, have his base form lasers shoot at random enemies around him making him not so weak to air monsters anymore and make it feel more out of control. stop his dash from losing any upwards movement in his corrupted form, seems like it should just dash exactly where he's looking not just horizontally.

4: Change his R in his corrupt form from that crappy self damage to something fun and damaging or maybe have him do the insta kill void explosion that some void monsters do that kills all non boss monsters around him leaving him unscathed.

5: Either have corrupt items work the way they do now but the corrupt form still needs to go to 0% to turn back so that way its actually something you want or take that away and each corrupt item increases his damage in his corruption form.

6: Add alt skills like every other full survivor in the game. I wouldn't mind seeing maybe a melee M1 for his corrupt form.

orchid meteor
#

!feedback
Related to the earlier Captain ideas, what if the new alt utility idea provided earlier consisted on a skill used for Mobility?

Something that could be placed down by Captain himself, like a launch pad that can send you from one place to another, without the need of Captain's ship to be involved.

This would make it so Captain could also use it in Hidden Realms, and have an option for mobility that could also be really good in Multiplayer, for not just you but larger groups of people as well.

tired briar
#

!feedback

A lot (me included) find Artificer frail and lacking in mobility, this makes choosing Ion Surge an easy choice. A good way to bring back Flamethrower would be add temporary armor when using it. This negates the lack of mobility she has during that specific skill.

dim plank
#

!feedback
Add to Void Infestor ability to take control on you if they make final shot or having chance to stun you when trying to infest your body and you can randomly pressing keys or doing some other action to take it off. (they can take control on everything but our characters SOMEHOW seems immune to them, lol)

simple crescent
#

!feedback
Please re-evaluate the AI Item Blacklist. Not only are there items that are insanely powerful on enemies (teslas, drone parts, etc), but they can get DLC items that dont even do anything for them. Like Shipping Request Form. Why?

flint hatch
#

!feedback

Giving Railgunner the ability to shoot his shift(Concussion Device & Polar Field Device) mid-air and on the ground.

dreamy galleon
#

!feedback

Something I really hope gets added are new skins; I was honestly expecting new skins due to all of the new stuff to do. Some ideas that would make sense would be new skins specifically for beating voidling, getting to wave 100 on simulacrum and beating mithrix and voidling in the same run. I know this would imply 3 new skins for every character which can be a lot to make, but I think I speak for everyone when I say more options to customize our characters would be extremely welcome and even 1-2 new skins per survivor would be great.

golden condor
#

!feedback

Maybe in the near future, work on some colorblind settings, even for just the item quality, had some friends have difficulty distinguishing between boss and green items if they arent familiar with all items

fading elm
#

!feedback

Acrid's poisonous tooltip does not update when using Blight, it still says It cannot kill
Would Like to see it update based on what type you have selected, or alternatively just saying it applies Blight or Poison

hollow basin
#

!feedback Its time to let Captain use his abilities regardless of what realm he’s in, given there are so many now. Gameplay > Lore.

little barn
#

!feedback grandparents hitbox shouldnt land before he does.

buoyant wigeon
#

!feedback
There should be some kind of visual indicator of the "rarity" of Void items, other than just remembering the rarity of their default counterparts. Maybe they could have colored sparkly particle effects floating around the item corresponding to the rarity.

It took me too long to realize that they still follow the white/green/red rarity system despite all being just "Void rarity", which is also why Command Essences don't give you a full selection of items from Void Cradles; it only allows you to choose based on the rarity. Its not a problem for me anymore now that I know how it works, but it would help with clarity for other players since its not immediately apparent that the normal rarity system still applies to the pool.

wanton sun
#

!feedback
New Acrid passive (or Blight rework?): Venom

Attacks that apply Poison apply non-lethal Venom instead, dealing 50% base damage per second and activating items.

Venom would not stack and would not kill enemies directly (like Poison), but would have a proc coefficient (likely below 1.0) on each tick of damage.
This would sacrifice raw damage and stacking potential, in exchange for allowing Acrid to utilize on-hit items that are normally not very effective, such as Tri-Tips and Scythes.
Venom's tick-rate would also scale with attack speed for further item interactions.

wind glacier
#

!feedback not super critical at all but an item that increases all projectile velocity by x% would be a pretty fun and potentially funny item to have

stray wyvern
#

!feedback

since (from my knowledge) there's no way for your character to become voidtouched, why not make the voidtouch variations of mastery skins a skin (with a few more added flair counterparts, possibly)? then you can give them the same unlock condition as void fiend but with "on monsoon" at the end; "escape the planetarium on monsoon or reach wave 50 of simulacrum on monsoon" (or something similar).

There's little effort being done here, and you'd be satisfying a lot of people who really want a new skin.

tired briar
#

!feedback
Mobile turrets are nigh-useless against the new final boss. Many options to fix, but worth pointing out. Maybe add a number of high platforms or make the boss smaller?

open adder
#

!feedback

Maybe biased because Huntress main (tiny hp pool) but collapse on enemies is absolutely destroying my eclipse runs, early and late alike. Even with healing, a single collapse hit has been a death sentence from which there is no return. The mechanical implication that a player can do something about it because it's delayed doesn't actually feel like a saving grace. Unless you can instantly heal more than half your HP in the time between the collapse hit and its activation you're well and truly dead if you're less than full. Reason being that you have to stop whatever you're doing (usually in my case kiting enemies within the TP zone) and frantically try to maximize healing in the 2 seconds you have before the collapse activation. If you're lucky enough to not get annihilated by enemies from ruining your positioning, you STILL need to hit a certain HP threshold to not die, and then go BACK to fighting properly. This currently feels worse than what burning was like on release. When I get hit by collapse I always keep fighting, but I'm at the point where I feel like I should just exit the run right then and there. Loving the DLC and everything else though!

maiden prairie
#

!feedback
alternatively, alpha constructs act as boost pads for enemies, allowing them to navigate towards the player for a short period of time

I'd rather an enemy get more uses than be actively replaced.

dawn aspen
#

!feedback
make it so that you cant spawn in a void seed thingy
just spawned in one and basically died instantly because yk..... unprepared for it... 🥺

frank root
#

||!feedback||
Making a log for the Alchemist Survivor. Here's the gist:
The Alchemist is a teenager who snuck in the UES Safe Travels because his curiosity got the better of him. He, being a huge science nerd, snuck into the lab and tinkered with the samples of elite monsters inside. He manages to successfully replicate the compound of the Elites, but is captured by UES Security and interrogated by the Captain and the Head Researcher. The Head Researcher seeks to get the stowaway off the ship and press charges, but Captain sees potential with the boy. The Alchemist is taken back to the Lab to collect some of his samples and then to the drop pods, where he conducts field work on Pertichor V.

sharp pawn
#

!feedback
Nerf the amount of money gups give. I did a gup combat shrine and started with 500 dollars and ended with 5.3k. Killing a stage spawned Stone Titan gave me that 500.

visual dove
#

!feedback Spare Drone Parts needs to be blacklisted from being given to enemies

kind raven
#

!feedback Artifact of vengeance needs a way to give void items

whole yoke
#

!feedback

It would be interesting to see the Void Infesters have a 1/4000 chance to "infect" the player, giving them the Void Aspect.

static hawk
#

!feedback
Void feilds needs a rework or something more to do.
It can be very boring but simultaneously very difficult to stand in one place and shoot enemies 9 times in a row.

radiant sorrel
#

!feedback

Visual range indicator for corrupted M1 (enemy highlight or bubble like focus crystal)

simple crescent
#

!feedback
Please, pause the timer in Void Fields again, at LEAST, if you dont intend to rework it entirely. There isn't any reason to go in there, even with the fog doing less damage. The unpaused timer means that the items aren't worth the time spent, even with the void potential buff. And with all the new incredibly dangerous items that the enemies can have (even ignoring the ones that should BLATANTLY BE BLACKLISTED), it's a terrible idea to try and use the Void Fields to access the Void Locus, either. The only reason to go in there right now is to unlock Acrid or Power Mode.

junior lily
#

!feedback
Huntress's Flurry and Strafe, as well as Arrow Rain, need to have their proc coefficients buffed. Right now, Huntress is a character whose only gimmick is mobility, she has very low health but does not compensate it with greater damage, making her a weak survivor. She should have better upsides to justify her glass cannon playstyle.

tribal belfry
#

!feedback

Small issue but annoying nonetheless. Currently when using a controller on PC, it's incredibly difficult to tell what's highlighted in the logbook or character select. The icon gets and extremely thin faded red outline/border to indicate which icon is highlighted. In contrast, using a mouse, which doesn't need additional indicators, highlights the border of the icon in a big thick bright white. Please make it so when using a controller that it has that same highlighted effect.

plush moat
#

!feedback
The aim assistance on Void fiend's drown ability currently targets allied Beetle guards spawned by the queens gland (it doesn't damage them), which can sometimes prevent you from attacking enemies near the guards or when you are behind the guards.

smoky shadow
#

Have railgunner gooboo jr. use his secondary more. Currently he seems to mainly use his "primary"

tame pike
#

!feedback

For the love of Gup, PLEASE allow Captain to use his abilities in the Void Fields and the new final levels. The poor guy has a hard enough time dealing with the new DLC as is.

stray wyvern
#

!feedback

slate drift
#

!feedback

i took 680 damage from 1 collapse on stage 5

sour oriole
#

Can we please get controller button sets we can easily change to for different characters

tiny lagoon
#

!Feedback please do add alternate missions for Void Fiend and make the new ending more worth it

pliant frost
#

!feedback

Make void fiend not stall while transforming and make his special abilities instant.

It's gotten to the point where i use his special just to avoid the stupid movement stall when he becomes corrupted. It's also really annoying when you're at 3 hp and trying to heal with your r but the game just puts you in corrupted form anyways because fuck you.

If this has already been suggested, ping me and link the feedback in #ror2-feedback-discussion and ill delete this

leaden nimbus
#

!feedback

I think I can speak for all FPS players when I say that we need smaller increments in the sensitivity slider/the ability to type more decimals and a separate one for railgunners M2.

brittle pollen
#

!feedback

Allow captain to use his beacons in hidden realms. It doesn't make him too powerful, and with more hidden realms core of the alt route, it is annoying he only has half of his kit.

long zenith
#

!feedback
Another patch goes by and Captain is still unplayable in every bonus area (including the main focus of the new DLC) because Hoppoo (despite generally having an ideology of "It doesn't matter if it's balanced as long as it's fun") has decided to kneecap the character in the name of the tiniest "lore" detail, despite constant complaints about it and a million valid solutions, like having some sort of void corrupted entity respond to Captain's remote signal. Giving Captain a neat void ability in special areas would be especially fitting given this update is all about the void. Please reverse the single worst game design decision I have ever seen any studio make and make Captain an actually playable character. Either that or make his M2 not suck lol

half heron
#

!feedback
I don't know if it's a feature or a bug but when ennemies get the "Shipping Request Form" Shipping_Request item from the Artifact of Evolution, a lot of shops spawn and they almost always have a red in them. Not really complaining but it's weird

simple crescent
#

!feedback
Please review the AI Blacklist for items. I haven't seen any mention of it in any of the patch notes or even "things we're keeping an eye on." Even ignoring the fact that Tesla and SDP should obviously be blacklisted due to being instant "fuck you, lose" scenarios (especially now that we have a gamemode where enemies are given items), theres items they can get that don't even do anything for them, like Shipping Request Form.

loud osprey
#

!feedback

Give Captain a secondary which is a rocket launcher that doubles as a movement option

cinder steppe
#

!feedback

All character effects on the railgunner should be invisible while she is scoped in with her secondary. This is to stop weird visual effects that effect gameplay in a negative way!

near quartz
#

!feedback

Allow Void Fiend's Drown and Flood to be used simultaneously. As it is now, using both abilities in tandem feels very clunky and slow. If Drown and Flood are able to be used simultaneously, that would be a massive DPS increase for Void Fiend, and would make it more fun to play in both forms.

young geyser
#

!feedback

hovering the mouse over debuffs while the tab screen is up should show the name and a brief description of the effect.

itd be nice to know what some of the less obvious symbols mean

supple ravine
#

!feedback I am once again asking for a kick function in multiplayer

eternal stump
#

!feedback
If Voidtouched enemies having Needletick absolutely must stay -- even though I feel that Collapse as a status was not made with certain enemies inflicting it on the player in mind -- then Collapse as a status should be tweaked to give the player some form of counterplay after having gained the status, beyond "have one of two items in the game that cleanse debuffs or grants debuff immunity." Simply "don't get hit in the first place" isn't viable sometimes, depending on the vicinity, character, and build.

An example of a form of counterplay might be, Collapse stacks won't apply damage if they player does not attack for a couple of seconds (therefore, the counterplay would be, notice soon enough that you've been given Collapse to actively not attack for a moment, and play evasive for a moment). Or, Collapse damage might be applied after the 4-second timer, but only upon taking any form of damage -- and if no other damage is taken after another full 4 seconds, the stacks are simply removed (therefore, the counterplay would be, escape the heat of battle and lay low for a bit.)

The main issue with enemies applying Collapse to players right now is not just that Collapse damage is calculated based on the entity's Base Damage (which start at values and scale completely differently from player characters), but also that there is absolutely no counterplay after you have been given a few stacks of the debuff, if you don't have one of two specific items that can solve the problem. (And this is different from being given Overload sticky bombs or getting the Burn status because the scale of the damage given is entirely different, being based on Base Damage rather than Total Damage.)

heady nexus
#

!feedback

It's kinda sad to see that there's no new skins with the dlc, as it was something speculated before everything was revealed so in order to "make" skins with minimal effort, create void alt skins of the default survivors where they are given a void infestor and the purple voidtouched gradient on them

you can't say that THIS doesn't look dope

feral night
#

!feedback
I believe corspebloom should be reworked to let it have more uses than it currently does over other ways of healing, especially the rejuv rack
The way I suggest implementing this is to change the item to make it so that while you have it you can no longer get any healing whatsoever, but instead anything that would normally heal you would instead grant the player a health regeneration buff based on the amount that would be healed
with this change, corpsebloom would still give the extra health from heals at the cost of being unable to burst heal as it normally does, but implementing it this way would give it the extra bonus of being unaffected by anything related to healing, like void fiend's corruption or malachite's heal prevention debuff

earnest laurel
#

!feedback

Lunar item idea

Broken Clock
Broken items make you stronger. Breaks your items.
"Even a broken clock is right twice a day"

Gain 7.5%(+7.5%) damage for every broken item you have. At the start of each stage, turn 3(+3) items into Rubbish (generic broken item).

honest mural
#

!feedback
Bringing back that acrid still can't hold down M2 to be able to use spit as soon as it's off cooldown while other characters do have this privilege with their alts and utilities (and sometimes even special). This makes it far more strenuous on my hand to make sure I'm getting as much damage as possible on a single target and doesn't really make sense why I can't buffer it.

next fiber
#

!feedback
Add an option to save your current run then you can come back to it later

vague plover
#

!feedback please make it so that we can hold down an ability to activate it when its off cooldown, for some reason this feature was removed with the dlc and not patched back in. It makes getting backup mags, hardlight, and ||lysate cell|| very annoying to use, especially on acrid and artificer.

edgy matrix
#

!feedback
Allow Void Fiend to continue following his current trajectory when his corruption bar hits full midair, instead of simply coming to a dead stop.

eternal stump
#

!feedback
Railgunner's Mastery skin being Sniper from RoR1 is a really cool throwback, but it seems that the model was made without enough regard for using the same animation rig as Railgunner, so some animations look a little strange, like the sprint from behind. I know rigging can be a pain, but would some tweak to make the Sniper skin look a bit less awkward in some way be possible?

serene turtle
#

!feedback
make void fiend m1 deal stun
make void fiend m2s deal 1500 instead of 1100
make switching forms not lock you in place
make the knockback from explosions bigger
make the cooldown on movement skill 3 seconds instead of 4

stray wyvern
#

!feedback

I like regenerative scrap, but it does have the flaw of rng, unlike special delivery (another new green in the dlc). While special delivery guarantees it's effectiveness every stage, regen scrap does not. This makes is significantly less attractive to me despite being the same rarity, and (relatively) the same idea of accumulating wealth over multiple stages. I recognize the strength of 5 of them with the bazaar red item, but I don't think this is enough. There's a few ways I think you could tweak it:

  1. turn regen scrap into a white, since white printers are significantly more common
  2. make green printers more common (either while holding a regen scrap or in general)
  3. guarantee at least 1 green printer so long as you have a regen scrap

These three ideas are relatively polarizing from eachother, but the main idea of this post is to look into making regenerative scrap feel a bit more impactful like special delivery/other items. Idrc how, these are just a few of my own ideas.

sage fulcrum
#

!feedback
Voidtouched enemies proccing collapse is still a huge issue. The fact that even two stacks is basically a death sentence even from full health is very unfair, not to mention that void enemies attacking together can apply far more than two. The damage really needs to be reduced.

wanton sun
#

!feedback
Currently, the start of a run (or more specifically, the first minute or so after spawning into stages 1 and 2) feels incredibly slow and dull; it often boils down to finding a chest and waiting for enough enemies to spawn to afford it, unless you spawn next to a blood/combat shrine (or are Captain with hacking beacons).
The enemy director should start out with significantly more credits at the beginning of the first few stages in order to spawn more enemies and speed this process up. However, to prevent new players from being quickly overwhelmed, this could possibly be a Monsoon-only mechanic.

slim talon
#

!feedback

Since there has been zero mention of captain in the recent patch notes I must ask again: Please say something to us regarding Captain's interaction with the current void areas. Any kind of acknowledgement would be good, even if it ends up just being that no changes are planned.

cosmic remnant
#

!feedback

Void seeds should be guaranteed to spawn at least 1 void cradle, especially since void seed cradles are the only way to get void items with Sacrifice.

stable stone
#

!feedback

when you enter corrupted mode as void fiend the beam should be a little longer than 0.01m range. you cant hit your couldnt even left arm if you aimed at it

ruby zodiac
#

!feedback

It feels really strange that you can't use your secondary or special ability while using Acrid's utility (leap). There's a lot of empty time there and I think it would be fun to let him spit while jumping, and would definitely make him feel stronger!

rotund idol
#

!feedback

i feel like it would be good to have a check all button in the logbook because going through all the items to unmark them takes a lot of time

nocturne delta
#

!feedback

healing as void fiend shouldn't reduce your corruption. playing a certain survivor shouldn't make an entire category of items borderline unusable.

tight jacinth
#

!feedback

Void Infestors can still infect squid polyps, feels like they shouldn't be able to seeing as they can be pretty strong with just a couple stacks

silk topaz
#

!feedback
There's still a lot of bugged interactable places in the new maps where they drop your item off a cliff. Please fix

cosmic remnant
#

!feedback

Both Captain's abilities and the Remote Caffeinator are activated by something being fired from the UES Safe Travels. However, only the Remote Caffeinator works in void areas.

green rose
#

!feedback

An export/import profile option for easy back up especially for folks using mods. Since the steam cloud always immiedtly sycns corrupted profiles.

inland veldt
#

!feedback

When activating an equipment with Bottled Chaos in your inventory, display on screen what additional Equipment effect was activated.

magic light
#

!feedback

Make power elixir cancel the break of Delicate watch when the power elixir healing is used

nimble solstice
#

!feedback

With void fields having time unfrozen now, and it will always take a certain amount of time, maybe increase void cell charging by 1% for each kill? you can technically finish the entire void field without killing a single enemy

radiant kernel
#

!feedback

fix the Xi Constructor AI so it won't keep gaining altitude each time you attacking it which makes you can't even hit it

pliant frost
#

!feedback

TL;DR: make it an ending not a final boss

Please add some sort of ending cutscene, even if it's just slightly reworking the cut one, to the new ending. Everything about the ending is fine except for the end; it just feels like such an abrupt and out of place finish with nothing ever wrapping up.

I and many others have been pretty disappointed by the lack of closure and I personally feel that this expansion was rushed and definitely should have been delayed if it would have resulted in a better product.

I still think the dlc was great, just some things that at the very least seem to suggest that it was rushed.

cosmic remnant
#

!feedback

Allies created by Newly Hatched Zoea should be immune to void fog.

teal path
#

!feedback

[Simulacrum] Every 50th wave should have a special boss that increases the radius of the zone for its one wave fight.
Maybe a buffed up Aurelionite, or a the entire mythrix fight? No Voidling though. Too big.

slim talon
#

!feedback

if Laser scope is given crit chance like people have suggested, I feel like it should give more than just a 5% crit chance. If you have the item then you have the DLC, which also means you are dealing with a larger white item pool with no new crit chance items. Laser scope is also a red item and should still feel significant even without lens makers glasses, as it's bonus is wholly dependent on crit chance. I'm not proposing anything insane but maybe something like 10%, 15%, maybe even 20% would make it feel like more of a flashy item

copper hound
#

!feedback

Void Fiend should have an instakill detainment-explosion around him on death like the void reavers and void devastators

deep tundra
#

!feedback

So the Artifact Keys you use to progress the fight in the Bulwark's Ambry are boss items right? Well the Newly Hatched Zoea item corrupts all boss items, meaning that if you have it and enter the Ambry, you become softlocked as any Artifact Keys you pick up are instantly converted into more NHZs.

To fix this, either make the Artifact Keys immune to the NHZ like how the Defense Nucleus was bugged for a bit, or just change them in to a different tier. Maybe make them untiered so that it's also impossible to be removed through other means like Egocentrism?

main edge
#

!feedback

New artifact that turns every item into a void potential.

Please. I dont like command. But do like simulacrum potentials. I am on my fucking knees.

fallen elk
#

!feedback

Figured out how to balance the Key bug that everyone liked, Make it so opening a box consumes ALL keys currently on the stack and every key gives an extra 10% chance of getting a red item when opening the box.

radiant kernel
#

!feedback

activating Artifact of Soul can make the wisp from dead enemies goes inside the ground, and can't be pulled with the blackhole either thus effectively making them untargetable but can still hit you.
You can fix this simply by adding some collision check or spawn check so it won't spawn in the middle of the ground which makes it possible to go to the bottom of the ground and can't go up anymore

restive citrus
#

!feedback
Please allow enemies to teleport, or die, or something by the side and top bounding boxes. It can lead to some bad melee character softlock scenarios with void seeds or tele, like if you get an accidental merc bump-dash with solus units that doesn't send them into the ground, or the meteor belt on meadows knocking a voided wisp far out.
(examples, screenshots stolen from a friend)
https://cdn.discordapp.com/attachments/941699072203571240/951995604609925140/unknown.png

granite pagoda
#

!feedback

Artifact of Potential

All item drops are Void Potentials.

A weaker, more interesting version of Command.
The unlock could be related to void fields, DLC, simulacrum or whatever else. Doesn't have to be a brand new code for the Bulwark's Ambry.

hardy nexus
#

!feedback

Is it still intentional that you can spawn in a void seed area? I've had it happen twice in a run 😦

maiden prairie
#

!feedback

With the addition of the tricorn, I feel like boss printers are overkill. Yes, they're rare, but they undermine a very cool equipment item. In a similar vein, zoea is a void boss item that corrupts all boss items rendering boss printers completely useless.

There have been many discussions in these channels about boss items, and in the past I've disagreed with removing printers and making boss items all world unique, but I think with this DLC that is more and more of a good idea.

nova bough
#

!feedback
Multiplayer is incredibly laggy after the patch

eternal marlin
#

!feedback
Make engineers walking turrets "run" so it can proc weeping fungus. I think it would be and interesting playstyle to have an offensive engineer.
In the state mobile turrets are in there is not much reason to take them over normal turrets. Engineer could try taking other items than bustling fungus and more offensive items.

pallid reef
#

!feedback
Despite the changes with the new patch, a lot of old survivors still feel far too weak and item dependent with the introduction of the new stronger, faster enemies.

Commando, Huntress, Engineer, Artificer and Mercenary just lack the raw damage or overall base utility the newer survivors can give. Compare them to Loader, Bandit, Railgunner and Void Fiend who with their base kits alone can carry them through stages even with poor item RNG.

Sure you can argue many survivors gained items that synergize well with their kit this DLC but the fact is you could realisitcally go 10 stages without seeing them. Ignition Tank with Arti isn't 100%. ect.

What these characters need aren't new items to dillute the item pool and hopefully get good RNG in a 'godrun' they need tweaks and damage changes in their kits to give them more consistent 'good' runs. These characters with inherient flaws and strength in their kits worked in the early stages in the game. But its frustrating when your releasing new content that is both beyond what they were designed to do and characters that have more power with less drawbacks.

digital coral
#

!feedback

Can the hellfire tincture not use the ignition tank against the player ( or allies ). Currently it's almost suicide to use. Even with at least an armor repulsion plate, a single ignition tank will cause you to die.

I have always enjoyed the hellfire tincture as a lunar item, It should also get better to some extent with ignition tank ( hellfire is a type of fire 😛 ). However, it should not get so much better from a single stack of ignition tank that it murders you.

broken karma
#

!feedback

After you clear a void family event a purple portal should spawn after the TP

rocky mountain
#

!feedback

I think having skins, or at least stat/achievements for completing the game in various ways (Mithrix, obliterate, void) would serve as a fun object for those that are more goal/achievement oriented. The most fun I've had with this game was trying to unlock skins / beat the game with the different survivors. I just wish there was more opportunity to complete objectives, in addition to just trying to complete runs.

junior lily
#

!feedback
Give Huntress more damage on all her abilities. Even with the new patch she still does not have enough damage to justify her fragility and is overly dependent on her mobility and items, making her one of the worst survivors at taking down enemies with large healthpools. At this point in the game it feels like she's been powercreeped by other survivors who can execute her gameplan better than her with the same items and with less frustration.

elder island
#

!feedback
Remove the hit box of the TC-280 Prototype’s engines/thrusters. This would help prevent it from getting stuck on or in cave walls and small obstacles, making it much easier for our big friends to get around maps like Abyssal Depths and Rallypoint Delta.

north remnant
#

!feedback
Red Item: Drone Equipment Belt

Drones now have the ability to trigger the players proc items with their attacks with a base 0.5 proc chance.
Every additional stack of this item increases drone firing speed by 25% as well as buffing drone health by 50% (Only with additional stacks, the first one only has the proc ability added, similar to ICBM.)

sharp orchid
#

!feedback

borderless windowed option please. that's all i want

humble plinth
#

!feedback
Please make engineers second variation of turret be able to proc sprint affected items

signal hound
#

guys i need help i need a captin build im using the artfiact of command help can i get an item guide including the ammount of the item

cobalt breach
#

!feedback make the intro cutscene only play on your first time opening the game, and have it be available at anytime within one of the menus on the title screen, maybe music & more

serene turtle
#

!feedback
pls buff void fiend a lil

sharp flower
#

!feedback

Maybe if you want to keep Squid Polyps being corruptable by Void Infestors, make it so that they don't spawn when opening a Void Cradle? That way it's at least easier to avoid getting effectively one-shot by a voidtouched Squid Turret, and it would make Polyps at least not detrimental to pick up anymore?

cobalt breach
#

!feedback alt void fiend secondary: submerge
uncorrupted: knock enemies in a short range away from you, dealing x% damage
corrupted: draw enemes from a long range close to you, dealing high damage to any enemy drawn towards you

plain grove
#

!feedback
make brittle crowns reward scale with damage dealt as opposed to a flat amount per hit

strong spruce
#

!feedback

Can eggs have a weak spot for Railgunner’s scope? I am really struggling against them late game since she cannot crit against them. So many of my runs have ended because I cannot kill the eggs, they are simply too tanky. It also makes logical sense that eggs would have a weak spot, being as they are technically living things.

On a similar note, it would be nice if pots could have weak spots, but this is less necessary than on eggs. I am just so frustrated that when I am on stage 4 at two hours in and I can’t kill the eggs.

Plz fix this Hopoo.

safe prairie
#

!feedback
Buff Void Fiend's corrupted Suppress to give 50% corruption instead of 25%. The endlag on the ability means you really only get around 15% from the ability even without healing items and barely helps to counteract healing items if you've taken any. A 25% health cost for 25% corruption isn't worth it, especially if anything to heal that amount back acts against the form.

cobalt breach
#

!feedback make collapse damage inflicted by voidtouched enemies be based on the current max health of the survivor rather than the damage of the enemy

fluid haven
#

!feedback

Red Item Idea: Golden Stopwatch
(idk a better name lol)

  • each kill grants a small percentage of movement speed (maybe 0.5%?) that caps at 100%; +50% to cap for every stack. There are no red items with movement speed increases so this should be an interesting addition (and makes benthic bloom all the more fun!)
    Please feel free to ping me with fixes if this is too op or not good enough for a red item. Thank you!
scenic frost
#

!feedback

make shurikens fire continuously with void fiends corrupted m1, not every time you press m1

buoyant crane
#

!feedback

nerf grandparents, burn plus atomic is basically instant death

plush shuttle
#

^

native jewel
#

!feedback
The new enemies, (larva, blind pest, blind vermin) do MUCH more damage than most everything before SotV. Playing the simulacrum, a single projectile from a blind pest does more damage than the charge of a bighorn bison. Maybe the numbers/damage coefficients need to be looked at again?

hasty root
#

!feedback

Allow a toggle in the option menu for continuously holding down the button to either auto-use abilities as soon as they are off CD, or not.

Essentially, holding down the button can either auto-fire the ability its bound to as soon as its off CD, or not do that if the option is toggled. This would solve the artificer bomb problem, and still allow other effected characters (Acrid, ect) to make use of this. (Ty Dex for the idea)

safe prairie
trail barn
#

!feedback

Buff void fiend, because he is very bland in normal mode. Also I have no idea or clue how to add this, but cross-platform multiplayer would be great, because I have one other friend that plays this game sometimes.

autumn trail
#

!feedback
I appreciate the changelog for the patch with some of the stuff from SotV launch. HOWEVER, it is clear this is by no means even close to a full changelog for SotV. I want to see every change and addition you made put into a list in the same manner as the Anniversary update and all previous updates.
If this is all we get then I am extraordinarily disappointed.

willow sage
#

!feedback
Upgrade Mercenary's crosshair from a tiny dot to something more visible, since Shuriken and certain equipment items still require aiming. A simple "X" shape or some horizontal lines would suffice.

plush shuttle
#

!feedback

there needs to be a more organised feedback sharing better than 'top feedback' like a forum for example, ive seen noteworthy ideas not get enough attraction as they shouldve, while other countless feedback posts state what others have already stated multiple times - hopoo, pls fix
this would also allow for the categorisation of feedback, if i want to look at commando feedbacks i can refer to the commando feedbacks section

golden wharf
#

!feedback

pressing Escape while in a logbook entry should return back to the logbook screen. it's annoying to have to click the back button

ashen ridge
#

!feedback I would like to not die during the loading screen (to void locus) during the moon detonation, but this is a minor thing that probaly won't occur often assuming you have any actual movement.

Honestly, it's more funny than anything but still a weird thing that can apparently occur.

For reference, the screen faded to black with 4 seconds left on clock after taking frog portal lol.

Thanks maruke

sudden geode
#

!feedback
Remote Caffeinator's soda should grant a sprint speed boost for some time upon consuming it. Maybe for a minute or something. It would make the item more interesting and useful imo :)

graceful kestrel
#

!feedback
i could understand the argument that railgunners m1 is already good enough, but i dont really care for the homing, so i wanted to come up with an alt m1 for her

Tranquilizer Dartgun

Fire a dart for 80% damage that has a 60% chance to stun light enemies (slows down the larger ones).
6 charges, 1.5 second cooldown between each
Proc coeff of 1

it wouldn't have any homing, just a normal crosshair like the other ranged survivors
no travel distance either, it goes until it hits an enemy or a wall

high sapphire
#

THIS CAN'T BE...
ONLY 3 TURRETS MAX FOR ENGI?
How could you take away our lysate cell shenanigans? Now the engineer has nothing

alpine bridge
#

!feedback

New Artifact: Artifact of Void

It would do the following changes: Make all elites, instead of whatever aspect would have had, instead spawn with the voidtouched aspect. Allows Void Reavers, Void Jailers, Void Barnacles, and Void Devastators to spawn on every stage naturally. Removes void seeds. Removes void cradles. Makes every item that can be a void item drop as a void item by default. For instance, if you got a Lens Makers Glasses printer, every item that popped out would be a lost seer's lenses. If a ukelele would drop of a chest, it instead drops as a pollylute.

viral pilot
#

!feedback

||Since CHEF makes a cameo in the Void Locus logbook, other DLCs should have other logbooks detailing the adventures of CHEF between Risk of Rain and Risk of Rain 2, culminating in CHEF finally being added in as a playable survivor||

fathom iron
#

!feedback

would be neat if non mechanical allies [beetle guards, alpha constructs, squid turrets etc] all had the chance to spawn as elites

fading parcel
#

!feedback
Since Alpha Constructs from the Defense Nucleus are generated on elite kill, it would be pretty cool if they also inherited their aspect. Would also let you take advantage of the on-death and ally related effects from elites. Might wanna keep them visually distinct from enemy Contructs but still.

severe bay
#

!feedback Make all the eclipse modifiers unlockable artifacts. Each modifier artifact could be unlocked by completing its eclipse level in the original gamemode. Would probably be easy to add which would creating more long term content for the game.

young geyser
# high sapphire THIS CAN'T BE... ONLY 3 TURRETS MAX FOR ENGI? How could you take away our lysate...

!feedback

might be weird to implement, but to make infinite turrets even remotely balanced; devs could make it so each extra turret takes a significantly larger number of lysate cells as the previous to unlock.

a particularly elegant way of implementing this is just, the number of lysate cells to unlock the previous, you must add that amount to get to the next, so 1 cell for 1 turret, 2 cells for 2 turrets, 4 for 3, 8 for 4, 16 for 5, etc

tall sonnet
#

!feedback

Having healing items reduce void fiend corruption is really poor game design. It means that, by prioritising survivability in a run, you're intentionally hurting void fiend's corrupted form - either by making it impossible to get into it in the first place, or by making it's duration significantly shorter. This holds especially true when you stack wungus (ironically a void item... really well thought out guys), which punishes you for RUNNING if you want to enter/stay in his void form.

Here are a list of items that are objectively BAD for taking on void fiend if you want to actually be able to play both forms of his character:

  • Wungus -- no running allowed
  • harvester's scythe -- no damage dealing allowed, especially if 100% crit chance
  • Interstellar desk plant -- no walking allowed, especially if you're fighting close range around a bunch of mobs who are dying
  • leeching seed -- no damage dealing allowed
  • Lepton daisy -- better not be fighting in the TP zone
  • medkit -- better not get hit, or we're gonna remove some time in corrupted from
  • mired urn -- better not be attacking near mobs (not that corrupted form is close range or anything)
  • monster tooth (imagine picking up healing while you're in a close-range dps form, couldn't have happened to me)
  • rejuvenation rack -- better not have healing items my guy

Items that are OK to have in his dps form (shouldn't bring you out of it upon trying to briefly recover from getting hit once during close range combat)

  • Cautious slug? -- I guess, still affects corruption % but because healing is gradual and applied over time is less likely to significantly drain your corruption % in an instant.
  • fungus -- lmao

What's also interesting is that when you're in your corrupted form your 4th ability is detrimental to use BECAUSE you can't heal to recover from it. You basically have to permanently hurt yourself to continue fighting (up close!!), which makes you more vulnerable to getting one-shot by a random mob.

tall sonnet
#

!feedback

Part 2

A character should be designed around having +ve interactions with some items, not -ve interactions with them. As a way of fixing this with the void fiend, I suggest that healing items now have NO influence on void fiend's corruption meter and that the corruption meter no longer passively fills. Instead now the ONLY way to raise the corruption meter (in normal form) is by taking damage.

So you have to take HP damage to build corruption, and healing from this damage does NOT drain the meter.

The meter can still be filled while VOID form by taking damage AND dealing critical strikes, but is no longer drained to nothing by (god forbid) healing from the damage taken.

Void items should SLOW how fast the meter drains during corrupted form and SHOULDN'T change the threshold to enter said form. This prevents you from pernanently healing if you have enough void items to bring the threshold > 25%, and rewards you for getting void items by allowing you to stay corrupted for longer.

The 4th ability would need to be changed as a result. I think that it would be better to take 25% of your health in your non-corrupted form and convert it to corruption (this allows you to intentionally build corruption, you already have more control over how it builds because it no longer passively counts up, remember you're allowed to heal from this damage BUT there's no way to drain corruption without becoming corrupted -- making it feel both in your control and out of your control).
When in your corrupted form the 4th ability should DRAIN corruption to give you HP back -- this way you can force yourself out of corruption if you want, or you can heal from strikes at the risk of having less time in corruption -- a careful balancing act.
You have other ways of sustaining this form too (taking damage, crits, void items). Obviously you need to strike a balance between how fast the corruption meter builds/drains when in corrupted form, but I'm sure you can figure this out.

plucky fern
#

!feedback Scavengers with Spare Drone Parts is insanely broken. Just got shredded through 5 dios due to Col Drone sniping me immediately (for reference i had around 15 opals, max cooldown safe space, multiple aegis/healing combo aka constant barrier, and a crap ton of movement speed and jumps)

cerulean minnow
#

!feedback It would be nice if there was more unlockable skins, like a void themed one for beating the void final boss on monsoon.

south gust
#

!feedback

Railgunner's 1 million damage in a single shot achievement is extremely overkill.
I finally got it 2 hours and 40 minutes into a run, with 3 shaped glass, 9 crowbars, 11 delicate watches, and 11 lens maker's glasses.
It's simply not fun or fair to get a build capable of doing that much damage.
Even halving the damage to 500K would make it much much easier to achieve

wary tapir
#

!feedback
Make Railgunner's active reload possible by pressing M2 (The scope button) as well. I think this will greatly make her chaining weakspots playstyle more dynamic if you allow her to immediately get into scope after active reloading by pressing and holding M2. You can still reload normally with M1 but it won't scope obviously.

small star
#

!feedback

Why can this even happen.

plush shuttle
#

!feedback

Because the idea of void survivor skins has been thrown around a few times, i would like to see a squid polyp / crab turret engineer skin

lone gate
#

!feedback

The Shrine of Blood is weird in multiplayer. It’s one of the few, if only, source of cash that ISN’T shared between all players. Killing enemies, opening barrels or collecting gold nuggets from the Ghor’s Tome… all of these give cash to all players. But using the Shrine of Blood only gives cash to the player that actually used it.

It also has a limit of 3 uses overall, so the more players on the server the less useful it is.

Please either make cash earned from the Shrine of Blood spread across all players. Or at least change the limit to 3 per player. The health cost would vary from person to person.

little barn
#

!feedback
Right now using Shuriken's on Huntress is quite awkward, her primary tracks, but the Shuriken's do not, perhaps change it to where when having Shuriken's on Huntress, the track enemies like her primary.

tired briar
#

!feedback
Small change, but it would be cool if after beating the final boss, the character's ending phrase is added to the according survivor log.

verbal grotto
#

!feedback
finally beat the voidling, the fight was fun and all but the ending was a little bit underwhelming in terms of rewards and a little abrupt, i think it would also help replayability if beating the voidling is more like mithrix where you can unlock void skins for survivors or void skills. but after beating it once i dont see much of a reason to go back to it again unless i want to end my run. cool boss nonetheless

blissful temple
#

!feedback
i died while loading the map :/ my pc is not the best xD
it would be nice if monsters start spawning after the first user input on every stage 🙂

alpine bridge
#

!feedback

New Boss Item: Bottomless Sack

Reason for Addition: The Scavenger doesn't have a boss item, however it is listed as a boss level enemy on the Risk of Rain 2 wiki. Additionally, on super late runs you will often only get scavengers as the boss enemies, and the inability to get new boss items does seems a bit unfair. You may argue, "You get the scavenger bag from it though", however you can only ever get 1 scavenger bag per stage, so even if you get it as the boss you often will not get its bag.

Concept:
At the start of ever stage you are given 3 items at random (+1 item per stack), each of them having a 50% chance to be white, 40% chance to be green, and 10% chance to be red. This is very overpowered, however by the time you are receiving this item you are probably already in a god run.

IMPORTANT NOTE: To balance this item, it will NOT be available from 3D printers to prevent it from being gotten too early in the game. It could even be hard locked that it can't drop, even from trophy hunter's tricorn, until the second loop.

plush shuttle
#

!feedback snowy golems have yellow eyes as a throwback to ror1 (hopoo pls)

prisma flume
#

!feedback
Artefact of [Neat thesaurus'd word for unlimited]
A method to further allow !!!FUN!!! runs that brick PCs, an artefact that removes all limits.
Terminal velocity? Not a factor.
Enemy scaling? Forever.
Item stacks? Literally to the integer limit and maybe beyond.

As a safety feature, math that breaks could just be made to be multiplicative with this artefact, reducing into fractions with diminishing returns, like the armor items that "cannot reduce [value] below 1"

This artefact would be entirely to escalate chaos, so whatever number can go higher without literally breaking hardware, should. No respect for balance at all.
Perhaps for some extra !!!FUN!!!, enemy scaling could be a seperate artefact, to allow for both challenge runs as well as motherboardmelter runs.

obtuse solstice
#

!feedback

Make void fiends R be able to over heal you with Aegis

Also wungus over heal if it doesn’t dot that right now idk if it does

upbeat pewter
#

!feedback
Egocentrism creating coloured wisps when it eats a non-common item.

Egocentrism White/default = Common
Egocentrism Green = Uncommon
Egocentrism Red = Rare
Egocentrism Yellow = Boss
Egocentrism Blue = Lunar
Egocentrism Purple = Void

This gameplay wise having no effect outside of cosmetic (Imagine high stack of egocentrism but with the occasional coloured wisp) and being able to better track what items it has been eating.

Practically speaking, it could be done via the different colours being their own unique version of the item, but not in the logbook (Like the consumed version of Tricorn). Naturally each would have the same effect, barring the “Every 60 seconds, consume an item to become egocentrism” (To prevent new rarities accelerating item conversion rate like Benthic bloom). Likewise, each alt egocentrism would still be lunar rarity.

This is just an idea I had to enhance the beautiful “miniature galaxy” look of high stacks of Egocentrism via the occasional different coloured “star”

stray plover
#

I do believe void seeds are a bit problematic at core.
During the first loop they can end runs (wasting 7minutes dealing with one on stage3 as I couldnt path forward without breaking delecate watch)
Post first loop they are too easy to deal with so making them spawn post first loop isnt the solution.

shrewd mauve
#

!feedback

please dont make the focus crab thing in simulacrum go into the wall and then suddenly go up higher while inside the wall, with the only way up being to go back through the void and having a huge risk of dying (this is a problem with certain routes the focus takes on abyssal depths)

radiant kernel
#

!feedback

a bit idea for huntress
a new secondary ability, Bouncing Glaive
exactly like Laser Glaive but deal 200% damage and can bounce to same enemies but dealing 10% less damage each time. If you hit the same enemies 7 times (1st throw + 6 bounce), you'll get something (like movement speed or crit dmg or crit rate or attack speed or invisibility. dev decide which one or just put all those into RNG is fine too)
The idea here is to help her dish out some extra damage against a boss that just simply to tanky

a bit tweak for her Special, Ballista
exactly the same as before, but now it can pierce

plush skiff
#

!feedback proposed technical solution for chests/printers yeeting items off stage

When trying to make some stage mods, I came across the pathfinding nodes of enemies. There you have 3 tiers: small (beetles n stuff) medium (golems) and large (bosses). Small corridors, close to walls, narrow bridges and low ceilings are inaccessible for larger monsters. Maybe items can only spawn in places where medium or large monsters can walk on, ie further away from chasms and walls.

Pretty sure there are currently exceptions like the chains in abyssal depths, to allow elder lemurians to chase you, but it will hopefully solve it for most large surfaces near chasms.

brisk socket
#

!feedback

Give the Artificer's Flamethrower a resource meter instead of a cooldown. So you can turn it on and off (maybe with like a 1-2sec cooldown). It feels bad to use the ability, sprint for a second to dodge something and then face the full cooldown.

The normal cd is only 5sec, but I still think changing it to a resource based ability enhances gameplay in a positive way. Especially since you give up your only movement ability by picking it

haughty sky
#

!feedback rework benthic bloom thx

visual gulch
#

!feedback make mouse and key board accessible for console players

upbeat pewter
#

!feedback

Unlock aspect prefixes as a skin for all survivors by brining an aspect equipment to a hidden place on one of the maps.

It's a shame that they look so cool but we rarely get to use them because the equipment's are so rare (and largely suck). It would also be a neat way to add more unlockable skins for the survivors.

mossy harness
#

!feedback

Before SOtV the game only had mouse capture while actively playing, and I had a good time browsing discord when I was dead or waiting in lobbies or just paused for a second. Now the game has mouse capture all the time and I have to alt+tab to do other things. If I am correct that this is changed and it's easy to revert, I would like that very much.

simple crescent
#

!feedback

Burn is still fucking jank.

The overall damage it does scales with the damage that you did with the hit that applied it.

But rather than have the damage per tick scale, the burn duration scales. Example below (sped up).

#theorycrafting message

That is both really bad and really unintuitive. Yeah sure it still does the damage it should, but its going to take ages to actually apply all the damage, making it just bad. Why is it like this.

tight jacinth
#

!feedback

Commencement shouldn't appear in Simulacrum until Wave 30 or 40, otherwise it only spawns like 4 enemies per round and takes wayy too long to spawn them

cobalt breach
#

!feedback whenever gup as a horde of many teleporter boss splits into geeps, they arent counted as bosses, which should be changed

west lodge
#

!feedback

make it so egocentrism cannot take the lunar items on the heretic giving her abilities or a passive on the heretic preventing her from ever losing any lunar item

slender shard
#

!feedback
Void Fiend could maybe not transform if your in the middle of your suppress animation? Kinda annoying

blazing geyser
#

!feedback
A partial revert to the burn/ignite changes, or addressing things here.

After patch v1.2.2, burn on enemies returned to a somewhat normal state and feel decent for now, however the changes to ignite on artificer and burn on ifrit's distinction are still a bit questionable.

The way old burn/ignite used to work is that it used to apply an additional flat 200% over 4 seconds for every hit that procced it. Now it deals 50% TOTAL damage over ??? seconds for every hit that procced it. Artificer's flame abilities got hit hard by this change. Flame bolt used to deal 220% + 200% from ignite but now it deals 220% + 110%. Flamethrower went from 4290% to 2613%.

New burn also scales its total damage with duration rather than damage per tick, so heavy hitting attacks will have burns that last a long long time, but have very little dps, sometimes minutes like in the clip shown below, and this leads to a dps drop across all survivors (im not certain about this but im pretty sure). The one thing that kept Ifrit's superior to Silence Between Two Strikes was that on rapid hitters like Commando and MUL-T it would give them an insane damage boost, but now the boost is extremely mediocre and Ifrit's is worse in every way (Commando went from +200% every shot to +50%).
https://cdn.discordapp.com/attachments/943606036537938070/952235621156532224/ifrits_distinction.mp4

fallen kernel
#

!feedback
Add a way to select a random survivor when starting a run that doesn't change your survivor every time you use a teleporter.

grim wedge
#

!feedback

Survivor Simulacrum Augment
Would be cool to have an augment where a corrupted survivors is the wave boss, similar to umbras.

rigid slate
#

!feedback
Either lengthen the duration of a Harpoon stack or lower the speedboost. As is, the speed is way too high for how short it last, and causes a really bad "stop and start" effect whenever you kill an enemy

bright pike
#

!feedback
Please indicate in the chat which items Benthic Bloom has converted, and what they've been converted into.
(Edit: bolded "in the chat" for clarity, no other changes; #ror2-feedback-discussion message)

plush skiff
#

!feedback
Make the boss item from magma worms (killed with tricorn) drop from the invisible guy that follows you instead of the worm itself (you can see the guy if the worm bleeds,the particles will appear on the guy. Same with ATG spawnpoint) also do this for the logs. It is weird to have this spawnpoint but it is not being used.

(Very maybe people use this when the worm uses its "dash", this is when the guy moves in a straight line towards you or the gunner turret across the map, phasing through terrain)

jade ember
#

!feedback Shuriken is an instant scrap on Railgunner right now. While using your special, Shuriken will immediately hit what you're aiming at and waste Bands' cooldown on a measly 400% damage activation before your shot can even fire. Either Shuriken should only activate while you're using Smart Rounds, or Super/Cryocharge should fire instantly instead of replacing your 40,000,00% damage Runald's proc with the literal weakest Band proc possible before your shot even comes out. As it is, it's a complete run killer and fun ruiner.

faint goblet
#

!feedback

I really like egocentrism, so I thought of another item that could use its concept in a different way.

Caffeinator 's Hubris - Lunar
Every minute (maybe a different amount of time?), convert one of your items into Mocha. Can be any tier, just like Ego. Also turns your Mocha into a lunar tier item so that you can't scrap them later (or maybe you don't, and allow the player to scrap them later, idk.)

safe prairie
ebon vortex
#

!feedback

I know someone's probably brought this up already, but I'm really frustrated with the balance of the new enemies, specifically the Blind Pest and Blind Vermin. They're clearly supposed to be swarm enemies, like wisps, but they have almost triple the damage and health. (I've transcribed the stats from the logbook below to illustrate my point)

They're in desperate need of a rebalance to be more in line with the existing enemies, because right now it's just completely aggravating to get firing squad killed by a swarm of pests that just spawned in behind you.

Stats From Logbook:

Blind Pest - Max Health: 80 (+24pl) Damage: 15 (+3pl) Speed: 6m/s Armor: 0
Blind Vermin - Max Health: 90 (+27pl) Damage: 15 (+3pl) Speed: 13m/s Armor: 0
Brass Contraption - Max Health: 300 (+90pl) Damage: 10 (+2pl) Speed: 10m/s Armor: 0
Beetle Guard - Max Health: 480 (+144pl) Damage: 12 (+2.4pl) Speed: 17m/s Armor: 0
Lesser Wisp - Max Health: 35 (+10pl) Damage: 3.5 (+0.7pl) Speed: 6m/s Armor: 0
Greater Wisp - Max Health: 750 (+225pl) Damage: 15 (+3pl) Speed: 7m/s Armor: 0

hollow brook
#

!feedback

Add a new Captain beacon that is a drink machine similar to the new equipment, similar to how Directive Harvest is similar to the monster tooth. I know there are already healing beacons, but I love the prospect of cracking open cold ones with the boys every stage.

bright pike
simple crescent
#

!feedback
Alpha Constructs should be a little more expensive for the director. If you get Sky Meadow early in Simulacrum, theyre spawned en masse, and it can be very difficult to keep up that early on. Other late stages like Commencement aren't nearly as overwhelming with spawning late-game mooks like that.

little barn
#

!feedback
make artificer's flame bolt/plasma bolt recharge like heretic's m1, where all uses regenerate at once, instead of several short cooldowns in a row.

i say this because the later you get into a run, the less useful primary becomes at all on artificer, due to attack speed + cooldown reduction making using your primary wasteful, compared to using your 2ndary/flamethrower if equipped

heretic's primary regenerates all uses at once, which means cooldown reduction is a lot more useful on her primary, whereas the cooldown of artificer's bolts (though short individually) only recharges singular shots

while the effective doubling of shots of m1 from a single purity is kinda cool n is def useful, once you've reduced your other cooldowns, and especially if you increase your attack speed (which you should, especially if using flamethrower, since they buffed it's damage ticks to scale with attack speed), the speed at which you can throw out max-charged 2ndary skills, and the damage flamethrower does over its 3 second use far exceeds what your primary fire is even capable of, even putting it in-between using your uses of 2ndary and special skill, or just spamming your 2ndary skill

tl;dr artificer's bolt cooldown is there for a reason, but making it like heretic's primary (recharges all shots at once on a longer cooldown) fixes a LOT of lategame output problems it has

warm trout
#

!feedback

there definitely seems to be some imbalance in the stages, specifically stage 3. This was the case pre-SOTV but I think it's been made more apparent with the introduction of Sulphur Pools. Aside from the soundtrack that absolutely goes hard and the possibility for cleansing pools (lol) there really doesn't seem to be any incentive to go to Sulphur Pools over Rallypoint Delta.

I mean really, I could either get a guaranteed Preon Accumulator with the possibility of a Shatterspleen or Perforator at the end of the level all while fighting Bison as the tankiest enemies, or I could get shredded by Clay Templars and a Xi Construct while taking environmental damage from my own AoE all for the possibility of a Defense Nucleus or trading in a lunar that I probably picked up for a reason...

I don't know what exactly Pools needs to be more appealing to go to, perhaps a different enemy selection or shrine spawns or maybe something entirely unique like the Security Chest. It needs something though, and I suppose Scorched Acres does as well.

In my opinion Lunar Seers should be utilized for making choices about where to go for run-specific strategies, not where not to go because the stage doesn't offer anything worthwhile at all.

pearl pine
#

!feedback Void fiend's corrupted form feels too weak. The beam is short range and the damage isn't that insane. The bazooka RMB feels like the hitbox is too small and it'll go sailing past enemies. And while the dash cleanses debuffs, it doesn't do any damage which means that VF is pretty reliant on landing the short ranged beam to kill things. It feels really common that you'll smack a wisp with a max range beam and it won't die because it will move upwards or backwards and escape the distance.

Because of this, the special feels useless - I'm almost never begging for more corruption time, I'm praying for the corruption to run out. I don't want to stay in corrupted form for too long because the aerial swarms will build up and I won't be able to deal with them unless I've picked up a lot of will o wisps/gasolines/etc.

little barn
#

!feedback multiplayer seems to be completely fucked, atleast for some people. Whoever isn't the host, can't move, shoot or anything, it laggs way too hard. And no, that is not a problem with either connection, cuz it laggs for whoever doesn't host the game.

vivid shuttle
#

!feedback Change the Regenerating Scrap description to say "Highly Prioritized" as opposed to just "Prioritized" to convey that it will be used before any of your other green scrap which is simply prioritized.

warm mirage
#

!feedback
Squid turrets seem to still get infected. Don't think that's a good idea, considering that the item's only major contribution then is sometimes murdering you instantly.

weary island
#

!feedback
If mithrix still has watches/elixir in his item list and falls below 25% health, let him consume the items.

sage fulcrum
#

!feedback
Quit to character select option along with quit to menu/desktop
I know it's one more click but I'm lazy lmao
[EDIT]
In addition, a try again/new run button at the game over screen.
||Credit to @bright pike for the edit||

noble folio
#

!feedback
using a trophy hunter's tricon on a magma worm seems to put the item under the map causing it to fall into the void and despawning it, maybe make the yellow item spawn at tp or just teleport it to ground or smth

little barn
#

!feedback
allow for autofire on certain skills (namely acrid and artificer) like there used to be pre-stov. not being able to autofire the m2 just is more cumbersome and is a needless nerf on two characters that dont need it in the slightest. it also nukes the synergy that purity had on acrid's m2, forcing you to cramp your hand to be able to make a skill viable.

stone skiff
#

!feedback
I don't know specifically how to fix this, but Mithrix's final phase instakilling you while playing a survivor without enough range isn't fair.

trim escarp
#

!feedback
You should be able to use trophy hunters tricorn on an Umbra which would drop a command essence and allow you to pick the item that would have dropped

slim magnet
#

!feedback
It seems that the environment logs are not counted towards progression. Would it be a good idea to consider them as "collectibles" and merge them with the monster logs?
To give an idea, there are 47 collectibles currently in the game. However, I counted the number of monster logs (unlocked and locked), and there are 47 monster logs in the game, which leads me to bring this up.
I'm sure that not all of us are completionists, but it would be nice to have the environment logs be counted towards progression.
What do you guys think?

brittle pollen
#

!feedback turn down blind pest damage. A little stupid with how soon it can spawn.

fervent quail
#

!feedback
Since artifacts are essentially a part of normal gameplay now thanks to the new simulacrum gamemode, I feel this issue is more important than ever: Spinel Tonic needs to be blacklisted from enigma. Enigma's effect ending and leaving you with tonic is even worse than getting recycler, especially when you already took gesture of the drowned several waves earlier and were not expecting RNG to decide you should die.

Effigy of Grief is already blacklisted, so it's not like there isn't a precedent for a change like this.

sage fulcrum
#

!feedback
Duplicate items in multishops should be prevented
It doesn't happen too often, but it's annoying when it does.

hallow egret
#

!feedback

Track your best completion time for each prismatic trial by character, and let you see who has the best times for each character

covert solar
#

!feedback
Hopoo Games, please, dont drop unfinished content! Reuse it in another DLC or patch it in this DLC, but dont delete

sonic patrol
#

!feedback
Void items could start to visually corrupt the player character. The more you have, the more pronounced it is

flint fog
#

!feedback
Add trackers to enemies in void seeds, making them easier to finish

sudden sierra
#

!feedback
Money in MP should be shared and all players in the game should get an item from every chest open, either same item or randomized, like ShareSuite. Imo playing with friends is kinda rough, at least on monsoon, because it's so much harder to keep up when you split your total item pool between two people or more.

And I realize that console players don't have that luxury, so I think it'd be cool for it to at least be an option built in game.

elder island
#

!feedback
Pinging an enemy should make any minions that belong to you drop whatever they are doing to attack the pinged enemy until it dies or you ping a different one. Pinging an interactable or a spot on the ground should also make all of your minions attempt to move within a certain area around the spot that you pinged (30m?) and then return to their usual behavior, whether following you or attacking an enemy nearby. This would make it possible to focus your minions on a single dangerous target or move them to your location to defend you or help farm money. Having this feature would greatly improve minions and improve the level of control that the player has over them. Also, it would stop beetle guards from repeatedly jumping off of the edge.

latent gust
#

!feedback
Since the update dropped, Captain nukes have been able to straight up one shot his drones, especially if those were attacking bosses, that were about to get nuked (looking at you my 3 flamethrowers that got too close)
The idea is to give drones some sort of protection from that happening, especially since we cant really control them other than moving away from the nuke, and having the boss to move towards you which... well makes him move away
Maybe give drones one hit protection, or give cap a passive like railgunners crit rate into crit damage that would make them take less damage

buoyant crane
#

!feedback

Please dont let infesters go into my turrets, it is rather annoying dying to squid polyp, a wonderful way to make an already garbage item worse, let it kill you in nanoseconds

lone gate
#

!feedback

Set Void Fiend’s base corruption back to 0 when using your corrupt form.

I don’t mean remove it entirely, but when you’re transforming into Void Fiend’s Corrupted form your base Corruption should drop down to 0.

This would mean that picking Void items makes Void Fiend stay Corrupted more often, and less in his Uncorrupted form… instead of making him rapidly switch between forms and annoying the player..

fervent valve
#

!feedback please for the love of god just let me shoot straight down

wicked otter
#

!feedback
stacking too much Energy_Drink should kill the player because heart attacks

sharp pawn
#

!feedback
Make Solus Control Units, Alloy Worship Units, Xi Constructs, Solus Probes, and Alpha Constructs immune to being infested by Void Infestors.
If drones can't be infected, other robots shouldn't be able to be infected.

grave bison
#

!feedback

If a scavenger dies and his bag sits in range of a Void Seed, it can't be opened until the seed collapses.

Suggestion: Allow scavenger bag to be opened inside an active Void Seed.

simple crescent
#

!feedback
might have suggested this last night but please give pests a very easily distinguishable spawn sound.

wisps have a very noticable spawn sound, alongside a line that tells you theyre aiming at you. unless im dumb, deaf and blind, the pests have neither.

cosmic solar
#

!feedback

What if Egocentrism become a lunar EQUIPMENT?
It would work exactly the same, passively transforming a random item every 60 seconds, but insted of transforming in itself create a new item that make the orbs and wen you are done with it you could swap to other equipment and maintain the orbs without losing more itens, but you don't actualy activate it, its more like the elite aspects and the new credit card
Or it could give a efect that consume a random item and create the orbs like normal, every 60 seconds consume one more item and the amount of orbs get bigger with every activation, similar the normal item, but this efect last for the 60 seconds of the cooldown, renewing the efect went it activates, in other words: lose the equipment, lose the orbs and the items consumed

boreal crag
#

!feedback
(sniper rant) It doesn't matter how much damage survivor has, if his mobility, or survivability is weak, slow, clunky, or requires some setups that can be messed with.
those jumpad-mines need (alot) more strenght in pushing medium-sized monsters.
Add a 1s CD between throwing mines and then add option to remote-detonate the placed mine.
Maybe even add a tiny .5s stealth when sniper just used a jumpad-mine to confuse nearby mobs.

flat cypress
#

!feedback

All the 3 Void Stages really aren't "Hidden Realms" when it comes to gameplay (stopping time, not advancing stage count) so the naming should be dropped or replaced with something else.

compact solstice
#

!feedback
Egocentrism additions:

Buff: It should give you 2 egos for green and yellow items and 3 for legendary items.
Its really good already but the feeling of losing a legendary item so easily sucks a bit.

Debuff: Since its actually really busted, it would be actually funny if you had consequences for running out of items to feed to ego (very very vey unlikely scenario)

It would be interesting to get a "ego affliction" if ego tries to eat an item and doesnt find any, this affliction turns 10% of your max HP into glass, if you get 10 ego afflictions ego will straight fucking eat you, if you feed ego items after getting the affliction you will get rid of the afflictions instead of getting more egos.

This stills a very unlikely scenario but it would be interesting to give ego an actual downside because is absolutely busted, this would at least force you to reach the final boss with enought items because there are barely items in the last stage so ego doesnt freaking eat u

hollow brook
#

!feedback

I think it would be neat if equipping separate primary attacks for MulT instead of identical ones gave you some kind of buff as a reward for, well, being a multitasker. Perhaps a minor damage or armor increase?

red niche
#

!feedback

other players can give toxic doggo belly rubs

spring tiger
#

!feedback Make volcanic egg unable to stop Strides of Heresy's invincibility, or remove it from the chaos bottle pool

undone monolith
#

!feedback
Make REX have a slightly smaller hitbox, I just feel like it's too much

eager basin
#

!feedback
Make Void Fiend's drown not auto target your own drones. I just nearly died to a vagrant explosion because my primary decided it should target my equipment drone instead of the boss which was almost dead. Chaos is off too.

devout quiver
#

!feedback Mired Urn should not target/siphon from pots laying around on Abandoned Aqueduct.
Edit: Barrels on Rallypoint Delta as well

brittle pollen
#

!feedback Allow Captain to use his beacons in the hidden realms. It is annoying for a drone build that not only don't your drones melt from the void fog, but then you don't have any beacons, or airstrikes to hjelp support your team. You are just stuck with a microbot and a shotgun and hope it will be enough.

EDIT: An to top it all off, "lore" reasons is bad because other items that drop from the UES can be dropped in these hidden realms, such as the remote decaffeinator and the shipping request. Also, personal belief, lore should not get in the way of fun gameplay. After all, that is the reason why loader hasn't been nerfed yet, because it wouldn't be fun.

noble prairie
#

!feedback
a pirate Character that has the following skills

  • Primary: (Blunderbuss) Tap m1 for single shot that deals 500% and bounces to another target. Hold m1 to charge up to 10 pellets dealing 500% total and each bouncing to another target. (proc for each added pellet is lowered)

  • Secondary: (Gunpowder blast) Fire a large blast of gunpowder pushing and crippling enemies 15m in front of you. (This also pushes you back) (Cripple: enemies are slowed and take 20% more damage)

  • Utility: (Hookshot) fire a hook to the position your aiming pulling you quickly to the spot it landed. (jumping will cancel the pull but keep momentum) (scales with movement speed) (distance of 50m)

  • Special: Replace your primary and secondary with two different cannon shots. (you can only fire one)

    • Special primary: Fire a large cannonball That deals 800% damage in a 15m radius.
    • Special secondary: Fire a short range shrapnel blast dealing 200% damage and pushing back anything 25m in font of you. (This also pushes you back)

numbers are subject to change

restive citrus
#

!feedback
Squid Polyps are actually just an active detriment to your run now because of Infestors. If you don't kill the Infestors while they're all in the air, they'll near-instantly infect your Polyp which'll almost always target you. They have a fast, homing, pinpoint-accuracy attack which does an incredible amount of damage against the player, which in turn will proc collapse which'll undoubtedly kill you as soon as it goes off.
It's a good laugh with your friends the first time, but after that it just isn't fun. I fully understand why you want to have them corruptible, but I genuinely don't think any normal item should be an active threat to your run that you want to scrap ASAP. This was why Mired Urn was changed.

tawdry torrent
#

!feedback
Add a particle effect to the end of Arti's flamethrower and Viend's corrupted m1 that appears when an enemy is just slightly outside of its range.
Loader's grappling hook has a similar effect where a puff of smoke appears if the hook falls just short of a surface. I'm not even sure it's an intended mechanic, but it's really helpful to have a visual indicator for the range of an ability like that ||especially since Loader's grapple indicator is hidden 90% of the time because she's always sprinting, hopoo pls fix||

Edit: this was supposed to have a clip of the grapple thing but discord has made a fool of me

alpine zinc
#

!feedback
I would love a windowed fullscreen option in settings! that is all.

spice oasis
spark crow
#

!feedback

make the vending machine from remote caffeinator able to push buttons

frank root
#

!feedback
I feel like Artificer needs some love. She's probably one of the lowest tier characters right now, and she could use a buff.

fathom pasture
#

!feedback

Spare Drone Parts should be blacklisted on Scavengers. If not, the special drone ally should at least die when they die.

little barn
#

skins that make the survivors look like they are from the void
escape the planetarium on monsoon

cosmic patrol
#

!feedback "Void fog damage now ignores armor, Tougher Times, Armor Plating, and Planula"
Revert this change,not fun change at all makes the fog even more annoying,at the very least allow tougher times and armor to work

mortal bear
#

!feedback

make some cool new music for gilded coast, as almost every other area has its own music now

green oriole
#

!feedback

Since railgunner's replacement for Lens maker's glasses is that it's turned into crit dmg instead of crit chance since it's guaranteed crit w/ weak shots if you are skilled enough, shouldn't bandit's back-shots function the same or at least a similar way since those are also guaranteed crit if you are skilled enough?
Like, I thought about the similarities, it would encourage people to play bandit around the reward mechanic of getting behind enemies when having or stacking Lens maker's glasses, instead of neglecting the mechanic after getting enough Lens maker's where the back-mechanic doesn't matter too much anymore.

small crater
#

!feedback

Give Pocket I.C.B.M. a passive ATG similar to how Plasma Shrimp has a passive PSG.

blissful kraken
#

!feedback

This might seem silly due to it being slightly different than command and already implemented in some chests, but add an artifact to give you 3 choices from chests, or just entirely replace command with it. It would be nice to have some variety in item choices but still get the rush of getting good items, rather than just picking out 30 ATG's from a page full of them

acoustic geyser
#

!feedback Void fog damage works inconsistently between enemies. Void enemies are immune to void fog as they should be, but allied void enemies take damage from void fog. In the void fields, regular enemies are immune to void fog but in simulacrum they are not. Also, in the voidling's third phase with artifact of swarms on the safety zone breaks completely, sometimes even disappearing entirely.

knotty plume
#

!feedback

(new final boss spoiler)
||make the homing on the voidlings orb barrage attack weaker, or have enemies spawn in the first phase of the fight too, so you can bait the orbs into them, to make it at least slightly forgiving on melee characters, it feels a bit too unfair at the moment||

cobalt breach
#

!feedback make the item spawned by the void focus just spawn next to it rather than going into the air so that stuff like this doesnt happen

scenic frost
#

!feedback

make it so when using mul-t powermode the m2 fires shurikens

spice oasis
#

!feedback
When Huntress holds shurikens, let them follow the same path as her primary attack instead of just going wherever you’re looking like a normal survivor.

graceful kestrel
#

||!feedback||
its probably been requested a thousand times before, but i just wanna bump this suggestion so devs can see
please please PLEASE make mercenaries sword red with his alt skin.
pretty much everyone that has his alt wants it, and it really bugs me to see his colors not match up

tiny lagoon
#

!feedback
Give us the ability to pet friendly beetle guards with the ping key :)

sharp orchid
#

!feedback

despite the few issues that there are with the dlc. it's a wonderful product. i still find this game to be my favourite roguelike by a landslide. there's so many things that just work about it. and i want to say what i personally think would be best for the future of the game

firstly i want to say that i think mocha is the best item you've ever made. adding items to a pool has an indirect effect that nerfs every item in said pool by making it less common. attack speed and movement speed are essential so having an additional option that provides those uses while still being a distinct item is a wonderful balancing tool. but that begs the question of how many more items you can add before attempts to do the same thing as mocha cause items to be TOO similar. This is why adding the new item pool for the dlc was a great move. it adds to the game without taking away from anything by having been added.

if future content for the game continues to add new things like this then the new content will probably be better simply because as a dev team you've learned what works and what doesn't based on our player feedback. and this actually worries me. we're already in a spot where players oftentimes avoid certain things because other options are just better. most notably players reset a run if they get distant roost and will use the bazaar to go to aqueduct and get free bands stage 2. the new stage 1 often has over 15 items on it and is a genuinely great looking stage that is designed well too. it's really good. and it's BETTER than older content.

i sincerely hope that there's no trend over the next few years where the game enters a state where the first things added years ago are the things players desire the least. please consider the next major content update for this game to be focused on breathing new life into stuff we already have. of course add things like new void items and a handful of new regular items. but please don't ignore what was already made

light pewter
#

!feedback
i think it would be funny if remote caffeinator had a very small chance on using the interactable to spawn an energy drink. as a joke :)

open hound
#

!feedback

When I first used gesture to get a low cooldown on my equipment, I was thankful that war horn didn’t keep making that annoying noise when it was permanently active, but the same cannot be said about jade elephant and gorag’s opus. I would like to see them function similarly to how war horn does in the audio department.

Note: also quell the screen shake of gorag’s opus in permanent up time.

north dragon
#

!feedback
Dunno why, but I got a void seed and there is only 1 monster left. Despite that, there are no markers for any monsters on my screen, and my sac knives aren't homing in on any void monsters if it's glitched

sleek storm
#

!feedback
Spawned into stage 2 and spawned immediately in the center of a void seed area, and got killed. I'd like to not spawn inside a void seed.

knotty helm
#

!feedback
Add spawn protection while entering a new stage in multiplayer to avoid deaths while loading in or rendering the stage. The spawn protection should be removed after the player starts moving, attacking, or using skills or equipment.
Edit: spawn protection should leave the player’s items and equipment in stasis until it ends so it can’t be used to cheese.

loud osprey
cosmic remnant
#

!feedback

Buff/Rework Railgunner's alt-util (the slow-down field). Right now, it's basically useless and gets rid of her only mobility.

calm wadi
#

!feedback

It seems like Void Cradles still have no chance to spawn with sacrifice on, at least in the Simulacrum. Seeing this changed would be great

sweet shard
#

!feedback

Engineer's mobile turrets should able to run whenever they're not on combat. so they can have some other effects by running unlike stationary turrets.
I can see they actually 'run' sometimes but it's only when they're really far away from Engineer. would be much better if they can run much more frequently.

static hawk
cosmic remnant
#

!feedback

Make void seed spawns more consistent. It's completely RNG whether you will go 2 loops with only a single seed spawn, or if you get like 6 seeds on stage 3

little barn
#

!feedback
if i can call for a deployment of a vending machine into all the hidden realms, captain should be allowed to use his abilities there.
like, we get it, its cute that captain cant use his call-ins where the ship's not supposed to be able to communicate, but now it's just inconsistent, because the ship is deploying vending machines for anyone with a flip phone, but you can't communicate to the ship as the captain of the ship?

vital horizon
#

!feedback

Make it so 57 Leaf Clover doesn't effect Lost Seer's Lenses chance or possibly soft-cap the proc chance of instant death in general past a certain percentage.

idle ice
#

!feedback
broken watch gives its affects every twelve ability uses (since it’s right twice a day)

slim talon
#

!feedback

Why do the watch and potion give us "used up" versions of the item? Rusted key does not act in the same way despite being a consumable item, so I'm not sure why the watch and potion should clutter up the item bar considering there is no actual use for the "gray" class items in the game.

plain grove
#

!feedback
New item: healing received while below 10% hp is increased by 75%

little barn
#

!feedback
particularly on sky meadow, increase the visibility of the teleporter particles for the primordial teleporter.
i say this, because usually its just a matter of going around stages 1-4's maps in a circle until you find it, but on sky meadow the stage has so many layers and layers and layers, that you can legitimately miss the teleporter because there's just so much space being taken up, even if you're very thorough with searching, because theres just... so much area that it can spawn on

i dont struggle to find a teleporter on any other map, but even with >800 hours in the game now, there's so much area to cover on sky meadow that you can take an incredibly unhelpful amount of time finding the teleporter, which only ramps up the difficulty, which is also incredibly inconvenient if you're, say... wanting to fight a boss after finishing the stage?

i usually just b-line to bulwark's ambry once i feel like ive got whatever gear i feel i need from this stage's loot, because pausing time + either picking items to fix my build with command, or just farming effectively infinite items with sacrifice, for free during any run is always worth it, compared to the extensive and inconvenient process of hunting for the teleporter between so many different layers and places it can spawn, and potentially wasting tons of time.

compared to the easy rewards of just having played the game enough to know that bulwark's ambry exists and is always in the same place, and thusly easily perfecting or superpowering my builds during any run, primordial teleporter literally isnt worth hunting for on sky meadow, unless i just really wanna fight mithrix.

like... just look at all of this, its a headache to navigate through to find the teleporter, compared to just walking off the side of the map, and going into free-item-zone if you know the funny shapes to put in the giant hexagon machine

eager basin
#

!feedback
Make items that drop off the map teleport back up. This'll easily fix the issue of printers and chests dropping items into the abyss.

safe prairie
#

!feedback
Void enemies being able to spawn with regular elite types feels jarring. Give them their own unique elite type akin to Perfected OR allow void enemies to spawn void touched late game.

plush shuttle
#

!feedback

active effect for executive card (with the already existing passive effect)

make executive card consume all of your currently held money on use and give it back over an amount of time (up to discretion, im thinking it could be based on 120s equipment cooldown) and let this go through stages
heck it could even give like 5-10% interest over time since alot of things in this game are time related

executive card is a really nice equipment option, i really like the idea of sacrificing a potentially powerful equipment slot for macro choice, but it just feels weird to me that pressing the equipment button does nothing. an effect like this would be a cherry on top and could create interesting strategies like getting stage 4 legendary faster, saving money for a more uncommon item reliant build etc

edit: also executive card is an equipment item centered around saving money / spending more money on multi shops, yet other equipment items (cough cough disposable missile) can kill mobs and give you money faster, i think that having a quirky money gaining method could make you feel like that smart player in a movie whos probably playing chess and wearing a suit in a highrise apartment etc

old canyon
#

!feedback Squid Polyps getting Voidtouched and destroying your entire existence, and wiping you from the face of history, reality, and all of eternity should maybe be nerfed a bit!

plush shuttle
#

!feedback

scrap splitters and combiners which turns 1 red scrap into 3 green scraps, 1 green into 2 whites etc and vice versa
numbers up to discretion

ornate thunder
#

!feedback

this won't happen for a long, long time, but if future DLC's continue the trend of adding a new final boss, maybe we could get a "boss rush" alternate gamemode where you fight all of them one after another

terse summit
#

!feedback

Infested beetle queens should not be able to create more infesters. Currently infested beetle queens can make infested beetle guards, each have their own infester that can hop to something else when killed. This can make clearing void seeds take much longer since she is essentially a void infester factory. Any beetle guards created by infested queens should not have infesters inside them that spawn after their death.

karmic cloud
#

!feedback rework lunar coins!!!!

i hate that the number of lunar coins you have can just be transferred between each run, and how everything lunar is designed around that aspect
im not saying we should make lunar coins just work on a run by run basis, but just rework everything in that department overall
like lets say you get like 1 lunar coin guaranteed at the end of each stage, or maybe every teleporter boss drops one, something like that, maybe keep the random enemy drops too to spice it up

and what will you do with these run based lunar coins? well, if you enter the blue portal, i say the shop is replaced with a bunch of portals right, and these portals all have a lunar item attached to them. once you use these portals, you'll have to complete some sort of challenge like a teleporter or something in the simulacrum, maybe with a spin like enemies spawn with X item or X artifact is enabled, it could be completely random
and each of these portals costs lunar coins of course, and the shop refresh system can still be there, you would still be using the shop as is, it would just be less abusable and always accessible and provides some more to do in the hidden realm
and i think we can keep lunar pods as a "free" random lunar, maybe bumping up the cost a bit for not having a challenge attached

this is literally just some random shower thought i had, and i get if people just like the system as is, but i personally think having a run-to-run currency is a little cheesy at times

zenith breach
#

!feedback
add a reset for the spwanable area in bazaar

dull dragon
#

!feedback
Stop Railgunner's Concussion Device from proccing Safer Spaces. It doesn't do any damage but using it consumes Safer Spaces and puts you in a more dangerous situation as Safer Spaces will no longer even prevent possible fall damage.

hollow basin
#

||!feedback||
Nerf the Grandparent sun attack that burns everything in a massive AoE for several seconds. Reduce its damage, duration, or make it require line of sight to hurt you.

north dragon
#

!feedback
It's awesome that the voidfield void damage has been reduced, although the timer continuing there is still kinda weird. It's a hidden realm, all hidden realms have frozen time. On top of that, I think the objective of the void fields are more suited to having frozen time, since the player has to sit in the bubbles for several minutes to complete the area, but by the time you leave, the difficulty has scaled much higher than it would have if you'd just gone through each stage normally.

mint jackal
#

!feedback There should be an artifact for item sharing. Its the only mod me and my friends care about and would make it easier to connect to each other when new releases hit so we dont have to fiddle with mod versions and whatnot..

Seeing as its one of the most popular mods it could easily be implemented as an artifact

small star
west lodge
#

!feedback
Artifacts are fun and Cheff is highly anticipated so i had a theme idea for a new DLC
Revolving around artifacts, adding some more and maybe giving us options to tweak them a bit before a run.
I also had the idea of "recipes" being special interactibles asking for a specific group of items to combine them in a new item. For example combining spare drone parts with 5 squid polyps to get an item that spawns cyborg polyps (stronger and don't lose hp over time).
if you like 1 of these ideas instead of both feel free to hit me up about it in feedback-discussion

alpine bridge
#

!feedback

Lunar coins are terribly done at the moment. They come very sparsely and often time if you wanna get a run with your preferred lunars you would have to spend an exuberant amount. Many people think lunar coins are OP and refuse to use them entirely, or there are the people like me who love them and make meme builds and the such.

I honestly think it should just be 5 lunar command essences every shop. This may seem OP, but people can choose whether or not that want to pick up lunars anyways, so what is the harm? There is already the reroll system, so I suggest just letting the people that want to have fun, have fun, as it doesn’t effect everyone else. Besides, it’s also a coop game, so it doesn’t really matter anyways.

little barn
#

!feedback
Refined Ammunition
Rarity - Red
Your bullets are replaced with bullets that ricochets off an enemy after a successful hit (can only ricochet 5 times)

green oriole
#

!feedback

this wasn’t funny

mellow dragon
#

!feedback

Crowbar should have some sort've visual or auditory effect for it working against an enemy. Maybe some sort of metallic banging or unique particle effect?

Note: I've been told this is a thing, if so, it'd be nice if it was more noticeable.

spark crow
#

!feedback

Allow players who are mending to heal other players in multiplayer, it'd definitely be balanced seeing as being mending isn't exactly common

plucky fern
#

!feedback Now if im missing something please tell me. But the Bulwark Log is just entirely missing from the Environments page? I noticed it missing before and went back and got the log again yet its still not there.

little barn
#

!feedback the sotv dlc should have a tab on the left like the skyrim dlc's do

lament arch
#

!feedback

Hey, am in love with the DLC and the many new toys within it.
Namely, I find the Lunar item Egocentrism to be fun to mess around with on a run or two. It changes the gameplay significantly to the point where it almost feels like playing a different character.

However, once you lose your mobility items, it hurts the gameplay a bit.
I was wonder how flavorful it would feel to have it additionally grant +1% movement speed (+1% per stack).

maiden prairie
#

Let's be honest: when you're picking up egocentrism, you're hoping, or at least expecting, your entire build to be ruined, meddled with, and completely destroyed... So egocentrism should have its interval stat increased.

Current stat

-) Every minute, corrupt 1 item into an egocentrism
``` __Suggested stat__ ```diff
-) Every minute, corrupt 1(+1 per 10 stacks) item into an egocentrism
``` This would increase the effectiveness every 10 stacks, which I am almost certain would be nothing more than a huge time save for everyone picking up the item
solar axle
#

!feedback
Last patch made that 'mechanical' units aren't corrupted by the Infestors - such as Engineer turrets and drones, thus leaving Squid Polyps still a danger. That is alright by itself, but the same logic should be applied to Solus Control Units, AWU and Probes, since they're lore-wise same things as Turrets and Drones.

compact solstice
#

!feedback
Blacklist volcanig egg from the botteled chaos equipment pool.

I got killed because it pushed me into a void devastator implosion, and after you get a geasture and some fuel cells and you have 1/2 seconds cooldown you just lose control of your character's movement.
Also blacklist eccentric vase because there is no use for this active at random moments.

This is not a lunar item, red items shouldnt have downsides.

slim dew
#

!feedback
I would really like to see this game ported to Linux. I miss playing and I will not install Windows. I know I'm not the only one. Please.

plain bluff
#

!feedback

None of your summons should be corruptible by Void Infestors. Not just mechanical. The damage your summons have is far above that of normal enemies so collapse damage will always be unreasonably high

visual tartan
#

!feedback

I think when a voidtouched gup from a void seed dies, the investor should jump out and the geeps shouldn't be counted as enemies you need to kill.

hoary gull
#

!feedback
Red item the_horde_of_many that will add one ally per each ally spawn, maybe also add 5%*total_count damage and -2%*total_count HP to them

bitter wedge
#

!feedback

add a notch on the healthbar for crowbar similar to guillotine

feral copper
#

!feedback

Chests can spawn inside this rock sometimes, it seems.

oblique wind
#

!feedback when you over your mouse over buff and debuff when you have then show a short description of it: the name of the buff debuff, what it dos cooldown if it has one some stat and more advance description in the logbook ( you get it in the logbook by getting it at least once)

little barn
#

!feedback survivors of the void dlc spoiler
||instead of just dying the voidling should summon a big black hole upon death that keeps getting smaller and smaller and lighter, when it becomes too small it bursts and kills the player if the player doesnt escape||

silk wagon
#

!feedback on console the artificer's ENV suit hover ability can be toggled instead of having to hold down the jump button. Please port this functionality to PC, because playing artificer with controller on PC is pretty painful right now.

simple crescent
#

!feedback

Holding onto non-white scrap should increase the odds that you get a printer with said rarity, at least once. Ive had many runs where I held onto green scrap for a while cuz I didnt have enough for a bazaar cauldron, but also never saw any green printers. This would also make scrapping reds slightly less of a waste when youre not already on a stage with a red printer (which is already a rare scenario).

Should also probably remove that chance increase once you do get a printer of the respective type so people cant just bank on the increased odds and keep going until a specific printer spawns.

little barn
#

!feedback

make delicate watch/power elixir respawn after being consumed on the next stage similar to regenerating scrap. as it stands right now, these items are a bit underwhelming (delicate watch MUCH MUCH more so than elixir) and are basically just instant scrap. i would much rather take one white scrap that i can keep with me until i find something good to print as opposed to keep the watch which if i blink and a brass contraption hits me, is now gone for the entirety of the run. making them respawn after consumption on the next stage would make them so much less of a liability than they already are and would give a legitimate reason to build into them. (additionally if changing elixir to respawn, nerf its base healing and then make stacks increase the health given back)

hollow basin
#

||!feedback||
New Shrine:
Void Aperture
TL:DR - Activate this shrine to immediately spawn a Void Seed and causes more Void items and events to occur.

Interacting with this shrine draws the attention of the Void to you, immediately spawning a Void Seed at it's location, and causes Void Seeds, Void Cradles, Void Portals, and Void family events to have a much higher chance to spawn. This is great for players who love Void items and enjoy the extra challenge Void Seeds create, or lets them spawn the void portal sooner than stage 6 to fight the scary new boss. For those that don't want to deal with void shenanigans, these can be safely ignored.

If you manage to find and activate a ton of Void Apertures, you will soon get a comedic amount of Void Cradles and Void Seeds every stage, allowing you to bathe in void items ||(and collapse debuffs)||, and regular enemies and teleporter bosses will have a small chance to spawn as Voidtouched.

marsh edge
#

!feedback
Since simulacrum softlocks are on the table, this happened the other day:
I followed the crab dutifully along the ground floor of Abyssal depths, and at the last second before landing, it popped into one of the walls in the center and, 3 seconds later, landed on the platform at the top of the level. Without the extreme mobility some of us had at the moment, we couldn't have reached the jump pads required to get up there without dying to the fog. (most of us didn't reach)

TL;DR
Crab pathing should be looked at, it has softlock potential on levels with verticality

hardy musk
#

!feedback
I feel Larvas do too much damage for how big their explosion aoe is. I think maybe reducing one or the other would make them feel better to play against

marble salmon
#

!feedback
Let some resistance item (my pick is Raincoat but there might be more fitting items) also lessen knockback from templars by 50% so that their machine guns don't screw over melee characters quite as hard if they manage to rev up

frank root
#

!feedback
Two Skin Ideas and their requirements:
Olympian - Gained by completing Eclipse 9. The survivor will look like a Greek God. For Instance, Engineer being the most creative and constructive would take on Phanes, the god of Creation.

Twisted - Complete wave 75 in simulacrum on monsoon - The survivor gets a more menacing and evil aura- taking on the look of a common monster, criminal, or fear. For instance: Bandit would take on a mafioso's garb. Cigar in one hand, shotgun in the other.

finite ingot
#

!feedback
that all survivors who do not have a passive have it pls

little barn
#

!feedback
golems in sundered grove should be overgrown like the golems in distant roost. it is a jungle so i dont see why

torpid canopy
#

!feedback
this has probably been given before but please make the void portal guaranteed at stage 5 so you dont have to go through the void fields. ive had multiple runs now where the void portal has not appeared at all and having to go through void fields is just really annoying

tepid sapphire
#

||!feedback||
A new method to unlock a new move for MUL-T

Would be cool if killing 3 or maybe 5 enemies during a single utility run unlocks a new move.
Had a really satisfying combo with the attack earlier, and it would be cool if it unlocked something.

inland cedar
#

!feedback
Artificer wearing a raincoat doesnt follow her waist when sprinting/any kind of movement.
Just thought I should throw this out there.

violet tusk
#

!feedback
buying the tc-280 is a deathwish with the new void touched ability

jade violet
#

!feedback
Provide rewards or incentive to clearing any one of the three routes to clear the game. As it stands, there's no real reason to go for ||Mithrix or voidling|| or obliterate individually. So if one of those routes is harder than the others you'd clear it once then almost never really touch it again unless you felt like a challenge. This is especially true as clearing any of these routes unlocks the mastery skin, so you can just pick one and stick to it. I propose a "Binding of Isaac" approach to this content - provide an unlock, could be an item in future DLC or more skins for each character, or even just a little small reward or achievement - for each clear on each character for all the routes. For example, clearing Moon as Loader would provide a different reward than clearing ||voidling|| as Loader, or even a different reward as clearing moon as commando. This could provide a lot of replay value to the game as it encourages you to clear all the content as each character, and I don't think there is currently any in-game way to track this other than making a mental note externally.

spice oasis
#

!feedback
An alt skill or new feature for Void Fiend that allows you to convert even more corruption into health or health into prolonged corruption.

elder island
#

!feedback
Item Concept:
Electromagnet
White item, increases the radius that you can pick up things like monster tooth orbs, ammo boxes, and treasures by 10 units(+5 per stack)

ornate thunder
#

!feedback

I'm seeing a lot of really great suggestions for skins to be added, like those Twisted and Olympian skins someone just suggested, so maybe something like Tennogen could be implemented?

For those of you who don't know, Tennogen is something from Warframe where the devs pick a handful of community created content to be implemented every now and then.

They could be paid items, with a portion of the sales going back to the community member who made it, or they could just cost lunar coins or something, but it'd be a good way to implement lots more skins without the devs sucking up all their time, since they aren't the ones modeling the skins.

spice oasis
#

!feedback
New skins in vanilla is definitely one of the most requested things, so I think new skins should be added for defeating the new final boss on monsoon. Additionally, I’d love to see new skins for beating Eclipse 8 on a survivor, as that would show true mastery of a survivor.

novel swan
delicate hatch
#

!feedback
My overall impression of the new DLC is, it's okay. Not excellent, and I don't regret buying it, but I feel it's a little underwhelming.

I think the main reason I find it underwhelming is the lack of challenges and unlockables. There's basically no new challenges except for Railgunner's alts and Void Fiend. There's no reason to explore the new environments, except to find the newt alter locations. There are no new interesting secrets. There are no new artifacts or pattern locations for the new maps. There are no new unlockable items. There are no new skins. Void Fiend doesn't even have any alts or challenges. The DLC doesn't really add any new goals, except beat the alt ending, which adds... two new ending maps. And the Railgunner alts.

Of course, we still want the instant gratification of new content when first installing the DLC. So adding challenges and unlockables would probably simply require more content. And I do find the amount of content slightly underwhelming. Perhaps I am just greedy. I feel like there has been a decent bit of cut content; doors leading to nowhere in Siphoned Forest, for example. Exactly the sort of content I am disappointed not seeing.

The new environments aren't that great. When a map looks same-y most places, its kind of a boring map. Scorched Acres is a bad map because it is three disks that look identical copy and pasted. Sulfur Pools has that same vibe with its plateaus. Wetland Aspects is a bad map because it is a large area with rock platforms copy and pasted around to break it up. Siphoned Forest has that same vibe. Rally Point Delta is such an excellent map because every part of it feels distinct and there are clear sight lines so you are never lost.

I have more to say, but they are more specific, so I'll add them separately. I hope there's a DLC content patch. Or at least the next DLC goes a little further with adding new challenges and content.

EDIT: Or maybe I won't say more right now, because 30min cooldown.

true pawn
#

!feedback

Lower the speed of the blind vermin, an enemy that moves faster than an unupgraded sprint speed is ridiculous. When all survivors without movement bonuses from item and whatnot move at max: 10.22 M/s

And the vermin's base movement speed is 13 m/s, there is no escaping them unless you find a ledge to jump onto or someway to get away vertically.

regal sluice
#

!feedback
Void Fiend should have an unlockable alternate special that flips the corrupted and normal form ability to encourage switching forms faster instead of staying in one longer

sharp mica
#

!feedback

So I saw the suggestion in the top feedback channel about mercenary’s sword not being red on his alt skin. And I thought, why not the other characters too? Like for example, on commando’s alt skin his M2s could be yellow, and his specials could then be blue, or something like that. For void fiend, (SPOILERS) ||Since his alt skin is somewhat Void Jailer-themed, his corrupted form could be changed to a cyan instead of red, or his M2 could be changed to the color of the void “bomb area thing” when a void jailer dies.|| This would super epic and give further insensitive for everyone to go out and unlock skins.

Edit: And make the alt skins way cooler!

heady talon
#

!feedback Can we please get a guaranteed scrapper on at least Sky Meadow. It sucks when you're on a super long run and go for multiple loops without a scrapper.

EDIT: Plus it is super annoying when you accidentally pick up an item like shuriken and it messes everything up. +shuriken screws with mithrix's needle attack

graceful kestrel
#

!feedback
thought of a new void item for the lepton daisy, if it needs a bit more balancing please tell me 👍

Belladonna Lily
At different intervals (+1 interval each) while the teleporter is charging, send out a wave of poisonous fumes that harm all monsters in the zone.
Corrupts ALL Lepton Daisies.

proper solstice
#

!feedback
Have power elixir be able to prevent death by healing you even when taking lethal damage above the low health threshold, it seems to currently get consumed and do nothing (since you already died) when that happens at the moment, and the other stacks end up being unused

sly saffron
#

!feedback
Fix: Ghost Void Infestors from Happiest Mask become regular enemies when infesting other enemies.

vague plover
#

!feedback

Merch?

wanton sun
#

!feedback
Regenerative Scrap should also be prioritized with Common printers (still only giving one item), so that the player can "settle" for white items if there are no Uncommon printers on the stage. This would hopefully improve the consistency of the item a little bit.

frosty spade
#

!feedback
Blacklist spare drone parts for mobs; my entire team (4 people) got one-shot from the col. droneman that a scavenger spawned with.

regal sluice
#

!feedback
Make a new Artifact called Artifact of Potential. All items are dropped as Potentials dependent on the normal item rarities. Kind of like Command but with limits, allow opportunities to build a run but not guarantee it

tiny lagoon
calm vale
#

!feedback
Blacklist the items Shuriken, Plasma Shrimp, Needletick and Spare Drone Parts from the pool of items that Mithrix benefits from.

little barn
#

an option for low detail
aka
no dynamic shadows
no high quality water
automatically disables bloom
ect

cobalt breach
#

!feedback add a white version of Regen_Scrap

crude ember
#

!feedback
//The New Offensive Engineer!//
Make the TR58 Carbonizer Turrets always sprinting! This little change could make the moving Turrets for the Engineer viable and fun again, with a whole new Playstyle of always moving instead of always standing still as our little cybernetic Survivor. As the turrets would therefore also benefit from Rose Buckler, making them even more tankier (as well as you while you are sprinting, as opposed to only using it while your Bubble Shield is down).
This could be fun with all the other legendary items that are great on the usual GR12 Gauss Auto-Turret, so it would be super fun in single player, as well as in multiplayer (4 running Engis and 8 running CuTies (Carbonizer Turrets) 😄

obtuse solstice
wooden shale
#

!feedback

Have proc'd sticky bomb models and effects scale in size to reflect the amount of damage they'll deal. Could be a fun way to visualise their power that tends to vary depending on the attack that proc'd it. Maybe do the same as well for ATG missiles, band procs, etc

crude scarab
#

!feedback Please for all that is holy do something about void infested squid polyps, if they're still going to be infected

It's guaranteed damage from them as long as they're agro'd on you, said damage having a 100% chance to collapse, it turns them from being a relatively passive green item into a guaranteed run killer if you happen upon a void seed or want any void items.

bitter fjord
#

!feedback
playing with+as railgunner in multiplayer with friendly fire on causes your own weak point to be seen when scoping in, obstructing your scoped view

glacial adder
ionic dove
#

!feedback
Please make it so the little void crab you follow in the simulacrum doesn't just path vertically in a way that you literally can't follow.
Was just in the simulacrum version of the 5th zone, and it pathed up to the top of a hill that there were no ramps to get to that weren't an insta death from suffocating. I imagine this is a fringe case that's hard to fix, but given that it's an instant run kill for anyone early in a run without multiple movement speed items, I'd like to see it adjusted somehow. Happens a lot in the magma zone too.
Potential "easy" / fun band aid fix could be having the crab leave behind a jetstream like you occasionally see in the 5th zone while it's moving. That way we could just use the stream they create to follow their pathing exactly even if they do something wonky

dense hatch
#

!feedback Please adjust the grandparents SUN attack at least for the teleporter event. It does not make any sense why I would have to leave the teleporter area and then some because of one enemies attack.

small nova
#

!feedback
To add to the Void Fiend and his low amount of unlocks, consider adding alt skills, at least for all but his special. I understand that he technically has "alts" with his corruption so I simply suggest reversing their functionality in the actual alts, to keep it simple while also giving some unlocks and playstyles.

To elaborate, an alternative Drown can be a continuous long-range low-damage beam normally, while its Corrupted Drown would be short-range bursts of high-damage, essentially swapping their feel. Alt Flood could be a simple unchargeable bomb with middling damage, and its Corrupted Flood would now be chargeable for some bigger damage if you choose to do so (while retaining its arc). Trespass could follow the same blueprint.

Not to say it should be implemented 1:1 like my descriptions, it's just an outline and any balancing and adjusting could be done as needed.

grand bane
#

!feedback
I know this has been posted already, but man PLEASE let Captain use his orbital strikes in the new void level and final boss. It feels incredibly unfair to enter the void stage and just be completely neutered when trying to go for the alternate final boss.

restive citrus
#

!feedback
Remote Caffeinator should be able to press down the buttons on Aqueduct, especially since things like Effigy or cap's beacons can.

alpine bridge
#

!feedback

Fix the bug where there is one enemy left for a void seed and you can never find it and it doesn’t have a marker. This has happened to me 3 times. I know it’s also not just me being blind, as it was a multiplayer game and no one else was able to find the enemy either. No homing attacks like ATG missiles, Ukulele, DML missiles, fireworks, or railgunner’s primary were able to find it either. One of these stages had 3 void seeds, which locked us out of nearly all of the chests.

graceful kestrel
#

!feedback
i know plenty of people suggest things for vf but i just wanted to share mine and see how it does
rework their special to, as you hold it down, more corruption/health is taken for your meter.
holding it for 1 second would give you 10% of either, 3 for 25% and 5 for 50%
with this you'd have to change their corrupted special to only have one charge, but i think being able to choose how much you want to use would be a nice touch to their loadout

junior fractal
#

!feedback

Instead of the broken watch doing nothing, change it so it gives a 5% damage bonus so it isn’t useless :D

oblique wind
#

!feedback
vermine (the green rat) speed should scale with difficulty level because being fast and hard to shoot is there personality and when you have 10 stack of movement speed items they can't do anything

hallow egret
#

!feedback

Regenerating Scrap should be able to be used with either white or green 3D printers. Using it for a white printer shouldn't give any special bonus (it still counts as just one white item), but it gives you additional opportunities to use it.

drowsy lagoon
#

!feedback
add a distinction between the confirmation boxes for quitting to menu and quitting to desktop

novel rampart
#

!feedback
I think it would be nice if the game paused itself if you tab out of it in a singleplayer run. My ADHD-ridden ass can't help but tab out while entering the next stage and waiting for the load screen, and forgetting about the game to come back to the death screen feels kinda bad

wooden shale
#

!feedback

I think Queen's Gland needs a rework. The Beetle Guard allies were cool at first but nowadays they're more of a liability, often getting in the way of crucial shots, blocking your movement, sometimes clipping you into the ground upon spawning into a new area like the bazaar and now with the addition of the Void Infestors, they're even more of a potential hindrance than ever. Honestly right now the gland to me is just printer fodder.

An idea I have is to instead make the gland periodically spawn the Beetle Queen's flying beetles (in a similar way to Malachite aspect's spike hazards) that'll afflict enemies with the Beetle Juice debuff. It'd be like Effigy of Grief but without its downsides and non-permanent. I think it would bring the Gland's presence up to par with other boss items like Little Disciple and Titanic Knurl.

coral fiber
#

!feedback
Make Sulfur Pools able to count for unlocking Huntress’s alt fourth skill

fallen axle
#

!feedback
Item Idea: Blood Bag
Item Tier: Red
Description: Enemies taking bleed damage leave behind trails of blood, in which other enemies who step over them will be afflicted with the bleed status effect for half the normal duration.

elder island
#

!feedback
Non-lunar items should be immediately placed in your inventory after choosing them from a Command Essence or Void Potential. This would prevent people from immediately stealing items in multiplayer after someone else chose them. One game I had two red items stolen from me by the same person, and I have no doubts that other people have had similar experiences.

safe prairie
#

!feedback
Voidling's black hole attack should have more of a flair when it ends, such as an explosive sound effect similar to the related attack void enemies use. The attack feels very anticlimactic right now.

knotty anvil
#

!feedback An option in the settings that disables auto-pickup of items.

fathom pasture
#

!feedback I hope in the future more alternate layouts for existing stages are considered, really like how Roost and Plains have 2 alts, they spice up gameplay nicely by just a smidgen.

rich pelican
#

!feedback
its weird that you can use Remote Caffeinator in hidden realms but captain cant use half of his abilities so maybe disable Remote Caffeinator in hidden realms to make things more balanced that would be perfect

proven moth
#

!feedback
Adding different leaderboards for each survivor in prismatic trials to create more diversity in who is played would be nice, instead of picking meta survivors to have a chance at the top spots, each survivor would have their own leaderboard to encourage different choices, there would still be the main leaderboard too, so you can see who has the overall record

round iron
#

!feedback
I think most of us can say getting the halcyon seed is some what hard especially when it spawns in the portal hit box think we could put a dedicated spot for the item to spawn a little further away from the portal?

wooden shale
#

!feedback

Change Squid Polyp to be a buddy on your shoulder that activates as a shoulder-mounted turret for a brief period after using an interactable (with additional time per stack). It'd basically become a more active and controllable bundle-of-fireworks whilst no longer being a must-avoid ally due to void infestors. Maaaybe have it proc your items too?

cosmic remnant
#

!feedback

Loot pools with only one item, such as Halcyon Seed and Newly Hatched Zoea, should just drop as the item when Command is enabled, instead of dropping as a command essence with only 1 option.

slim talon
#

!feedback

The choices for the Simulacrum stage pool feels kind of lopsided. Out of all the new stages Aphelian Sanctuary is the only one that you can actually spawn in during Simulacrum. You can't even go to Void Fields despite it arguably being pre-built for such a mode like this (since the void crab landing areas seem to be somewhat predetermined). Titanic Plains is the only stage 1 in the pool, Rallypoint Delta is the only stage 3, and Abyssal Depths is the only stage 4 (that, or for some reason these stages are much more likely to spawn). This lopsidedness also, in my opinion, cheapens Commencement due to it not being a rare occurrence to spawn there as well as it having the most limited enemy pool to select from out of all the stages.

The limited amount of stages can really make the mode seem repetitive after a while.

scenic frost
#

!feedback

don't allow remote caffeinator vending machines to spawn too close to the frog on commencement, it can make it very difficult to pet the frog

keen nymph
#

!feedback
what if more fuel cell charges on recycler let you reroll an item more than once?
like you gain one more recycle of any item you already have recycled (1 per stack)

wooden shale
#

!feedback

Have Red Whip's effect activate a bit sooner but have it gradually build up to full effect and conversely tamper off gradually when re-enetering combat (similar to Hunter's Harpoon, so we can briefly make use of some of that accumulated speed in combat as a bonus for having taken the time to build up the boost).

I think this way Red Whip's intended purpose will be more actively involved across all survivors, as well as making the speed changes less jarring especially with higher stacks.

fallen axle
#

!feedback
Item Idea: Hubris
Item Tier: Lunar
Description: At above %50 health, gain bonuses in damage, damage resistance and movement speed. If below %50 health, these bonuses will turn into debuffs; lowering damage, damage resistance and movement speed.

hexed wadi
#

!feedback
Let me pet my beetle guard

wraith vale
#

!feedback For infusion when you receive you’re 100 hp per stack your heath should turn back green as an indicator for when you should get more

restive citrus
#

!feedback
I kinda feel like Railgunner's alt utility should be buffed in one way or another, since right now it essentially just creates a big bullet hell bubble at the cost of some incredibly valuable mobility. I think either having it slow enemies' attack speed or giving it some kind of movement utility would be nice. Maybe it can suck things in when deployed, instead of pushing them out? Could give some interesting movement options.

pallid reef
#

!feedback

With the influx of new items and more DLC to come, there is a threat of item dilution becoming a thing where there is so many items of X rarity it becomes increasingly difficult to RNG an item you want.

I think an easy solution is to make TP events give you choice of 3 items similarly to Simulacrum. That way we can have a measure of choice in our builds as well as prevent RNG becoming too much of a factor especially on item dependent Survivors.

knotty helm
#

!feedback
When picking up an item that you have a void version of, I think that saying how much of the void version you now have in the chat would be useful (ex: instead of “player picked up tri tip dagger” while you have a needletick, it should say “player picked up needletick(2)”)

feral dew
#

!feedback
Aurelionite can still be Voidtouched. This is what we call a problem, because it makes it so you don't even want to go and get Aurelionite; if he becomes Voidtouched, you now have a massive, boss-tier, tanky enemy on your hands that can apply Collapse super quickly, has perfect aim and can knock you out of cover. As a result, there's next to no reason to ever go to the Gilded Coast.

Squid Polyp can also still be Voidtouched. This is also a problem, because if you hit a Void Cradle, it spawns a Squid Turret. And several of the Void bugs. Often, this means your turret will become Voidtouched. It, too, has essentially perfect aim, also gets Collapse, and already has not-insignificant damage output. This makes Squid Polyp much worse than it was, and it already wasn't great.

Friendly Beetle Guard can also still be Voidtouched. While this is much less of a problem than Aurelionite and Squid Polyp, because it's just a Beetle Guard, it still feels like it makes Queen's Gland a detriment more than a boon to take.

Simply put, this should probably be fixed so these items don't feel like a detriment anymore. Make the remaining allies immune to being Voidtouched.

vast scaffold
#

!feedback

make warbanners work in simulucrum when you activate the cell every five waves

karmic cloud
#

!feedback

make a different sound setting for the new teleporter sounds, sometimes i just wanna vibe to the music while also being near the teleporter... ..
or just move it to sound effects instead of music

shell solstice
#

!feedback
if someone dies before getting to mythrix (charging the pillars phase) then they should be spawned in when all players enter the dome, that way they dont have to be watching friends finish it without them

ashen hatch
#

!feedback
Gray items like used bottles and broken watches get removed from your inventory after entering a new stage.

safe prairie
#

!feedback
Allow repositioning during Huntress's R through her shift. (And move the ability cancel to m2 or R). Could allow for more mobility options if her damage isn't going to get buffed.

uneven badger
#

!feedback have the broken watch give it’s damage buff twice a minute for a few seconds cause of the it being right twice a day

cerulean minnow
#

!feedback since mithrix can show up as a boss wave for simulacrum it would be fun if the alloy worship unit and the voidling could too

graceful kestrel
#

!feedback
maybe change the ending of the ||voidling|| fight to be a little more dramatic? since the ||void reavers explode on death, wouldn't it be cool to get a moon detonation-esque escape sequence? maybe you have to run back through all the parkour you did between the arenas and jump back through a portal before the void collapses, making the ending not so... to put it lightly, underwhelming||
or maybe at least have a cutscene of sorts like the moon ending instead of just a portal

round axle
#

!feedback NEW Multiplayer host server settings. Add a player limit in case you just want to play duo or trio. Kick option for the host in case spammers/trolls keeps joining. That would make hosting so much more enjoyable!

fathom iron
#

!feedback

broken watches should "proc" twice on every stage randomly, so with a high stack of broken watches two of your attacks per stage [completely random chance to happen] will deal the bonus damage

alternatively: each broken watch you have can proc twice per stage for a 20% damage boost, so with 10 broken watches you have 20 attacks boosted by 20% spread througout each stage, as opposed to 2 attacks with a 200% boost

pastel pewter
#

!feedback

The blind pest needs nerfed. it's one of the most common spawns, spawns in packs, fires every second, and does over 4x the damage of a lesser wisp. It needs a nerf to it's damage for how many spawn and how much they spam.

wooden shale
#

!feedback

If it's undesirable to have Captain's abilities and other call-ins like Caffeinator drop from the sky in certain environments, maybe specifically in those environments they can instead have them slowly materialise in as a teleport effect akin to Star Trek's transporter.

Captain's Orbital Probes and Diablo Strikes could become materialising bombs that detonate upon arrival.

near pivot
#

!feedback

Please just give us a button to restart our run. Having to go back through the loading screen for character select then character select or the "start eclipse" menu over and over again is annoying.

wooden shale
#

!feedback

If Spare Drone Parts is to remain for Scavengers, maybe make Droneman a bit bigger so they're easier to notice and hit. Also have their colouration change if they're an enemy, similar to how some allied monsters have a different colouration.

frank root
#

!feedback
Railgunners alt shift Ability is kinda bad. you lose out on your primary source of movement but enemies and frozen? Hitting shots shouldn't be that hard. So heres a suggestion for reworking it.

Gravity Device: Brings in all enemies within a certain radius to the center of the device. Detonates after 2 seconds after being deployed.

This also gives the Railgunner some mobility as well. As the Gravity Device only releases one strong pulse, and it detonates even if it's not on the ground, Throwing it in the air and getting into it's radius could fling you like a rubber band.

turbid quail
#

!feedback
please fix the yellow notification for jade elephant not disappearing
it’s annoying always seeing it even though i picked up the item like 4 or 5 times by now

wooden shale
#

!feedback

Have the HUD arrows that point to remaining enemies also show for nearby enemies outside of your field-of-view as an aid to situational awareness. Audio is not always a reliable way for hearing enemies who have appeared outside of your view since hectic battles can be so noisy and not everyone's sound setup has good positional audio.

Or maybe it could be an effect of an item? Maybe some enemies could remain undetected as a stealth trait? Maybe have the indicator only show when a nearby enemy is making a sound effect such as footsteps or vocalisations?

radiant kernel
#

!feedback
make the focus crystal expand it's range for each stack. 1m or 0.5m or even 0.2m is fine, so some close-mid range survivors can potentially get the benefit from it too

scarlet egret
#

!feedback
blacklist Spare Drone Parts for Mithrix? I'm not sure if it's just me but I don't exactly see it's fair to get every single item stolen and then have the most accurate drone ever to machine gun you to death in about two seconds with not much counter-play because you have no items.

wooden shale
#

!feedback

Artifact variants. Some good artifact ideas others have had wouldn't work well with or contradict existing artifacts, so maybe add them as variants that can be cycled between on the artifact selection.

For example with Artifact of Command:
"Off, Command, Potential, ❌"

Some variant ideas:

Command: Potential (potentials instead of essences)

Kin: Heredity (guaranteed family event per stage)

Honor: Legion (monsters will be of one elite type per stage)

Spite: Piñata (enemies drop colourful pickups on death. On touch they will heal, launch you, apply a random buff, or drop a random item. Includes confetti and party noises!)

Enigma: Machination (start each stage with random equipment, remains until the next stage, equipment no longer spawns/drops)

Evolution: Mutation (enemies start each stage with a different set of items)

Metamorphosis: Heteromorphosis (start each stage with a random skill loadout (and skin if unlocked?)

Vengeance: Tyranny (a Boss Augment from Simulacrum activates at the teleporter every 15 minutes)

Sacrifice: Salvage aka Scraprifice (enemies drop scrap instead, moot if Command/Potential is enabled)

Death: Rebirth (on death, choose an item stack to sacrifice and be revived. If you don't want to sacrifice items or have none, remain dead until next stage. If you have Dio's or Pluripotent they'll revive you as usual), Doom (no respawning on next stage in multiplayer, remain as spectator. Once you're dead, you're dead!).

Chaos: Impulse (Friendly fire damage is disabled but the physics forces remain and are amplified)

Frailty: Rebound (falls fast enough to damage you bounce you back up instead!)

Dissonance: Migration (stage enemy rosters are shuffled).

Swarms: Goliaths (monster sizes are larger with equally higher stats)

Soul: Design (spawn ally drones on kill, drones no longer spawn), Mitosis (large monsters spawn 2 lesser monsters on death, akin to Gup)

Glass: Light (Divided health, multiplied movement speed)

visual dove
#

!feedback
Drones follow you into the ||Void Locus|| but they suffer damage from the Void Fog that appears while charging the signals. Either make them immune to this damage, prevent them from appearing in this stage, or update their AI to prevent them from leaving the safe zones

shell solstice
#

!feedback when a item is broken/used up, it gets a secondary effect.

Power elixir: max hp increased by 5 hp

Watch.: was thinking of a very small chance for it to roll back time 1 (or less) second

Just something extra so they don’t feel like they are a complete waste to pickup

robust spear
#

!feedback
I wouldn't exactly know what the line would be, as I'm obviously not the one who writes the lore, but it would be REALLY cool if Mithrix had some unique dialogue if he became a ghost via Happiest Mask. There's already similar lines if you fight him as the Heretic or with Aurelionite, so I'd imagine there's something cool that could be done here too.

hollow basin
#

||!feedback||
Buff Captain's Resupply Beacon to reroll all nearby items on the ground. This beacon would still have 3 uses max, and could have the recycler limitation of not being able to reroll an item more than once.

This would shake up the current double hack beacon meta, make this beacon not so underwhelming, and give Captain another way to support allies through giving them opportunities for potentially better items.

astral sorrel
#

!feedback

Buff Rally Point Delta
I have no idea why it was nerfed if it was already a stage to avoid prior to DLC due to the lack of loot caused by the Big Drones and the Order Shrines taking so many credits, but now it is actually a terrible stage, possibly the worst in the game due to its spawn pool combined with the loot problem.

Rats, Pests, Golems, Imps, Big Wisps, Bison.

shrewd atlas
#

!feedback
Enemies in the void fields being able to get spare drone parts is kind of unfair. I think Scavengers being able to get the drone parts is fair game, but in void fields where every single enemy, when theres dozens each getting a drone feels like theres no realistic counter play. Even on god runs this can ruin me

ebon heron
#

!feedback
A setting that doesn't muffle the menu music when you're in the logbook/single-player/prismatic trials/eclipse menu.

robust spear
#

!feedback
It was already a popular request to make "esc" close the window for the artifact of command boxes, but it seems even more necessary now for stuff like interactables like Void Potentials. Please add this QoL feature.

limber plover
warm wave
#

!feedback
Void items feel pretty free right now, only costing 50% of your HP for a pretty decent item on average.
To make it feel riskier, it should take more HP the more void items you have like how Blood Shrines take more HP the more you use them (ex 50%>75%>88%...)

severe pike
#

!feedback
Mastery skin for Rex Uses Default Sprinting Roots
Make Them Green/Yellowish Like The Rest of The Skin

frank root
#

!feedback
Sometimes when playing with friends you die for some inexplicable reason. Sometimes you want to know how you died, but that only shows when EVERYONE is dead. I think that there should be a menu or subtitle that tells you how you embraced the void, and if it really WAS my fault.

cerulean thunder
#

!feedback
Void Item Concept - Decaf Soda
Functionality:
Increase Walking Speed by 25%. Replaces Energy Drink.

Since many characters get around by running, it could be an interesting dichotomy leaning into increased Walk Speed as both a risk in giving up potential run speed and increased shooting-while-strafing mobility. Plus, it’d be a bit funny linking oft decried Decaf beverages to the Void.

digital ermine
#

!feedback
Add an option to remove the zoom function from railgunner's right click.

cobalt breach
#

!feedback add different lighting and posing options in the logbook for better reference photos

latent gust
#

!feedback
Ahoy is great and all, but what if it changed name of equipment drones to something more Pirate -ish like Yer Crewmate or something along those lines

radiant kernel
#

!feedback

if you manage to create void infestor clone because of Happy Mask item
when that void infestor infecting something, it should be an ally instead of an enemy like usual.
Cause just now in my run, after it infecting the enemy, it become an enemy instead

verbal moth
#

!feedback
fighting the xi constructs as acrid is extreme infuriating if you are using ravenous bite over neurotoxin spit. They have no collision so you can't shift up to them when they are in the middle of the air. It would be nice to have even a little hitbox of collision just so acrid doesn't have to suffer when fighting them. Other characters could use it to their advantage as well and get on top of it for close range damage. pretty much every enemy has collision so it just feels really annoying not having at least a small hitbox (like stone titan) on an enemy.

crimson topaz
#

!feedback

Add raytracing and shaders to the game

fossil chasm
#

!feedback

I think Goobo Jr. needs some major work. I love my gummy sons and i want to protect them with my life but at the moment they are completely worthless past the level 1-5 range. For one the listed health and damage increase is completely wrong, and instead of the listed 700% they get 170% of both, and thats not even to mention the questionable AI.
Let gummy clones inherit items but limit them to one per player and reduce their damage/health to something like 80%, or less if needed. This would allow them to scale much more reliably, as they wouldnt be entirely dependant on levels (which fall off heavily as a run progresses) to be useful.
Would this be problematic on Engineer? Yes, but I think thats a preferable alternative to having another dead weight equipment item clogging up the pool. Sometimes items don't need to be perfectly balanced. If Bleed in its current form doesn't completely break the game, I don't think this would either.

frank root
#

!feedback
Void Focus Crystal- Crystalized Foresight
Stats: Deal 200% more damage to enemies that are outside your radius.

fallen axle
#

!feedback
Item Idea: Dumbbell
Item Tier: White
Description: Increases damage by 7.5% (+7.5 per stack) and damage resistance by 7% (+7% per stack).

jade palm
#

!feedback

Add the option to disable Railgunner's scope 'hissing' noise that constantly plays when zoomed in. Sounds like my tinnitus.

crimson topaz
#

!feedback

Have the shuriken item shoot at the same time as the laser for supercharge and cryocharge to make it so that it is worth picking up the item as railgunner.

latent gust
#

!feedback
Pirate Crew (Equipment drones with pirate hat) fire a single cannon ball per ahoy, ||survivor effect not included||

lone gate
#

!feedback

Artificer's utility could block enemy projectiles. I mean you're literally raising a wall of ice that (according to wiki) are 2.5 meters wide and 5 meters tall. This would give Artificer some defensive options.

Alternatively, something like that this could be a nice alt utility for her.

heavy glen
#

!feedback

give Captain contextually-relevant new abilities that replace his old ones when they get disabled, like interfering with the existing "infrastructure" of the Void to deal damage, in place of his currently-disabled skills.

This way, you're not receiving aid from the Safe Travels, but you still have access to skills.

fast rain
#

!feedback

Shift ion-surge to an alternate utility, it fits in the utility slot better. I don’t care if you get rid of the damage, but it would just be a generally better fit.

edgy island
#

!feedback

This (and the pickup quote) should probably mention that it also reduces special cooldown by 33%.
||Also, there's two periods, hopoo plz fix||

alpine bridge
#

!feedback

Change the overloading worm's name to something like "Thunder Worm" or "Lightning Worm", as overloading worm makes it sound like it's an elite, which it is not. I'm not sure if the overloading worm can spawn as an elite, but if it can't, maybe this change could allow for that to happen, as you could have something like "Overloading Thunder Worm".

ornate axle
#

!feedback
Tooltips on all items in menus and hovering on them at looting areas. only when i hit tab can i read what anything does. for new players it's pretty frustrating.

jovial knot
#

!feedback
Please don’t allow infesters to infest squid polyps. I appreciate the change where they can’t take over mechanical allies, but it is not enough. It turns squid polyps from a bad but occasionally useful item to one that is instantly scrapped. The way the infesters and squids spawn make them spawn on top of eachother when opening a cradle, instantly infecting you. It’s not an interesting mechanic when there’s nothing you can do about it and with their homing bullets it’s almost a guaranteed death sentence.

torpid sable
#

!feedback

Provide more info (if possible) on death screen. In the chaotic environment that is post loop runs, death can come very quickly, and unexpectedly, and not knowing how exactly you died can feel a bit frustrating. So a little more information on the death screen, such as the attack or debuff that killed you, could be really nice to have.

foggy sky
#

!feedback
Consider changing the way Safer Spaces interacts with Blast Shower. Currently, stacking 26 safer spaces lowers the refresh cooldown to the minimum of 1 second, and I think this refresh cap should apply to Blast Shower as well.
Using Blast Shower with enough Gestures, the cooldown can be refreshed almost instantly, making you functionally immune to basically everything but void bubbles. I get that Gestures are kind of inherently broken, but I just want to spam band procs without becoming immortal.

nimble zodiac
#

!feedback

Half joke suggestion. Artifact of Illusion: Every chest is now cloaked. Celestine elites are much more common and can appear as soon as stage 1. You get a minimap that indicates where chests and enemies are.

ebon heron
#

!feedback
At the "Music & More" section of the main menu, have a list of all songs that the user has encountered whilst playing and let them choose it as their main menu song. There could also be a random music button that would choose a random discovered song each time the game boots.
The benefit of this would be having the player hear all the godly music Chris composed in its glory, no YouTube compression or gunshots, every time they boot up the game.

little barn
#

!feedback
if you go to newts on stage 5, one of the lunar seers portals should take you to commencement

cosmic remnant
#

!feedback

When you have more than 50 void items, you enter a 100% uptime void state. This is intentional, but what isn't is the fact the void meter flickers between your new "minimum" (in the gif, it's 136%) and 100% seemingly each frame.

Game, choose one or the other, don't keep changing your mind every few miliseconds lmao

fallen axle
#

!feedback
Enemy Idea: Beta Construct

These enemies are apart of the same family tree as Alpha Constructs and Xi Constructs, taking the form of small, floating rhombus’. They can be found orbiting around other enemies and bosses, opening up to shoot bursts of three tiny energy projectiles that bounce off of surfaces before closing again. If the monster they are orbiting is killed, they will seek out another enemy to begin orbiting around. If there are no monsters currently near them, they will begin to orbit around the player, periodically shooting at them.

radiant kernel
#

!feedback

i just know today that when when Void Fiend corruption min value is at 100%, he will keep in corrupted form. BUT can you somehow cap the minimum gauge before reaching 100% temporary?
I mean you can still make the min gauge 100% but can you like cap it at 75% or 80%, then after getting let's say 10 more void item, make the minimum cap instantly turn to 100%

it's not funny when you're not lucky with the item and your min gauge is at 98% (or is it 99%?) and you just keep switching back and forward. what's more you can't do anything when switching from non-corrupted -> corrupted form

versed sandal
#

!feedback
Make egocentrism stacks increase the max range it can seek.
(Something like 0.2-0.5 meters each)
I think that since ego eats all your items it should increase its ability to hit flying enemies when it is eating into your other dps options

sage fulcrum
#

!feedback
Teleporter particles should be a lot more obvious for new players' sake, especially on maps like Siphoned Forest or Scorched Acres where the terrain is obstructive of the particles.

night musk
#

!feedback

A needlegun ice primary for artificer:

-No ability cooldown. Either that or it shoots in a burst, and it has more projectiles with more attack speed
-Keep the theme of ice projectiles being fast, also making it easier to aim at longer ranges
-Good for item procs and scaling with attack speed, but weaker damage than the other primaries
-Apply a slow on hit

cobalt breach
#

!feedback update mercenary's overview text to include a tip about exposed rather than just saying his m1 does big damage in big area

quaint solstice
#

!feedback
Make shuriken fire when recharged on Void Fiend's Corrupted Primary

plush current
#

!feedback

New Artificer Secondary ability: reskin the current projectile into a fire ball that does less initial damage but leaves a fire field on the ground to deal DoT.

New Artificer Utility: Make it a flame wall instead of an ice walls that damages and ignites enemies that interact with it.

midnight plover
#

!feedback

Remove the Online-PVP tag from ror2 and sotv as they both dont feature any pvp and artifact of vengeance isnt really pvp but friendly fire. Also Prismatic trials is already covered in "Steam-Bestenlisten" which translates to steam-leaderboards

autumn thunder
#

When is void fiend gonna get new abilities like all the other survivors?

untold wadi
jovial knot
#

!feedback
when a void touched gup splits, the geep and gip’s don’t appear to be void touched, but they still count toward the void seeds number of void monsters alive

loud osprey
#

!feedback
Maybe add new artifacts to the new levels, like the old ones, with the tablets and all that.

buoyant wigeon
#

!feedback
Right now, killing Voidling via petting the frog doesn't have much purpose other than screwing around, since you get no Lunar Coin profit. You have to kill Mithrix, then spend 10 coins to open the portal, for a reward of 10 if you win.

You're rewarded with nothing, and risk losing 10 coins in net profit altogether, for killing two final bosses in one run...? Killing Mithrix alone at least gives you 10 coins, so there's not much reason at all to kill them both.

Maybe, killing Voidling via the frog could reward you with 30 coins.

10 for Mithrix, 10 for Voidling, and 10 to counter the coins you spend to open the portal in the first place, 30 in total. You risk dying to Voidling and losing your 10 coins and getting none back, but by beating him you'll make 20 coins, double the profit you would've for just killing Mithrix and escaping.

alpine bridge
#

!feedback

Add the item stats mod to the game as an option that can be enabled and disabled. I understand why some players wouldn't want rich text descriptions if you already understand how all of the items scale, but knowing that I only need 7 lens makers glasses instead of 10 for max crit with clover would be helpful. Some items also don't scale linearly, like tougher times, making it almost impossible to know your block chance just by looking at it. However, this should be an option in settings, as some players make not want to have a full rich text description for each item.

shut wigeon
#

!feedback

New artifact suggestion: allows interactables to spawn outside of their usual stages, sort of like dissonance. Some stages can't have certain interactables like mountain shrines, equipment multishops, etc so this would allow those to appear anywhere.

This part isn't really necessary, but maybe you could go kinda wacky with it too and allow stuff like the item cauldrons or lunar seers to appear outside of the bazaar, or even lunar pillars / deep void signals as optional challenges to get an item, or something like that.

wooden shale
#

!feedback

Give poor old Newt a break from being a punching bag. Place an actual target dummy in the bazaar (with randomised models?) and make Newt immune. That'll let players test their damage values and do something whilst they wait for their teammates to finish shopping. It'll also take care of the possibility of careless teammates getting you all kicked out for hurting Newt.

hollow basin
#

||!feedback||
For Railgunner, adjust the weakpoint on magma worms to be the whole head, not just the tiny eyes. This boss is infinitely harder than all other due to how the weakpoint is underground most of the time and it is insanely small and fast moving.

little barn
#

!feedback instead of random enemies being thrown at you at the planetarium boss fight make it void specific enemies or corrupted enemies

cosmic remnant
#

nudge

scenic frost
#

!feedback

allow players to unlock bandit desperado by killing the last phase of voidling with lights out

long peak
#

!ideas

An Engine primary that could work like the wrangler from tf2 allowing you to control all sentry’s to shoot where you are aiming

Also maybe another sentry type? Like a slower missile sentry or mini sentry ?

golden condor
#

!feedback

Please blacklist spare drone parts to spawn on scavengers. Col. Droneman is terrifying.

wooden shale
#

!feedback

Allow survivors and their allies to move and shoot through each other. Would help stop allies from accidentally getting in the way of each other's shots and movement. Looking at you, Beetle Guards. Revert to original behavior if Chaos is on.

alpine bridge
#

!feedback

Make it so the director will spawn enemies with multiple elite aspects as you get super far into a run. I feel like those 30 stage runs would be better if the enemies could actually scale infinitely.

autumn trail
#

!feedback
Having to re-press the button to recast Commando's suppressive fire and other skills is extremely frustrating. The whole point of having a bunch of charges of those skills it to be able to spam them if you need to. The ability to do that is a GOOD QoL feature. Please add that back or include an option for it.

hollow basin
#

||!feedback||
Buff Railgunner's Alt M2 to deal more weakpoint damage for each consecutive weakpoint shot, since it doesn't benefit from a perfect reload mechanic.

The bonus could be a stacking 25% crit damage per shot, which you could stack on enemies and then use with your special for massive damage with good aim. This would make her Alt M2 a better sidegrade since her default allows a perfect reload for +150% extra weakpoint damage for her special whereas this would allow even greater bonuses at the cost of taking more time and requiring many consecutive shots. Imagine stacking 15 crits for a massive +375% bonus crit damage hypercharge.

ornate thunder
#

!feedback

make artificer's flamethrower an agile ability

limpid flare
#

!feedback

might've been said before, but make it impossible to spawn in void seeds? have had it happen a couple times and almost every single time has resulted in an instant death early in a run, its frustrating

fallow arrow
#

!feedback

New drone: Mortar, stationary

Infinite range, 420% damage (18 +3.6 per level), 7 meter radius aoe, fires every 3 seconds, 150 hp (+50 hp per level), Health regen 7 (+1.2 Health regen per level)

placid needle
#

!feedback

New skin option for all survivors

Could possibly be unlocked by playing as the characters after a set amount of time, or unlocked with Mastery. Allows players to use a color picker to create their own color schemes for a survivor.

honest sparrow
#

!feedback

the Pocket ICBM item's sprite is supposed to be a giant nuke but splitting small missiles into 3 doesn't really seem nukey

what if Pocket ICBM instead had a 10% chance on hit to spawn a miniature Diablo Strike which takes 10 seconds to activate and will deal 1000% damage when it lands? that'd fit the nuke theme a lot better and it'd be awesome

bitter wedge
#

!feedback
buff artificer's alternate primary by making the entire hitbox as big as the impact hitbox and let it pierce letting it be better at its wisp killing niche and bringing it closer to the default(especially after the burn buff and new synergy with ignition tank)

tawdry torrent
#

!feedback.
Buff suppressive fire.
Ever since the anniversary update, suppressive fire has been severely underpowered, to the point where using it actually reduces Commando's overall DPS.
Even if hopoo wants to rework the skill more thoroughly in the future, I'd still suggest increasing its damage to around ~120% per shot as a band-aid fix, just to bring it back to about the same feel that it had pre-anniversary.

There are a lot of survivors and skills in need of rebalances currently, but I bring up suppressive fire specifically because 1. It could be fixed quite easily, and 2. I honestly think it's a bad look for the game when the first survivor that many new players will try has skills that are actively detrimental.
(And yes, I know it's possible to improve suppressive's DPS by cancelling its endlag. Endlag cancels should not be required to make a skill useful, especially not a default skill for a starting survivor.)

polar drift
#

!feedback

Add Shuriken to AI blacklist. Its an instant super fast move that can proc bands with homing that, for example, is much faster than mithrix's needles with huge instakilling potential. Good luck dodging it without hiding behind the ramp, and even then shurikens are uncomfortably easily able to track you around it or hit you if you even step foward to shoot a bit.

In Evolution or something its even worse, enemies will be full of 400% super fast attacks that are barely dodgeable (for comparison, most enemies have their m1 set to <100-250)

river blade
#

!feedback
Change lunar coins to be a per-run, I have seen many different takes on this and I don't really care how it its done.

I mainly want my runs to be more uniform and I don't like not being able to go to the bazaar, or not being able to buy a lunar item because of my previous runs decisions and outcomes. I know a lot of people just spawn in lunar coins to negate these issues but I find that dissatisfying.

If lunar coins were to be changed to a per run basis, I would also like to see a artifact (artifact of wealth or something like that) that would give you infinite lunar coins, just so people can still mess about as we are able to now.

I would like to clarify I don't want this change to nerf lunar coins or the bazaar or buff them, but I just don't like being dependent on my offshore bank account in Switzerland.

knotty helm
#

!feedback
Make artificer’s ion surge launch the player a shorter distance and have a shorter cooldown. As it stands right now, it launches the player from the ground to the edge of the teleporter radius which is too high for most situations.

supple ravine
#

!feedback I know this has been requested a thousand times but just let captain use his beacons and orbital strikes in hidden realms. It just isn't fun to have most of your kit taken away. Either that, or give him some alternative, SOMETHING.

lusty atlas
#

!feedback it would be cool if the more void items you collect, the more likely void enemies will spawn.

normal knot
#

!feedback Empathy Cores should be on he list of items Mithrix can't use. There have been too many runs that I've played where I've made it to Mithrix just for Empathy Cores to fly over and kill me.

cosmic remnant
#

!feedback
Okay, math time!

  • Fiend's uncorrupted primary deals 300% per half-second, or 600% dps
  • Fiend's uncorrupted uncharged secondary deals 600% damage, can be used immediately after firing primary (for simplicity's sake, add the 600% damage to the previous shot)
  • Fiend's uncorrupted charged secondary deals 1100% damage, takes a second to charge, and has about a second of endlag (for simplicity's sake, 1100% in 2 seconds)

Firing a primary shot, then an uncharged secondary, then another primary will deal 1200% damage in 0.5 seconds ("dps" of 2400%)

Firing a primary shot, then a charged secondary, then another primary will deal 1700% damage in 2 seconds ("dps" of 850%, only marginally better than just using primary attack)

Then, consider the following:

  • Uncharged secondary has a multiple times faster projectile speed
  • Charged secondary does have AOE, but the AOE is very small and it's very hard to hit multiple targets.

Overall, there's basically zero reason to charge up Void Fiend's secondary.

Solution: Increase damage a little, AOE a lot, and decrease end-lag.

1100% damage is frankly low, and while I don't want charged secondary to out-DPS uncharged, it should still be actually viable to charge it. A good new value would be 1600% IMO.

AOE is a much bigger issue; easy fix is to give it the same AOE as corrupted secondary, and keep it's instant-cast property as it's defining feature.

Finally, the 1-second end-lag is very harsh. I'd suggest reducing this to about half a second.

edit: turns out uncharged does not interrupt primary attack speed

zinc gust
#

!feedback

why cant we have character specific items? such as:

artificer: plasma bolt and charged nano bomb have an item to increase aoe by idk how much and decrease reload speed/cooldown
dont have an idea for the other abilities of artificer

arcid:not sure yet

not sure for the others

btw i only have ideas for survivors i play since i dont play merc or commando and the way i play the survivors

fathom iron
ionic dove
#

!feedback
Captain feels... very bad in the Simulacrum. And frankly it feels like y'all forgot about him this patch.
The answer as to why is obvious and two fold. He gets a lot of his power and nearly all his survivability from drones, and drones (along with potentially nearly every non-boss ally) are blacklisted from the mode. And his ult remains at the two charges, leaving him with either one pylon per 5 waves, or completely SOL if you RNG the void zone.

As for the drones, I can see why they aren't allowed in that mode, but I'd at least like to see the equipment item still there (maybe the new red item too); who really cares if they just off themselves in the void sometimes? But in general I don't think it would be going too far to just give him two drones that hover by his side as part of his passive. Hell you could even let the player decide between gunner or healing drones as part of his alt skills. Or an alternate right click that summons one random drone up to 4 (the pool it draws from increasing with level, and equip drone being blacklisted) on a 30s cooldown or something.

And I wont argue the ult being disabled in the void, that ship seems to have sailed (insert drum rimshot here). But I'd like to see the his ult get reset every 5th wave, that way you aren't limited even more than you already are with it.

vivid shuttle
#

!feedback
Now that there are three stage variants for the first 4 stages of a loop, have the lunar seers in the bazaar unable to display the seer that is going to be the next stage.
Imagine you wanna get all the homies some red items in multiplayer but the only options are Abyssal Depths and Sundered Grove, and when you go through the portal hoping to luck out on RNG you get Grove.
Imagine you've rushed the past two stages to get the Preon on Rallypoint but the only options are Scorched Acres or Sulfur Pools.
This also prevents the pointless waste of 3 lunar coins on the fifth stage of a loop with Sky Meadows, you already know you're going there to begin with.
At least have the chance of the lunar seer picking what is going to be the next stage at the bazaar, it doesn't have to be 0%.

hoary gull
#

!feedback
Make 1 tonnic affiction get removed each stage

normal knot
#

!feedback
Remove the Blind Pest from Siphoned Forest on the first loop, similar to how Jellyfish and Hermit Crabs can only appear after looping on Titanic Planes. I don't think them spawning on the second loop and onward on Siphoned Forest is a problem, but them spawning on the first loop is just another reason for me to groan when getting Siphoned Forest.

vital skiff
#

!feedback

Add a pvp mode where you get to choose 3 characters and X amount of items for each rarity (3 common 2 uncommon 1 legendary 1 lunar 1 boss 1 void? Just throwing out ideas)

Or

Choose one character but have the ability to spend money on buying enemies to attack your player 2 (and also buying items ofc)

sharp pawn
#

!feedback
Make sure Blind Pests always do their loud squeak when they spawn, sometimes they just don't at the moment.

floral wedge
#

!feedback
Please add the first pickup bonuses on shatterspleen/predatory instincts in their log entries, as of now only harvester's scythe has the +5% crit mentioned. Also please mention for items such as tougher times that they stack exponentially and not linearly per stack.

hard hemlock
#

!feedback
this game really needs an alternate stage 5 I was pretty disappointed when there wasn't one this update having 3 variations for every other stage then the same 1 every time for 5 is lame although it's a good stage Edit: also I believe a variation of the current map would be acceptable

safe prairie
#

Heretic streaks
If you win a run as Heretic, you have the option to begin your next run as Heretic.

Her base stats are too strong to allow you to choose her through an unlock, and this would be a lot more interesting than “pay 10 coins” since it rewards the player for being victorious with her.

hollow basin
#

||!feedback||
If you win a run as Heretic, you unlock the ability to pick Heretic anytime. You start out with slightly weaker stats and no triple jump to put her on an equal level with other survivors.

She's fun, so why not let us pick her? Collecting the items throughout the run as a different character should grant you the stronger default version of the Heretic. When picking Heretic from the start, your 'ability items' are hidden and cannot be removed so you don't reroll or cleanse them something and lose your abilities.

normal knot
#

!feedback Give Laser Scope +5% critical strike chance on the first stack. This would put it in line with the other crit related items, since it’s the only item based around critical strikes not to do this.

little barn
#

!feedback
Just had a run where a friend got locked in place after getting 186 tonic afflictions
Maybe make minimum movespeed 1% of base so there is a possibility you could fix your run

tiny lagoon
#

!feedback
Captain is severely crippled during Simulacrum, this might be too op, but maybe let him rethrow his beacons once the focus moves?

hollow geyser
#

!feedback
Please revert the changes to the physical appearance of the allied beetle guard. Before at least it was possible to make out in a glance if the beetle guard charging towards you was going to smack you or come for pets.

tiny lagoon
#

!feedback
Add "skill issue" as a death message

wooden shale
wooden shale
#

!feedback

Void shrines. Chance to spawn from Void Seeds.

Assimilation Shrine: Via a menu, specify all stacks of a corruptable item to be corrupted into its void counterpart. Costs 75% health. Single use. Rare.

Dissimilation Shrine: After acknowledging a warning prompt, converts all stacks of a random void item in your inventory to its non-void counterpart. Also costs 75% health. Single use. Rare.

Reticulation Shrine: Similar to shrine of order, after acknowledging a warning prompt, converts all void items into stacks of a random void item in your inventory. Also costs 75% health. Single use. Rare.

sudden geode
#

!feedback
Please make Collapse deal consistent damage. It's frustrating to take one stack of Collapse from one enemy and die at nearly full HP while one stack of Collapse from another deals negligible damage.
I don't care if it's high, I just don't want this to keep happening -- it's not a very fun surprise to suddenly explode when I expected to take maybe 100 HP damage.

eager basin
#

!feedback
Make the vertical distance artificer's ion surge puts you in not scale with movement speed. Often after like 5 goat hooves it launches you way outside of the teleporter zone which isn't that desirable. In late game the skill becomes entirely useless because it just teleports you back to the ground when you use it.

ornate thunder
#

!feedback

if it's really not possible to nerf or get rid of collapse damage from voidtouched enemies, then just make it so it can't outright kill you, like fall damage, it can just take you down to one. So if you get hit, the counterplay is to run the hell away and try to find a spot where you can safely heal

sullen hazel
#

!feedback

Give Captain some kind of use for Lysate Cells. Currently all it does for him is replace regular Fuel Cells with an item whose single use is being there to be consumed by Egocentrism.

While I understand giving him more beacons is probably too powerful, maybe you could let him call down an extra "dummy beacon" projectile for damage.

silk wagon
#

!feedback

The commando needs some rebalancing to its abilities so that they are closer choices:

Phase round: this needs to do way more damage to compete with the shotgun. Especially since its damage is much less reliable.

Tactical dive: barely anyone uses this because the slide is just better. This ability should let you angle the boost up and down to gain some vertical traversal.

Frag grenade: this ability is way more fun than suppressive fire, but its so unreliable that it hurts. The grenade should bounce very little after hitting the ground and the damage falloff should just be removed. I also think the ability would be much more interesting if you could cook off the grenades to explode them in midair at the risk of blowing yourself up if you hold it too long.

ashen panther
#

I posted this in the discussion just before but maybe having a channel dedicated for simulacrum high scores, maybe have different categories ie
Monsoon:no artifacts
Any difficulty:any artifacts
Any difficulty: all artifacts
Etc etc
I think the simulacrum is such a cool addition to the game and I'd love to see it get used competitively

olive oar
#

!feedback
TL;DR:
Make Artificers M2 work like Void Fiends M2

Void Fiend can charge up his M2 and hold the charge indefinitely. On top of that the cooldown starts as soon as he hits full charge, meaning he can throw out a fully charged M2 and a uncharged one when waiting out the CD.
Artificers M2 fires automatically as soon as she hits full charge.
For Artificer that means having little control over when she throws out her main burst ability.
Since the abilities are very similar, it would be nice to have them work the same way.

twin crater
#

!feedback
To buff melee acrid some more, we could make it that the 3rd hit also applies poison/blight.

ashen ridge
little wedge
#

!feedback
please remove volcanic egg from the bottled chaos choice of equipment, it's really annoying if you have a gesture and fuel cells

dense ferry
#

!feedback
Please make engineer mobile turrets (carbonizers) "always sprint" so that we can use sprint items with them (rose buckler, void mushroom etc).
Also some regular buffs like attack range would be great for them.

broken karma
#

!feedback

Let the artificer be able to shoot her flamethrower while sprinting. In her current state, if she tries to sprint while using her flamethrower it will cancel her flamethrower.

quasi fossil
#

!feedback

Add a way to "uncorrupt" items. Like a cleansing pool that uncorrupts them into their original form.

prime sedge
#

!feedback
squid turrets should not be able to get infested 🙃

wicked gyro
#

!feedback
Cleansing pools? In the lunar bazaar?
Them newts would make ʙᴀɴᴋ if u had to pay lunar coins to use that particular pool in the bazaar. It's a much better alternative than just quitting when you realize you hecked up your run with a regrettable lunar purchase. 🤔

ancient patio
# quasi fossil !feedback Add a way to "uncorrupt" items. Like a cleansing pool that uncorrupts...

!feedback
adding up to this one, maybe a sort of "immunizer" item that lets X stacks of corruptible items (or one specific item) stay uncorrupted
e.g. said immunizing item lets you have maybe 3 stacks of Lens-Maker's Glasses stay uncorrupted, while all the other stacks are corrupted into Lost Seer's Lenses like normal
(though it might just ruin the whole fun of void items now that I think about it, but still gonna throw this one out there)

little barn
#

!feedback
Dumb idea but an item that makes rat friends

wooden shale
#

!feedback

Random void interactable idea:

Confinement Shell
A single-use void clam that costs 75% health to activate, consumes all stacks of a random void item in your inventory and creates an Indehiscence (or simply "Void Pearl"):

Applies a +1 stack to all held common/tier 1 items (+1 per stack). Corrupts all Pearls.

The void clam also has a -very- small chance to instead create a Calcified Indehiscence

Applies a +1 stack to all held items (+1 per stack). Corrupts all Irradiant Pearls.

Edit: Since currently Newly_Hatched_Zoea corrupts Pearls, in this case change it to no longer corrupt Pearls.

dreamy vector
#

!feedback

Make engineer's mobile turrets sprint when not actively attacking, so they can use items such as Weeping Fungus, Little Disciple, and Rose Buckler

Also, a slight increase to the attack range so that they can hit the ||voidling|| would be nice.

random stream
#

!feedback
Show ping or atleast the region of a hosted lobby, seeing only "N/A" for everything isn't really helpful at all besides the user's username which might be in russian, chinese or other.

pliant frost
#

!feedback

Can we stop having friendly projectiles being blocked by bubble shield? Shield already sucks, but at this point it just feels like a team grief when you cant even hit the beetle queen that engi trapped in there.

celest anvil
#

!feedback

The Void Fields is not only pointless, but actively harmful to your run now that the time continues to advance. The rewards just aren’t worth the amount of time needed to get them. You can clear 2-3 stages in the time it takes to complete them now.

The area has already been made more dangerous with the increased damage and lack of damage mitigation. It’s already a moderately steep gear check. It doesn’t also need to add a bunch of time to the clock.

Please stop the clock in the Void Fields again.

quiet plinth
wooden shale
#

!feedback

Either have boss items obtained with Tricorne drop at the stage's teleporter/nearest exit portal, or have the obtained item immediately go into the user's inventory.

alpine granite
#

Remember to post any bug reports for SOTV in #ror2-bug-reports-pc. It is much easier for the developers to spot them there than other places in the server.

robust panther
#

!feedback

Feature some sort of emblem or completion mark on the end game report to show completion of Mithrix, Aurelionite, Void Fields, Voidling, and Twisted Scavengers/Obliteration in a run.

These marks would add more context to a player's run completion or failure.

harsh laurel
#

It feels like a lot more enemies are spawning and it's pretty overwhelming in the early game. Like the blind pest are straight up stronger wisps, but they still can spawn in early game stages in great numbers. Maybe make them spawn less often or Nerf them. The pests are just an example, I have similar feelings on the other DlC enemies

loud jacinth
#

!feedback
Thinking about different dimensions being different DLCs, maybe an imp dimension as a dlc would be cool or just imp dimension in general

sage zephyr
#

!feedback
please GIVE PLAYERS a way to catch up with their teammates after dying

lone gate
#

!feedback

Void Fields should drop more potentials per player (maybe two or three). Increase the reward to match the increased risk and timer.

Getting multiple red items would also provide a strong incentive to finish the Void fields.

wooden shale
#

!feedback

Maybe have the run timer progress at 50% speed during Void Fields.

Or have the run timer change speed dynamically depending on how much of the current player count is charging an active cell vent? For example:

No players/no active vent = full speed
Some players charging vent = 50%
All players charging vent = stopped

Either way, may as well remove Void Field's "Hidden Realm" title too. Since time doesn't stop completely and the void is anything but hidden from us now lol

fallow arrow
#

!feedback now that there are void seeds and funny crustaceans in this game, when I die, I want to be able to spectate the game, just to see the funny crabs try to pinch at the brass contraptions :D

novel cloud
#

Rest in peace

marble nest
#

!feedback please let artificer use flamethrower while sprinting

wooden shale
#

!feedback

Lunar Equipment idea: Projection

For the effect's duration, passes on your item's effects to all of your allies... but leaves you uneffected by your items.

||This includes afflictions happiesttroll happiesttroll happiesttroll||

dense widget
#

!feedback

We should get blind enemy family events, it's the one thing this game is missing.

lone gate
#

!feedback

||Reworked an old suggestion of mine ||

Faded Memory - Lunar Item

Looks like an old, damaged pendant

"Seems foreboding ..."

Increase the Lunar Coin reward gained by winning the game through any means that is not Obliteration without a certain item (||the Beads of Fealty||).

However Mithrix, Secret Obliteration Boss and the ||Voidling|| are stronger - either by simply getting better stats, gaining an Elite modifier and/or giving them a whole new phase.

Basically an item that allows you to fighting a stronger final boss to get more Lunar donuts.

ornate axle
#

!feedback
option to delete items. with no tooltips you loot some blue item and it just ruins your run because it's so bad.

simple crescent
#

!feedback
Ignition Tank's pickup info stops being accurate after one stack. Should probably just say "Significantly more damage" instead or something.

cosmic solar
#

!feedback

Wait! The vending machines from the caffeinator don't activate the pressure plates in the Abandoned Aqueduct? make that work please

frank root
#

!feedback
Blind Pests still deal an unnecessary amount of damage. Can we get that lowered just a bit?

novel swan
night musk
#

!feedback
Ion surge moves you in the direction you're looking and (maybe) detonates again where you stop
This would give artificer a good mobility option while still allowing the player to use ion surge for flight

hollow nimbus
#

!feedback
Revert the changes for when a naturally spawned Void Portal can appear; while it's supposedly more difficult to get through from stage 3 (and maybe 4), this isn't always the case with how the run has gone up to that point. And more importantly, it's a choice, you don't have to actually use it if you aren't confident.

And while yes you can argue you can also just do Void Fields earlier, you'll have to face the rng of enemies and their items, along with the timer still progressing through the whole ordeal.

silk wagon
#

!feedback

Give the huntress the normal amount of health and slightly increase the base speed for the huntress, commando and mercenary (something smallish like from 7m/s to 8m/s). This would help offset the power creep from newer classes and intuitively makes sense with the mechanics and visual design of the characters.

fallen axle
#

!feedback
Item Idea: Echo Feeler
Item Tier: Void
Description: Activating your Secondary skill will have the chance of triggering it an additional time, automatically. Corrupts all Backup Magazines.

severe nymph
#

!feedback
Alternate passive for artificer: GRAV Suit
Replaces ENV hover with a charged super-jump. Allows for more vertical mobility for flamethrower enthusiasts at the cost of ENV's ability to nullify fall damage and kite enemies in the air

normal knot
#

!feedback

Make it so at least 1 Void Cradle always spawn in Void Seeds. There have been times when I cleared out an entire Void Seed just to get some stalks and that's quite upsetting.

(the edit was just because i forgot to press ctrl when pressing enter so it just sent the message. sorry!)

fallow arrow
#

!feedback if players are teleported back to land after falling into the void, items and monsters should be teleported back as well

This would only make sense as the monsters should have some kind of fall damage implemented, so they won't die immediately to being knocked off and so monster can take fall damage while falling from a normal cliff.

This doesn't only increase the challenge a bit but also is a benefit to the players who get lucky only on the chance shrines that that throw your items into the void, you know the ones :D

Edit: just leave in monsters dying to the tar pits so we can do the rex achievement.

Edit: oh yeah this would also be awesome on sacrifice with the wisps and what not floating over the void.

Edit: artifact of frailty might also be usable, rejoice!

main crescent
#

!feedback

Have Engineer's turrets work like Captain's support beacons do. Like, being able to pick between 2 stationary turrets, 2 mobile turrets, or 1 & 1, and have the primary & secondary attack buttons act as the selectors for which turret you want to place, same as Captain's beacons

chilly crag
#

!feedback Make Egocentrism assimilate 2 more stacks (3 total) when taking a red item. It's sad to see such potentially game changing items get devoured for only a single stack.

old canyon
#

!feedback

Some incentive to kill Voidling.

In the current state there is no real incentive to kill the Voidling (aside from pride). You receive 10 Lunar coins (the same as Mithrix) {afaik}.
Also; if you kill Mithrix and then the Voidling you still only receive 10 Lunar Coins, so just killing Mithrix means you receive the same reward.

Something additional, something more significant as a reward feels necessary. It is the current big end boss.

vital skiff
#

!feedback

A pvp mode where you get to spawn and play as mobs against local or worldwide survivor enemies. Ofc the enemies you spawn would be limited by waves and cash. Let's say you can't spawn an elder Lemurian until wave 5, but also an elder Lemurian costs 500 gold compared to a beetle for 10 gold.

molten elk
#

!feedback

Make it so Egocentrism Egocentrism favors whites and greens over anything else(e.g. lunar, red, boss, ?maybe void?)
Kinda doesn't feel great only having something like BrilliantBehemoth or Charged_Perforator for like 2 seconds. And removing the lunars quickly kind of defeats the point of the drawbacks.

supple ravine
#

!feedback Have gunner turrets you buy teleport inside the boss area when you activate the teleporter so they...well, aren't useless...

little barn
#

!feedback

Allow the trophy hunter's tricorne to be used on elites to claim their aspect. Aspects are really neat, but their low drop rate makes them incredibly hard to come by despite them not necessarily being very powerful in their own right. This would make finding aspects a lot more consistent, but would still be something you have to go out of your way to do.

The problem with this is that targeting specific enemies later in runs would become much more of an issue. I don't really have an answer for this. AcridGroovin

marsh escarp
#

!feedback
Laser Scope should give 5% crit to align with the rest of the crit related items doing the same.

hollow basin
#

||!feedback||
Buff the range on both engineer turrets, as currently they are unable to hit voidling unless directly under it. ||Placing turrets under it is a death sentence!||

cosmic remnant
#

!feedback

||Voidling's|| big succ is an extremely annoying attack to deal with on melee survivors. Hard to avoid insta-kill attacks are the pinacle of problematic game design.

Also, for some reason, I think that multiple ||voidlings|| can insta-kill each other, which is funny.

little barn
#

!feedback
artifact that shuffles all main-loop stages. every 5th stage spawns a primordial teleporter instead of the regular one and lunar seers are completely randomized
This with dissonance would be so much fun.

wooden shale
#

!feedback

This could be utterly busted even with balance measures, but anyway:

Equipment idea
Working Title: Stroke of Luck

Single-use, massively boosts your luck stat for a very brief period (or alternatively for one attack or interaction).

A well timed use of this can be used to influence a particular outcome and be a novel, brief opportunity to experiment with absurd procs.

Once consumed, activating it prints a random 8-ball-like message in chat.

"Ask again later."
"Don't count on it."
"You're gonna need a bigger Ukelele."

short pendant
#

!feedback

It's pretty difficult to predict exactly when a Gup's attack will hit you - I always find myself surprised by how far away they can hit from, given the animation. I think adding an AoE indicator right before the strike, like what's used for Beetle Guard slams, would help make their exact range a lot clearer.

normal knot
#

!feedback

Currently, Power-Saw feels like a meme ability more than anything and I feel like it needs to be changed. Personally, I think the damage needs to be increased due to how it currently feels like the damage is basically just Auto-Nailgun's damage but you're in melee range. Possibly an increase of 1.5x or even 2.0x it's current damage due to the trade-off of being in melee range.

elder island
#

!feedback
Lunar item: Moonstone
“Prioritized when using cleansing pools… BUT reduce maximum health by 5%” (scales logarithmically)
Automatically placed in the inventory when putting a lunar item in a scrapper.
Void Item: Unsequenced Void Cell
“Highly prioritized when using 3D printers with corruptible items. Corrupts the resulting item.” Obtained by scrapping a void item. Replaces the usual printer prompt with “Sequence a cell”

molten elk
#

!feedback
Benthic Bloom Benthic_Bloom should also trigger on pickup

little barn
#

!feedback
voidtouched Gups should split into Voidtouched Geeps and Gips and retain their void texture instead of reverting to their original texture and not produce an infester after killing them
Edit: either that or dont count Geeps/Gips breaking off from Voidtouched Gups as void enemies for the void seed objective

cosmic remnant
#

!feedback

Right now, Benthic Bloom is basically a lunar. Sure, it can create absolute god runs, and is at times the best item in the game, but it can also ruin runs by converting important items (most notably mobility, which is primarily given by common items), and it's completely RNG what it will do. Neither of these are interactions that an item should be capable of.

A potential solution, that helps with consistency and prevents the item from murdering your runs, is that instead of upgrading an item into another item of the next rarity, upgrade the item into itself, but at a higher rarity, buffing it's stats.

As an example, a common goat hoof becomes an uncommon goat hoof, then finally a legendary goat hoof.

Upgraded items will have a multiplicitave buff (as an example 2x per upgrade) on stats. For example, a tri-tip may go from 240% damage to 480% and to 960%. A goat hoof may increase speed from 14% -> 28% -> 56%.

As for how this interacts with void items, either make each upgraded stack convert into 2 or 4 void stacks, or also implement void upgraded items.

This is the type of thing that needs playtesting tho

(edit: forgot to attach image, here it is https://cdn.discordapp.com/attachments/565610274053292042/953473296039546900/benthic.png)

past kelp
#

!feedback
Theres a lot of void items which are super duper strong in comparison to its original form. Void items aim to change the mechanic of the original item, but some of them are just simply a lot better. A lot of negative reviews on steam have already mentioned this so I hope the devs can make some patches for balancing

severe nymph
#

!feedback
Vagrant boss AOE attack graphic casts a shadow similar to Grandparent to visually indicate where is safe

robust panther
#

!feedback

When completing Bulwark's Ambry, allow players to collect the artifact (leaving it enabled for the rest of the run) or leave it behind. Would be a good way to make looping more interesting.

hollow basin
#

||!feedback||
Change Brittle Crown to give more gold on hit and take away a tremendous amount of gold when you take low health ||like Power Elixir||.
This would keep its gimmick but not make you go broke from taking a single shot from a blazing Wisp.

last silo
#

!feedback
Acrid is my favorite character to play but throughout my 300 hours playing this game I've gotten increasingly frustrated with how bad I feel it is, it's the only melee character in the game that has little to no survivability, it's regen on it's m1 and alternate m2 feel like they never proc and it's poison after stage 1-2 feels like it does no damage. The best way to play Acrid after a couple stages is to just spam it's primary m2 and r but that's just a worse and more boring Rex. Loader get's armor and extreme mobility, Mercenary gets invincibility frames so why does Acrid just get regen on kill with 2 abilities that never procs?

The only solution to these problems that I can think of without changing Acrid drastically is changing it's m1 and alternate m2 regen to always proc regardless of killing an enemy or not, reduce the regen on both and increase the cooldown on the alternate m2, and also making it's poison/blight scale harder so it doesn't feel like you're a worse version of Rex after a few stages.

main halo
#

!feedback
When will Risk of Rain 2 be in epic games?

sharp pawn
#

!feedback
Nerf Symbiotic Scorpion to 1 armor per hit. It completely outclasses Shattering Justice at the moment. It'd still be better, but at least not as drastic as it is now.
Edit: Keep in mind that with the way armor works it'll only at most double your damage by going into the negatives. It wouldn't even change that much anyway.

brisk socket
#

!feedback

Whatever happens to the Void Fields, could it be "sped up"? As in, reducing amount of waves down to eg. 5 (with more rewards spawning?) or literally speeding up the charging of the cells.

Even when time stood still, it always takes so, so long. After all, real time doesn't stop

sharp otter
#

!feedback

Allow up to 8 players online. PLZ. I'm tired of being unable to join a large group of friends playing and being unable to join cause the lobby is full. ;-;

flat dove
#

!feedback
On the new second and third stages, interactables can spawn in rocks. Make that not happen?

pearl hare
cunning obsidian
#

!feedback

There should be an option to return to lobby when paused, especially in multiplayer games

Also, could you make it to where what DLCs are enabled show up in the hud during runs in the future?

warm wave
#

!feedback

Clay based family event featuring templars, apothecaries, and dunestriders

safe prairie
#

Arrow rain would feel a lot better to use if it could be placed on enemies like Drill and Orbital Probe..

alpine bridge
#

!feedback

Add item logs for the aspects.

willow ocean
#

!feedback

Benthic Bloom is a bit overkill in its current state, since it picks 3 random STACKS of items to upgrade. If it manages to make more of itself, all of your items will be upgraded to red the next stage, and that seems a bit unbalanced to me. I think it should instead pick 5 random items (not stacks) from your inventory and upgrade them instead. This fits with the overall feel of the item without it getting ridiculous if it manages to self-replicate.

hollow basin
#

Add clay mimic enemies which disguise as interactable but wake up and try to explode on you and cover you with tar.
-That chest is lookin a little sus happiesttroll

cosmic remnant
#

!feedback

Void Locus isn't really that fun.

I don't know if it's:

  • the fact you have to charge 4 teleporter-esque events (after already having done 9 in void fields),
  • the limited enemy variety,
  • the fact those enemies, especially void barnacles, are simply annoying to deal with,
  • it's difficulty,
  • or the fact that if you go to Planetarium through the frog route, you completely skip Locus, making it feel unneccesary...

but I just don't like going there.

twilit light
#

!feedback
(new to this server so if this doesn't fit lemme know ill delete it )
allowing risk of rain 2 on geforce now (ik stadia exists but i dont want to rebuy the entire game again which is mostly a personal opinion )

harsh laurel
#

!feedback
Add rain to the game, the longer the section goes on, the stronger the rain becomes drizzle_hmm (maybe that's already a thing and I just turned it off)

hollow basin
#

Move Thermal Harpoons to Engineer’s M2 to replace the useless Proxy Mines, and make his alt utility a Jump Pad, to further reinforce the tower defense vs mobility playstyles he has.

twin summit
#

!feedback

Can safer spaces be removed from Mithrix item pool? Having a lot of them makes him basically unkillable for some characters on the final phase.

safe hollow
#

!feedback possible way to make engineer's default mines good:
remove stage 1 explosion entirely, giving them a guaranteed 900% damage blast with much bigger AOE than spider mines, but with the same charge time as before
this solidifies their purpose as traps and removes the disappointment caused by having them go off too early (not even triggering bands). This way you can place them right next to enemies if you want, they just take a couple seconds to charge.

boreal meteor
#

!feedback
Add my boys back :(. You could hide them underneath a stage similar to how they were in ror1 or in a way similar to the N'kuhana's opinion unlock and the easter eggs in A Moment Fractured.

alpine bridge
#

!feedback

Make the legendary chest on sundered grove and abyssal depths drop one legendary item per player. This would make all of the stage 4s equal, as right now, siren's call is always best in multiplayer.

silk wagon
#

!feedback

take a patch to go back over the original survivors (particularly commando) and give them a buff to match the newer additions.

Also, the balance on a lot of the alt skills needs attention. Some skills like phase round, proximity mines or blink barely get used because they get outshined by their alternatives and in terms of gameplay feel they are basically identical.

quick adder
#

!feedback

"Receiving" is spelled wrongly in Void Fiend's skill description. Instead, it's spelled as "Recieving."

tawdry torrent
#

!feedback
Let the TC-280 respawn at the beginning of each stage like Col. Droneman does.
The TC-280 costs nearly as much as a legendary chest, but is mostly just a disappointing noob trap. Now that we actually have a legendary item that's essentially a better version of the TC-280 (and makes all of your drones better on top of that) it seems a bit silly for the 280 to still be so useless.

alpine bridge
# tawdry torrent !feedback **Let the TC-280 respawn at the beginning of each stage like Col. Dron...

!feedback

Adding onto this, maybe make it an interactable on stage 3 called something like "buried drone" that spawns guaranteed. It costs slightly less than a legendary chest and gives a red item named "Airdrop Beacon". This item "activates" at the start of every stage, turning into a null item, and spawns a TC-280 drone, which will respawn every time it dies after 30 seconds. These drones exist for the entire stage until the teleporter event is complete, in which case the null item turns back into "Drone Beacon", killing the TC-280, so if the player want to scrap "Airdrop Beacon", they can.

latent gust
#

!feedback
Lysate cells on captain increase range of his beacons, as to give them purpose on captain other than egocentrism

light fern
#

!feedback
Please, add gyro support through steam input (or allow mouse and controller switching without interrupting controller glyphs) (edit: am moron)

copper sable
#

!feedback
Remove volcanic egg from the random effect pool of the bottled chaos
While bottled chaos is meant to be random and unpredictable but without a major downside (seeing as it’s not a lunar) it becomes frustrating to suddenly be thrown into volcano egg and can put you into some really bad positions if you aren’t ready for it, given the drastic change in movement from the egg

sweet shard
#

!feedback
could you make drones immune to void fog or entirely remove the void fog in Void Locus? ..or don't spawn the drones like void field, at least. It's quite frustrating when you got whole army of drones and then MUST lose them if you're going for voidling unless you use the frog route. I know I could repair them back but many of them also fall to void.

rich pelican
#

!feedback
give Xi Construct a collision hitbox to make it easier for melee survivors to fight against it

shell solstice
#

!feedback power elixer shouldnt go off when using the last use on a blood shrine

odd dagger
#

!feedback Remove collapse. We have enough overtuned game killers that are designed to bypass OSP already, including wisps and their shotgun blast, overloading and fire elites... But this just takes the cake.

split fjord
#

!feedback perhaps make it so teleportation to the next stage ISN'T slowed by money being gained and converted to xp. I was able to stall infinitely with armour plating and Roll of Pennies as long as i kept taking damage without dying. I can imagine a REX player doing this with a fast enough attack speed to infinitely stall teleportation just to annoy the other players

regal sluice
#

!feedback

Make drones and turrets immune to the Void Fog suffocation. Being machinery means they don't have to breathe and therefore can't suffocate

round frigate
#

!feedback

||Increase the range for huntress’s M1 in Voidling or expand its hitbox. At the moment you have to get so close to it just to damage it, otherwise you only have arrow rain and ballista.||

twin crater
#

!feedback
Artifact of Frailty is so underwelming. It doesnt change anything enough to the point of "Ah yes I want to do a frailty run today". A change is likely needed.

My suggestion is that it removes oneshotprotection. This would make it viable to use for some extremists who want another kind of experience.

wicked otter
#

!feedback
Artifact of Frailty is so underwelming. It doesnt change anything enough to the point of "Ah yes I want to do a frailty run today". A change is likely needed.

My suggestion is that it removes oneshotprotection. This would make it viable to use for some extremists who want another kind of experience.

shell solstice
#

!feedback make egocentrism target scrapped items before other items

split fjord
#

!feedback Void Infestor ghosts when infesting a enemy, does the same as a regular Void Infestor. This makes the Happiest Mask more detrimental because it can turn Infestors into unhittable ghost versions that aren't even helpful. Perhaps make it so a ghost Void Infestor could convert a enemy into a Voidtouched Ally (which would have great potential) but the ghost Infestor will die when it leaves it's new host. (If that doesn't work, then just prevent ghost Infestors from even appearing)

solemn ibex
#

!feedback when you kill newt he should drop a lunar item called newt’s ring basically it gives 50% off of lunar items just something fun to add

scenic escarp
#

!feedback
It would be great if I could reserve slots on my dedicated server for certain people so that we could leave it open for everyone, while still being able to hop in and play whenever

latent gust
#

!feedback
Add to void stage before planetarium something which would work toward reducing void fog damage for minions (maybe a voidtouched drone which would make a non void fog pocket/spawn on map 1 +1 for every 5 drones we have?)

placid estuary
#

!feedback
Alter the Grandparent's big supernova fireball AOE attack to inflict a different damage over time effect or how the burning effect stacks with it. The new and current balancing of fire makes it where you have to clear the entire AOE in a split second due to it ignoring any form of cover or you'll accumulate enough fire stacks to kill you even if you escape the bubble, thus requiring either a massive amount of mobility or a massive amount of healing to counter it. The other alternative is to engage the grandparent at a long range so the fire sphere isn't an issue, but when one spawns as the teleporter boss then that can add a good chunk of time to the run time if the sightlines aren't the best.

wooden shale
#

!feedback

Some have expressed the desire to have a somewhat reliable and reasonable way of removing/destroying lunars from their inventories.

There could be an interactable in the bazaar that donates a random lunar you have back to the newt in return for a...

Newt Doll
A cute little effigy of Newt. Does absolutely nothing, apart from finding a cute spot to sit on your survivor and occasionally make higher-pitched Newt noises (-5% time between noises per stack).

dreamy galleon
#

!feedback
New abilities and skins would really go a long way right now, and if it got an update just dedicated to them I think most people would be completely fine with time being taken out for them. SOTV would combo nicely with the idea since many of the new additions like simulacrum and the new ending could easily be used as unlock conditions for the new abilities and skins.

The abilities in the game right now are good, however many abilities still don't have an alternative. Specifically more alternate primary abilities would be really nice and would spice up the game a ton and change how you play (especially a new engineer m1 that feels good to use)

As for skins, I just think that people really enjoy them especially considering the amount of effort they take to make. More customization options are always really nice and they add a lot of value in my eyes despite being a simple reskin.

rich pelican
#

!feedback
change Captain and Acrid's mastery skin to be a lot more interesting
right now both alt skins feels lot blander than other survivors which at least have some model changes rather than just color change

solar axle
#

||!feedback||
Make Acrid's Secondary as it was prior to SoTV update.

You can no longer hold RMB to use ability on the cooldown. The poor doggo isn't doing well in melee and locking his ranger skill in 'you need to click it each time you want to use it' feels unfair. He doesn't have even Purity-based Neurotoxin as his auto-attack anymore Survivor_Acrid

lone gate
#

Technician (Or TECH-E if turned into a robot.)

A survivor whose gimmick is being able to wield multiple equipments at once, with one clear drawback.

Passive: Well-Prepared - Starts the game with 1 random Equipment capable of dealing damage. The equipment goes into the Equipment slot.

Possible Alt Passive: Backdoor - Reduce the prices of chests and equipment barrels.

Primary: Peashooter - Fire your self-defense pistol for 100% damage. That’s it. It also fires much slower than Commando, and has a smaller proc coefficiency.

Secondary: Empty Slot - It’s literally empty. There’s no skill here. Instead you can fill this spot with an equipment you find in-game. The cooldown of that equipment is lowered by 20%. (It's not affected by Fuel Cells or Gestures. But it IS affected by Backup Mags)

Utility: Empty Slot - Again. Nothing. Equipment placed here will have its cooldown reduced by 33%. (It's not affected by Fuel Cells or Gestures. But it IS affected by Hard Light Afterburner)

Special: Empty Slot - Nothing to see here either! Equipment placed here will have its cooldown reduced by 50%. (It's not affected by Fuel Cells or Gestures. But it IS affected by Void Cells)

So… yeah. Your skill set literally depends on what kind of equipments you find in the game, making this character very versatile, but also very weak in the early game. However they should have some high movement speed to offset the lack of mobility skills.

The base cooldown reduction could be changed, but I prefer each slot having a different cooldown reduction to kinda mix things up. You could put Accumulator as your Secondary to make use of the Backup Mags, or you could put it in Special slot to get a bigger cooldown reduction.

Heresy items would work as normal - changing the skill into a Heresy skill - but you would lose the equipment placed there and lose the ability to place any other equipments into that slot.

broken ingot
#

!feedback
make a setting where you can toggle the primordial teleporter being aligned with the moon or planet automatically

safe prairie
#

I know the boss can already be difficult but Voidling would really benefit from some sort of greater mobility, such as teleportion. It should heavily telegraphed to make it feel more fair to characters that already have trouble reaching it.

It has a large circular arena that barely matters because it barely even moves in the fight and the safety zone in the third phase may as well be nonexistent once you get in it once because it’s large enough to always be inside. It feels like these were made with a much more mobile boss in mind.

simple crescent
#

!feedback

Let the player select what item is consumed by a cleansing pool. I've had plenty of times where I had lunars I was willing to part with, but couldnt, unless I was willing to accept the risk of losing items I actually cared about.

Its the same issue printers used to have before scrappers were added, but made even worse by the rarity of cleansing pools, and the fact that its even rarer for someone who knows what theyre doing to take a lunar they don't want, too.

Letting the player select which lunar they discard could seriously help reduce scenarios where you see a pool, think "neat", and then never use it.

hollow basin
#

New monster idea for a potential imp/demon themed DLC:
Harbinger

Revives nearby dead enemies as buffed ghosts shackled to its will. These ghosts have the buffs of Gorag's Opus (movement speed and attack speed), and will continually revive unless Harbinger itself is destroyed. The Harbinger is no pushover either, casting long range harass attacks at the player and is able to teleport itself and its ghosts closer to the player (but not right on top of). ||Cool lamp creature art made by @placid quail, color palette could be swapped to red to better suit imp theme.||

Feared among the lesser Imps, the Harbingers bring ruin to threats to the Red Plain, and shackle the defeated to their will. Extreme threat, must be dealt with at all costs.

ornate thunder
#

!feedback

make the purple portal's chance to appear increase every time you don't get one

torpid sable
#

!feedback

Provide a little more information on the gameover screen about how you died; such as the attack/debuff or item that killed you. When you start looping a run you can die very quickly and unexpectedly, and not knowing what happened can feel very frustrating.

alpine bridge
#

!feedback

Make the next update a complete survivor rework, or at least balance changes. Currently, many of the newer survivors are significantly better than other, such as Captain and Railgunner. This feels very unfair to other survivors, like Commando and Rex, 2 survivors I have seen almost no play of. Sure, the harder a survivor is to unlock the better it should be, but it is just absurd how broken captain is. This also goes for Loader, who many probably agree is one of, if not the best survivor, and only requires you to kill the alloy warship. Either make achievements to unlock newer survivors harder, or make older survivors better to accommodate for power creep.

cursive stump
#

!feedback
I feel that opal is a bit unbalanced for a common item - most common items are "okay" to have one of, and get great when you stack them. Opal right now feels as good as having like... what 3 or 4 of them should feel like. It only really massively rewards players who are already really good at the game, so I feel like a nerf wouldn't be too bad. It's the only new non-void item I have a problem with, it just feels too good for a common item. 100 armor? I'd make it like 30 and +15 per stack.
TL;DR opal too op, insane amount of armor with a single opal is too much. common items are common, you can stack them. would add depth to say... stacking opal over crit if you needed to stack opal to make it good. a single white needn't be that good|
opal rn is the equivalent of freaking goat hoof giving 60% movement speed, do you know how armor works?

hollow basin
#

Huntress Passive:
Bounty Hunter

Huntress' primary and damaging abilities all have Slayer (deal extra damage to low health targets).

A simple, thematic, and easy to understand passive for new players that improves her damage without greatly changing her kit.

acoustic geyser
#

!feedback gups don't disappear when the cell ends in void fields. This makes it extremely difficult to get your item and leave because the cell shrinks over time and they're an area denial enemy. gups are also crazy strong in void fields, like not worth it strong because all they need to do is spawn close enough that you cant kill them in time and they can do massive damage to everything in the cell.

fossil cargo
#

!feedback give remote caffeinator the ability to press down aqueduct buttons lol

little barn
#

!feedback

This is a very simple idea: gup related boss. I’m sure everyone would love it

marble salmon
#

!feedback

Add a "view all unread logs" button. Solution to the common issue of some logs being permanently unreadable despite interaction

alpine bridge
#

!feedback

Make loader thunderslam damage increase with height. I suggest changing it from being a guaranteed 2000% damage to 1500-3500% damage based on height.

sharp pawn
#

!feedback
Revert Brittle Crown.
I know things like Void Cradles exist now, which force you to take damage to open them, and it was a strictly negative item on REX because of self damage, but with Brittle Crown surrendering gold to whatever hit you, you can just kill whatever hit you and get your money back, which means Brittle Crown has legitimately no downside.

fallen axle
#

!feedback
An incredibly ambitious idea here, but for the past few days I’ve been brainstorming a possible new item tier. Basically called Enemy Items that take the characteristics and traits of certain enemies and apply them into items! The doc below goes into more detail about them, as well as lists a couple of ideas for enemy items

https://docs.google.com/document/d/11KhQZDcg3nZ2Z8Jqi_lk9MqBPdax2jWGOHIME1rdLgs/edit

rich pelican
#

!feedback
Japanese translated version of ror2 suck so bad please fix
Lens makers glasses' description straight up saying stuff like "critical strikes now deal 2x damage"

pearl wigeon
#

!feedback

Make run history also show a model preview with your chosen survivor and all of the items equipped on them. It'd be really fun to see some of the absurd visual combos we get after a run!

iron sequoia
#

!feedback add new skins when you beat eclipse 8

candid sluice
#

!feedback
reduce the bounce physics on Commando's grenade, it's far too unpredictable where a grenade will land when you throw it

digital galleon
#

!feedback

Give Slicing Maelstrom an aiming reticle that shows the radius of its effect at whatever point it should rest at, something like MUL-T's Blast Canister. I love the Hooks of Heresy but I find it extremely hard and awkward to gauge the distance regardless of how many times I use it.

halcyon hare
#

!feedback

Probably been talked about before but...it would be nice if you didn't spawn inside void fields, esp not double void fields...its just an instant death, esp early run

safe prairie
#

!feedback
Make the void seed prop itself a more interactive feature, such as releasing a void potential when the seed is cleared. It would be nice if it was there for more than only looks.

wintry dragon
#

!feedback
Give us a "Custom difficulty mode" or "Sandbox" that lets us have more flexibility over the parameters that are affected when we change difficulty! I don't know the jargon for these parameters, but it would be awesome if we could set things like alter the rate at which monsters level up, spawn, and what rate harder monsters or elites spawn. Sometimes I feel like there is a certain point in the game that can be reached rather quickly where we just become OP and it is no longer challenging, and while adding artifacts can add an extra layer of difficulty, it would be awesome to have further parameters available that can help prolong and make the gameplay more agonizing >:). Aside from this idea, it would be great if we had more ways or modes available to make the game more challenging without the inevitable end of becoming a Sonic the Hedgehog ATG missile spewing god of death and destruction.

ornate thunder
#

!feedback

why can't Grovetender spawn on sundered grove?

crimson topaz
#

!feedback

void 3d printer for void scrap

alpine bridge
#

!feedback

Finish the families. Every family seems to have a 3 step evolution. Lesser Wisp, Greater Wisp, Grove Tender. Void Reaver, Void Jailer, Void Devastator. Beatle, Beatle Guard, Beatle Queen. Just add in the missing parts of each evolution.

chilly crag
#

!feedback
Enemies shouldn't be able to get N'kuhana's opinion, as it is an homing and unavoidable one shot if the enemies happen to have healing.

wintry dragon
#

!feedback
Another survivor with interesting movement mechanics. Loader is super fun, and I feel that different movement mechanics add an interesting depth to the gameplay. Maybe a wall-running/wall-jumping survivor.

nimble kettle
#

!feedback
Decrease the chance of Voidtouched enemies to collapse. After some time, for example at ambient level 70, Greater Wisp or Elder Lemurian collapse will deal about 840 dmg. For a single stack. For every single stack. That combined with their initial hit is often enough to kill a character instantly. Also, OSP will not save you because the first hit will most likely put you under 90% and the second hit 3 seconds later will kill you. Making OSP meaningless and Voidtouched enemies one shotting.
The chance needs be lowered to, idk 50%, 33%? Alternatively the enemy collapse dmg can be lower

little barn
#

!feedback
make squid turrets mobile 😎

unreal phoenix
#

!feedback
remove volcanic egg from the pool of equipments bottled chaos can use, it gets very frustrating in a long run to deal with

vocal thistle
#

!feedback

Allies should not be able to be corrupted by void infestors. Collapse is already a terrifying debuff when applied from enemies, but having a polyp that spawned next to a cradle and gets instantly corrupted kills you with almost no counter play (other than just scrap it lol) kills you it feels annoying. Or when your quiet probe gets corrupted and applies 5 stacks of collapsed near instantly and so on. Lore doesn’t even play into it since infestors can corrupt any robot that isn’t a drone, so it makes no sense that drones can be immune to infestors but other Allie’s can’t
EDIT: rereading it autocorrect screwed me over in a couple places

shell haven
#

!feedback
Captain should get more charges from Lysate cell for orbital supply drop. As it stand this item is completely useless for captain. He still only has one charge even though above the skill it says two or three , but you can't use any of those charges.

radiant kernel
#

!feedback

would be funny if there's a hidden ending with Mithrix if you have the trophy from the tricorn (the Ahoy! one)

Mithrix : Weak
you / equipment drone : Ahoy!
Mithrix : Die
you / equipment drone : Ahoy!
Mithrix : Stop it!
you / equipment drone : Ahoy!

Mithrix start you / chasing equipment drone
if somehow you / equipment drone survive for x minutes while keep spamming Ahoy!

mithrix will just go away from the place

tiny lagoon
cunning obsidian
#

!feedback

Let void items be scrapped into void potentials. What item you pick from the potential will be the same stack size as the void item you scrapped

round frigate
#

!feedback

Add a debuff (“Impending doom”) that does nothing other than indicating you’re inside a void implosion. Killing a swarm of void reaver||/jailer/devastator quickly in void locus ||late-endgame (e.g. 90+ minutes monsoon) causes so much black & white filter going on to a point you can’t tell whether you’re inside an implosion (It’s such a cool effect but it’s too overwhelming in quick concession, and it masks over the extreme danger of an insta-kill)

little barn
#

!feedback

Commando's default kit needs some love. Most importantly, his default M2. It is frustrating beyond belief to have a bunch of enemies lined up, only for the M2 to "whiff" by shooting diagonally up in the air because an enemy got too close before you click.

Previously, we were told that this is an issue due to how the third person camera works. However, with this expansion and the introduction of Railgunner, we see her M2 hitting shots even with enemies at point-blank range.

tl;dr please fix commando M2 "whiffing"

hollow basin
#

Change the Void Fields to have the same moving safe zone mechanic as Simulacrum. That way you can have some chests and void cradles/potentials scattered about to give more items in exchange for the passage of time.

The Simulacrum moving cell mechanic is so much better to play around, and is a lot more fun than trying to find the sky beacon while dying of void ligma.

shut wigeon
#

!feedback

The soups/cauldrons that give you 3 white items for 1 red item should have 3 of the item floating above them, instead of just 1, to better communicate that you get 3 of the white item.

dim bronze
#

@frozen mirage Why wasn't Mr. Crabs the final boss of ror2 survivors of the void? I'm sick of these random crustaceans

past kelp
#

!feedback

Repost bc emote bot didnt work

New character: dont know...boomerang guy...sorta
Passive: Jump 1.5x higher than others
Health: 110 (+30 per level)
Regen: 1/s (+0.2 per level)
Primary: toss out a boomerang for 200% damage. Attack speed is SLIGHTLY slower than HUNTRESSSurvivor_Huntress and a little faster than captainSurvivor_Captain

Secondary: cooldown: 6s
Holding M2 will make all of the boomerangs youve thrown go back to you , dealing 400% damage to enemies hit (max 10 boomerangs)
Utility: Throw a big boomerang (twice bigger than the primary one, i guess). This one will pierce enemies and will stop when in contact with rocks or mountains,etc in the map (or it just simply stopped after traveling for about 15m). Clicking E within 10s afterward teleport you to the location of the boomerang
Special: Havent got a good idea for this one yet due to my lack of experience for the game characters🤷‍♂️ (i only play as the loader, huntress and railgunner)

chilly crag
#

!feedback
Collapse is actually abhorrent on the enemies side, ONE stack of collapse is enough to one shot a player that doesnt have OSP (due to shields not being able to be healed) on as early as stage 8. Numbers need to be tweaked

livid badger
#

!feedback
Squid Polyps that are taken over by Void Infesters can shoot through Engineer's Bubble Shield. Very frustrating.

stray wyvern
#

!feedback

I think void fields needs way more than what it got. While these changes are good I feel like they don't tackle the fundamental aspect of it just being really long, constricting, and boring.

Enemies do not spawn fast enough, or spawn far away that it takes them awhile to get to you (since many of the void cells are on hills with 1 entrance, or in valleys, where it takes a second). There are one or two cells that are in the open (and with one of them having no cover). It just doesn't look or feel like the stage was actually made for the game mode (and it wasn't; it's been stated to actually be a part of alternate titanic plains because it was too large). On top of this, nine waves is really slow, and if the time scaling intends to stay it's just not worth it at all.

I think a lot of what simulacrum has could be carried over. Specifically a bigger, cylindrical safe zone, and 5 waves that depend on killing enemies. The biggest issue with the void fields area is that it's so small that a lot of the action only happens when enemies get close enough to the zone. A bigger zone would really help this, since it would let you bring the action as well as giving more cover opportunity. Also, I think having cells be dependent on killing enemies like simulacrum would go a long way into "speeding up" but also increasing the intensity of the cells. Right now it's basically "survive for 1 minutes 30 seconds", and changing the time it takes to be dependent on how long it takes you to clear "waves" would go a long way I think. There should also only be 5 waves instead of 9; 4 normal waves (2 white items and 2 green items), and then a "boss wave" (1 red item). You could also keep all of the possible places for the cell to be so that you'd see 5 of 9 places, instead of always going to all 9 of them.

tl;dr: make void fields a lot like simulacrum with it's safe zone and waves, since simulacrum is pretty much "better void fields, the game mode" (it is really good, though.)

wet plank
#

!feedback

Increase the cost a director needs to spawn blind pests. As it stands now, a level 3 Blind pest does 40 damage to a survivor with no armour, double that of a wisps. Yet they both can spawn on stage 1 and seem to have nearly identical prices to spawn, they also have the added bonus of a larger health pool than wisps. When pests clump up it can be hard to turn around and try to pick them off while constantly getting bombarded by 50+ damage projectiles.

An elite Blind pest one shot me while playing huntress on stage 2, doing more than 100 damage in total. I understand that they are frequently inaccurate but should these enemies should not be the same price as wisps when they do the job far better. Another solution is just to, not let them spawn as early as they can? They are supposed to be direct upgrades to wisps so why are they considered an early game enemy.

The majority of what I said applies to blind vermin aswell, upgraded beetles that can spawn first loop on the first stage and are quite literally faster than the base survivor sprint speed...

somber halo
#

!feedback

Idk if something happened during the patch, but ally beetle guards now have the same color as enemy beetle guards. All I ask is for ally beetle guards to have their color changed back.

severe nymph
#

!feedback
Mul-T's crosshair has a small graphic displaying its selected weapon, even while sprinting, to help readability in frantic situations. This only displays if he has the R that swaps weapons.

halcyon valve
#

!feedback
Assign a key for consoles that use gyro to recalibrate your aim kinda like splatoon. I hate having to use my stick to reconfigure where the gyro is aiming as it moves off center.

dull dragon
#

!feedback
Remove the incredibly lengthy immunity period enemies have when they are revived with dio's. The fact that you have to kill things twice is bad enough, but having a wandering vagrant or five revive and immediately nuke the map while having invincibility is incredibly overpowered

solid hearth
#

!feedback
When picking up normal version of corrupted items already in inventory the game text/chat box doesn't keep track of quantity.
e.g. You have four (4) Safer Spaces, you pick up Tougher Times; the text/chat box doesn't say you picked up the fifth (5) item. Instead it counts it as your first. Although technically correct (i.e. every Tougher Times you get is the first one, as they are all being converted) it would be nice if the text/chat box instead displayed Safer Spaces (5). It's super minor, but QOL nonetheless.

inland cedar
#

!feedback
The damage certain void enemies do is obscene. Firstly, the voidtouched squid polyps are already super high damage as they were meant to damage monsters and not players. I understand that polyps aren't technically mechanical, I just dont enjoy instantly getting murdered by them because the infestors come out of cradles, and instantly grab the one single polyp. The "collapse" status is also very unforgiving, where getting even 2 stacks of it can instant kill half of the roster of characters. This makes certain void enemies that attack very quickly (i.e clay templars, polyps, etc.) almost too difficult to battle as getting even 1 stack of collapse can be extremely dangerous.

chrome mantle
#

!feedback I love the concept of bottled chaos, and I agree with all the feedback w/ bottled chaos (remove volcanic egg and eccentric vase, making it lunar, etc.), but also I wish that bottled chaos didn't slow down equipment use because of the limitations in how many times some equipment can be used (e.g. goobie jr.).

I was in a run with instant use blast shower, and picking up bottled chaos ruined the run by how much slower it made blast shower activate because of other activity.
Figured a good solution to this: **Certain equipments that have reached their limited use are temporarily removed from the random pool of equipment until they are usable again. **

Now is this a good feedback? Is it balanced? Beats me, I'm okay with bottle getting the few feedback it's gotten and this feedback getting dumpstered, but figured it'd be worth bringing up since it got in the way of a great blast shower + equipment cooldown just because other equipment's limitations.

solid hearth
#

!feedback
When using/activating Bottled Chaos it'd be super nice if the text/chat box displayed what equipment effect got triggered (rather than have you randomly guess WTF happened when not obvious). e.g. "Bottled Chaos: Ocular HUD"

alpine bridge
#

!feedback

Make micro bits part of captain’s character. It doesn’t really make sense that his passive is an item, not an ability.

safe prairie
tawdry torrent
#

!feedback
Give diablo strike a tall cylindrical hitbox similar to the one that beacons have.

Having a spherical hitbox doesn't make much sense considering it's falling from orbit, but more importantly it's just kinda stupid that flying enemies can occasionally be sitting inside of diablo's apparent radius and not take damage from it. It's not a huge problem since Captain can handle flying enemies with his primary, but it would be nice if the ability functioned in a way that's consistent with its appearance.

solid hearth
fathom iron
#

!feedback

Port Artificer's ability to toggle hover to pc from console, very simple accessibility option that should have been there from the beginning.

digital sigil
#

!feedback
About the brittle crown changes. ?????????????
At first I thought it was just when you had self damage/an unknown source, it gave the money back to you, like REX, Helfire, Blood Shrines/Void Interactables, and Fall damage. I was like, alright, not the biggest issue of balance ever.

But I recently learned that Brittle Crown now just gives you all of the money you lost back when you just kill the enemy that stole the money from you...????????
It literally has no downside now. You just simply gain more money and it makes Roll of Pennies and Ghors Tome irrelevant if you bother to use lunars at all because you just get brittle crown and you don't care anymore.
Please revert the change where you get all of the money back from the enemies that stole it from you.

analog thunder
#

!feedback

Mercenary's eviscerate needs some changes, my friend got lysate cell and 2 purity and beat the void boss in the first loop simply by spamming r. Its really unsatisfying when your spectating your friend for 10 minutes slowly chipping the bosses health and being immortal.

fathom iron
#

!feedback

at high altitudes the targeting effect for artificer's snapfreeze is ridiculously distorted and warped, it makes it nearly impossible to place with any sort of accuracy if the player is running ion burst and hovering above the battlefield

plush shuttle
#

!feedback

make it so bosses which spawn in the stage are either not going to be the teleporter boss or add to the health bar if they are of the same type

im watching a friend and i think were both finding it easy to glance other wandering vagrants after having it communicated to us through the healthbar that we killed all of the wandering vagrants

hidden plank
#

!feedback
Please, I'm begging, fix the issue where it just drops your item off the edge of the stage, I just lost 2 red scrap because I had no way of knowing which way it was "facing" and scrapped 2 desk plants

vestal canopy
#

!feedback
pls remove spare drone parts from the scavengers, not only is it impossible to see where captain droneman is, but you get PELTED by bullets the moment it looks at you, i had too many good runs end because theres literally no counterplay to it except trying to kill the scavenger 5 million miles away

final boss also uses the spare drone parts and its the same story, but at least I prepare ahead of time by scrapping it before I get to the final stage, scavengers with it just ends your run if you exist anywhere close to it

gaunt tundra
#

!feedback A button to start as a random survivor

little barn
#

is anyone having a problem where the cant delete a corrupt player save file its preventing me from making a new save file

fathom iron
# lone gate **Technician** (Or **TECH-E** if turned into a robot.) A survivor whose gimmick...

!feedback

Piggybacking on this concept, what if Captain could swap his air-drop skills out for empty equipment slots? He relies on his primary for most of his damage anyways, and most of his other skills feel underutilized aside from getting some burst damage in or cheesing shrines/gold chests/tc-280's with the hacking beacon. Not to mention the unavailability in hidden realms.

zinc yoke
#

!feedback make the ball of the grandparent which pulls you in shootable

you simply cant always dodge it and getting trapped with a survivor like captain results almost everytime in a death
the ability to destroy this ball would give the slower survivors at least a little chance

hardy gorge
#

!feedback Perhaps as a failsafe for items being lost to the void due to unfortunate cliff spawns (or popping Tricorn on airborne bosses), any items that touch a level boundary like a bottomless pit could respawn at a predetermined "origin" point on each level, or behave like when Survivors fall and then respawn at a valid location?

past kelp
#

!feedback
For Simulacrum
After clearing 5 stages, the jellyfish or whatever that thing is will move right?
But the sometimes the thing just go across places that are impossible to reach. (ONLY SOMETIMES but its really frustrating)
For example: The jellyfishy once flew up to a mountain which is unreachable without the double jump. After running around hopelessly to find my way up, i died :/

exotic sleet
#

!feedback
I think some of the older characters have been made somewhat antiquated by newer releases. They're fiiiiine for the most part, but new developments have brought up very weird quirks that I feel could be addressed;

1: While I understand Commando is meant to be a close-medium range character, him being outranged by characters with shotguns is very weird in conjunction with him also having very punishing damage falloff.

2: Bandit's special is now practically on a new character's Secondary, and his mobility options aren't even any better than a Railgunner with a hopoo feather.

3: A new character practically has both of Artificer's ultimates in one kit, and utilizes both far better than she does.

Feels like there are a lot of antiques of an older game left over that could do with reworks and zesting up before any new content takes priority.

slender shard
#

!feedback
Voidfiend will be cringe until you remove animation-lock when transforming and make him unable to transform when in the middle of another ability animation. (like when you're trying to use suppress) Change my mind.

Also Artificer bad. pls buff.

stark path
#

!feedback
I feel like Mithrix still needs some work. Been playing other games recently and it sorta has served to highlight the weaknesses with the Mithrix boss fight. I haven't gotten around to the new boss but I'd assume given hopoo's rapid improvement in design it is much better.

Mithrix first phase is perhaps a little too easy but its not in a terrible place and is fine as is tbh.

Mithrix 3rd phase (after adds) has a couple attacks that just... arent well designed. The spinny attack feels like I'm at a casino playing roulette. Theres effectively no way to consistently avoid it the best I've been able to do is keep moving and hope. I rarely die to it its just an annoyance that doesn't feel good to play.

The 3rd phase hammer slam is also pretty bad. The slam and the pillar it leaves behind are fine, but the shockwaves it sends out are a nightmare. On their own they are fine but if you are close enough to Mithrix the shockwaves can overlap and one shot you. Having one shot protection doesnt save you because its technically 2 hits. Its annoying and while yes skill can overcome it I'd argue one shot mechanics of any kind are cheap, especially on a boss meant to be fought after a minimum of like 40 minutes run up.

scarlet egret
#

!feedback

With the addition of the new Void type enemies, after beating Mithrix having other enemies like Void Devastators and Void Jailers also spawn would be a nice detail in conjunction of Void Reavers since they're invading the moon. (I do recognize this will make the escape sequence much more annoying/harder but eh, who doesn't like a little extra spice?)

feral copper
coral obsidian
#

!feedback
Item idea

Corrupted Infusion -> Worm Tooth.

Basic idea - Every time you kill an enemy, you gain a temporary buff to your damage. Replaces infusions.

Rough draft - Deal 10% (+10% damage per stack) more damage for 5 (+1 second per stack) seconds after you kill an enemy. Corrupts all infusions.

smoky mural
#

!feedback

void devastators are a really cool enemy. unfortunately, even on monsoon i've pretty much only seen them spawn at the point where runs become an absolute breeze, enemies get vaporized at a glance, and your mobility is high enough that their attacks pose no threat whatsoever. i actually cannot tell you what void devastator's attacks actually do because it barely lives long enough for me to see them. it doesn't help that void devastator's hp is on par with that of bosses who spawn on stage 1 (they actually have less health than void jailers).

i'd like to be able to experience void devastator as a boss and not just a slightly tankier than average enemy. it would be cool if, instead of exclusively spawning as teleporter boss during void family events, void devastator could spawn as teleporter boss on any stage. you could tune how annoying it is by making it so its spawn rate is pretty low, or its spawn rate scales with the number of void items you're carrying (with some sort of cap to prevent it from spawning on literally every stage). it could be a bit annoying for tele item to have a chance to be replaced by a void item you might not always want to pick up, but i'll take anything over squid polyp

pearl pine
#

!feedback Corrupted form has a couple of serious problems. The first is that his beam can't hit flying enemies because the range is too short - and because of the self-slow, enemies will often escape the beam. The second is that the hitbox on his bazooka blast is too small, so it sometimes goes sailing past the close-range enemy you were trying to hit. And the last one is that these two are his only sources of damage, so he's entirely reliant on landing them.

I have a few ideas, but I just wanted to vent first.

  1. Primary fire applies a gentle pull to the exact midpoint and center of the beam, sucking in not only light enemies who are out of range of the beam but also those on the side of the beam or behind you. This will also create an incredibly satisfying combo of sucking in a bunch of enemies and then blasting them with the bazooka shot
  2. Utility blink deals damage and stuns at entry and/or exit point
  3. Activating Special sets corruption to 100% and now additionally causes VF to explode, dealing damage and providing a boost to all stats for the duration (still costs hp)

Uncorrupted form is perfectly fine, maybe even a little overtuned (although his secondary feels like it takes just a half-second too long to charge for not that much payoff compared to just firing without charging). Right now it feels like Dr. Jekyll is weighed down by Mr. Hyde, and when doing VF runs I largely spam my special and prioritize healing items to make sure I stay uncorrupted as long as possible. The downsides to corrupted form are way too big, and it's not possible to force yourself out of it so that you can top up on HP and clear out blind pests or larvae.

shell solstice
#

!feedback I think a lot of people think squid turret is one of the least useful greens. I can’t really think of a way to make it any better so just meme it up. Instead of making 1 singular squid, make it so every squid polup you get you get another squid. That way it’ll at least be funny

radiant kernel
#

!feedback

random idea about a new item
Newt Ring
you can get it if you manage to kill him in hidden bazaar

rarity : boss item, but special one like artifact key (so it can't get converted to zoea)

Effect : when your HP reach 10%, force all allies and enemies away for 30m and remove all projectile within range. Shattered upon use creating Shattered Newt Ring with a gray rarity

EDIT : or just other effect, at least give us something for killing the Newt

jovial knot
#

!feedback
I would really enjoy more ending messages like the one after defeating Mithrix. For example, after killing Voidling, it could say “And so he went deeper, never to be seen again.” Along with a different message instead of “Fate Unknown…” This would encourage players to go for different endings, to see the different messages for each character, and to have their run history be full of different colors.

dreamy vector
#

!feedback

Make Dio's Best Friend replenish on stage end to differentiate it from the Power Elixir and to make it less disappointing to get

dire frigate
#

!feedback
Make Commando's grenade an impact grenade, meaning it explodes when it touches an enemy. Might just be a skill issue, but I'm tired of having my grenades not hit any enemies because it bounces halfway across the map. Maybe just make it bounce less, or home in slightly. Suppressive Fire is bad in the end-game and the alt special never hits.

torn ravine
#

!feedback

It seems to me that the ways to get into the absolute void are pretty boring right now.
My idea:
Now sometimes 4 void anchors randomly appear in the location, when you activate the anchor, several void monsters will appear (1-4), also, if a void seed appears in the location along with the anchors, the anchors will be blocked until it is cleared.
When you activate all the anchors of the void, a black hole will appear in the center of the location (similar to the one that appears when the Destroyers of the Void die), which will grow rapidly throughout the location, thereby completely absorbing it and moving it into the void, this is not moving to another location, you are, in fact, standing on the same locations, monsters do not disappear from the location, but now instead of the usual monsters, void monsters will begin to appear in the locations.
Now a purple ray comes from the teleport of the location, and when it is activated, the border of the portal zone turns purple, and damage is inflicted on you behind it, as in the void locations, void monsters appear as the boss of the portal, purple items are given as a reward for defeating the boss.
After charging the teleport, a portal to the absolute void appears, and the player has the choice to activate the teleport, and then go to the usual locations or enter the portal and try to defeat the boss of the absolute void.
This event may appear several times, also about the location of the void (in which Survivor_Acrid opens), now a portal to the absolute void does not appear in it, but if you have passed all the waves, then when you exit in the next location, this event will appear with a probability of 100%.
The path for passing through Mitrix can be left.

Results: We got an interesting event that allows you to get additional purple items and which in itself is cool and spectacular.
(sorry for my English, I don't know it well)

sour oriole
#

Trophy hunter needs to put the item in your inventory, I've already lost 2 of em because magma worm either just doesn't drop it or drops inside the map.

Please add control sets, so we can easy change controls for different characters.

jovial knot
#

!feedback

Let grovetender spawn on sundered grove

modest linden
rose dock
#

!feedback add a hidden interactable on the Mithrix stage that spawns a void infestor that corrupts mithrix when he spawns. I crave the challenge.

latent coyote
#

!feedback
Change Newly Hatched Zoea from corrupting all yellows to only Queen's Gland. The other yellows do not make any sense + are fairly rare so it feels like a down side to pick up Zoea.

cinder steppe
#

||!feedback||

When void fiend uses tresspass or the corrupted version and you have Hardlight Afterburner your ability cooldown resets and waits until the ability ends before recharging,

Make it so it only pauses cooldown and not reset when you use the ability to make Hardlight Afterburner more useful on void fiend.

sturdy isle
#

!feedback I feel like void fiend's normal 'r' ability is disproportionally strong compared to his corrupted one. They should both be adjusted to be of similar usefulness. Currently with the uncorrupted ability you're trading corruption, an arbitrary resource, for health, a very valuable resource. On the flipside, you do the opposite, which doesn't really work when you consider how much more important health is than corruption. I feel like the uncorrupted ability should force you to stand still/slow you down considerably, making it not wise to spam mid-combat, while the corrupted ability conversely gives you a speed bonus for a couple of seconds. This I think would better cement the two roles of each form, playing conservatively while uncorrupted and playing aggressively while corrupted. Also the charges on the corrupted ability should be removed, I dont see why you need to spend health and charges.

elder island
#

!feedback
Add a "Quick Restart" button to the end screens and pause menu

slender shard
#

!feedback
If you kill both mithrix and voidling in the same run its incredibly stupid that you don't even earn lunar coins. Give a big boy reward but keep the cost of 10 lunar coins to go to voidling after mithrix to make it a risk/reward kinda thing. I was increadibly dissapointed to spend 10 coins only to get only 10 coins when being a massive chad and killing 2 bosses in one run

silk wagon
#

!feedback

The lysate cell is a little awkward balance-wise. It varies between being pretty good for most characters (huntress, loader), useless for others (captain) and crazy OP for others but only for the first stack (engineer). I think it could use a revision to reflect a green power level a little more closely.

My concept: when you try to use a skill or equipment that is on cooldown, you use your charge from the lysate cell to power it instead, then the lysate cell needs to recharge before it can be used again. This could start as a 30s cooldown for the first stack and be reduced by 10% per stack, scaling logarithmically so it is never quite instant and maxes out at maybe 1 second.

This would more naturally fit into the mechanics of the game, be useful for every class (though especially the artificer) and would scale more like a green than a red. This would also prevent weird edge cases like limiting the engineer to one extra turret. The state of charge could be indicated with a charge up sound, a glow effect on the player and a buff.

runic canyon
#

!feedback

Was thinking about the Xi construct, specifically at how cool it is that it can summon constructs onto itself, and realized that the implementation for that goes crazy far! In the future, you guys should add enemies that can be chipped apart- a pangolin with high armor until its shell is blasted off, a flying chimera whose wings (engines?) can be clipped to take the fight to the ground, or an overly-mutated larva that sheds explosive goo as it's damaged are just a few I've come up with

solar axle
#

!feedback

I still think that Collapse damage needs some tuning. Simple 'just don't get hit' works poorly on enemies that hit-scan you in the middle of an open road (I'm looking at you, Clay Templar), not to mention in general it feels unfair. Electric aspect does the same thing, but getting hit by Overloading Brass Contraption feels more fair in a 'you suck lol' way than 'something nibbled your shin and now you're dead'.

chilly egret
#

!feedback

Simple but useful idea: All items notifications (pinging and obtaining items) that appear in chat should display the item's icon next to it. This would help new and old players alike.

Sorry if this has been suggested before, I tried searching for similar suggestions and could not find any.

hollow basin
#

New monster idea for potential imp/demon themed DLC:
Phantasm

Extremely fast and deadly, the Phantasm is nearly invisible until it gets into melee range, where it leaps at the player to deal devastating bleeding attacks, before teleporting away, cloaking, and restarting the hunt. It temporarily loses invisibility if it takes enough damage, is stunned, or if the player dodges its leap attack.

quaint crane
#

!feedback Rework how collapse works on players or in general. The way it currently works is way too frustrating being almost guaranteed death after getting hit by a single attack at mid to higher stages while being barely useful at all against enemies. I should not be losing runs because I got hit by a single mortar crab or a blind pest, even with opal

vital skiff
#

!feedback

It would be really cool to see a knight-like character that could have a shield as his secondary that would block incoming attacks or at least lessen the damage taken.

obsidian parcel
#

!feedback

add split-screen.

cinder steppe
#

!feedback

Increase the Assessment Focus' movement speed by a bit after each wave (simulacrum)

hallow egret
#

!feedback

An unlockable special ability for Void Fiend that has some powerful effect, but has no effect on the meter, having a standard cooldown instead. I think it'd be an interesting tradeoff that you gain power but lose control over your transformation.

knotty pond
#

!feedback

A way to quickly reset a run without dying or quitting to the menu, possibly a special button combination while paused.

sage fulcrum
#

!feedback
Huntress should be able to target dormant alpha contstructs.

vivid shuttle
simple crescent
#

!feedback
Remove Drown's autoaim. Why is it even there? This is basically just faster rebar, it isn't hard to aim, yet it redirects my shots towards things I wasn't aiming at.

radiant kernel
#

!feedback
make scrapper always spawn every stage please

coral obsidian
#

!feedback
Skill idea

Railgunner special - Overcharge

Fire a piercing round that pierces through terrain for 3000% damage. Piercing enemies does not have damage falloff. Afterwards, all your weapons are disabled for 5 seconds.

I had this idea after I kept being able to see enemy's weakspots through walls, but not able to really do anything about them unless I go well out of my way. Besides, sci-fi railgun that can fire through 30 meters of rock? Don't mind if I do, that sounds awesome. Lose the extra weak spot damage and a little bit of raw damage, but you gain the ability to be really cheesy with hitting enemies through walls every now and then, or saving your friends from dying through the entire map.

molten elk
# jovial knot !feedback I would really enjoy more ending messages like the one after defeating...

!feedback
On the topic of the "And so they went deeper" thing; ", now ruling its former prison..." for Void Fiend. ", now understanding true loneliness..." for acrid. ", his ship but a fading memory..." for Capitan. ", with only machines for company..." for Engineer. "discovering the truth of this world..." (in reference to the planetarium log) for Artificer. ", unable to find any starlight..." for Rex. and so on...

alpine bridge
#

!feedback

Make Lunar seer pings show what environment it is.

twin crater
#

!feedback
||Make petting frog 5 times spawn the portal so we go profit from fighting the harder boss after fighting mithrix. We are straight upp betting 10 coins for no profits. Bad buisness.||

hollow basin
#

!feedback Blacklist Shurikens from Mithrix and other AI. They are way too fast hit way to hard for survivors to handle.

tawdry torrent
#

!feedback
Make collapse do ~50-100% TOTAL damage per stack, instead of 400% base damage.
(Not sure what the exact % should be, but it can be tweaked as needed, obviously).

This has two major benefits:

  1. Needletick makes more sense as an item for survivors. Currently, bleed and collapse are both oriented towards light attacks that stack them quickly, but statistically, collapse ends up dealing less damage in just about every case. Making collapse deal TOTAL damage would mean that needletick is better for heavy-hitters, while tri-tip is better for light attacks.

  2. Damage dealt by voidtouched enemies would be more in line with the damage you'd expect from elites, as both blazing and overloading elites also deal around 50% extra total damage. Because collapse deals base damage, its actual output is often wildly disproportionate and inconsistent with how much damage an enemy deals. This sort of inconsistency is the exact reason that burn damage was reworked, yet it's been reintroduced again by collapse.
    (For example, solus probes have relatively high base damage at 15 +3/lv, but only deal 20% damage per tick of their laser- meaning that the laser might barely tickle you, but would then deal colossal amounts of damage from collapse. Similarly, jellyfish have rather low damage (5 +1/lv) but deal 1000% damage with their explosion, making collapse deal far less damage than expected.)
    (edit: formatting)

inland cedar
#

!feedback
This hasn't bugged me too much, but when I play artificer and I want to freeze some enemies, the indicator for where the ice pillars appear are very janky sometimes, especially on slanted surfaces. I feel like the current indicator should be fixed, or maybe even changed completely to fix some silly mistakes as artificer.

In the image you can see how crooked the current indicator looks.

radiant kernel
#

!feedback

make a new flux? (assuming light is light, stone is earth)

  • is positive effect, - is negative effect
    bolded one already exist
    fire flux for +attack damage, -armor
    wind flux for +armor, -max HP
    stone flux for +max HP, -movement speed
    water flux for +movement speed, -attack damage
    dark flux for +attack speed, -skill cooldown
    light flux for +skill cooldown, -attack speed
silk wagon
#

!feedback

add a third "joke" skin for each survivor. Some ideas:

schoolgirl artificer, punk rock huntress, action figure commando, MUL-T wearing a trench coat and moustache/glasses, golden retriever acrid, googly eyes engineer (including turrets and mines), pirate captain, hedge sculpture REX, mariachi bandit, cardboard loader, karate mercenary, spooky ghost void fiend, napoleonic musketeer railgunner

sour oriole
#

w/ !feedback add controll sets so switching controls for different heros is faster and easier. Plus please make it so hunters trophy drops the item in your inventory....I've already lost 2 boss items to magma worms dropping them inside the map or somewhere I can't find/reach

hollow fulcrum
#

!feedback

when watches break they should do 10% more damage every 12 shots

cause they're still right every 12 hours

plush shuttle
#

!feedback
idea:

void allies from newly hatched zoea get a skin which resembles the survivor youre playing, e.g. jailers with big scraps of commando armour when playing commando
||if you think about it, all the void entities are all self improving sentient beings which seem to be serving under Voidling, which also seems to be serving under something else because of suffix 'ling'||
it would be cool to see that the void entities which you control fight under your banner, and it would be an easy way to understand which jailers are yours

edit 1 week later: i realised that beetle gland beetles and empathy cores has quiet and delighted probes which all have different models, why cant our boys have the same?

scenic frost
#

!feedback
teleport gunner turrets into mithrix arena, or make them useful in someway on commencement

little barn
#

!feedback
add back shieldgating from ror1's guardian heart. PSG's actually became viable to stack with the addition of plasma shrimp, but the entire concept as a whole shouldnt be dependent on one specific offense item. by making them gate hp would make them much more viable as an item to stack on their own while offering more defensive options and differentiate them from barrier which serves the same purpose as just an addition to the HP pool

hazy snow
#

!feedback
Allow for omni-directional sprinting:
↖️⬆️↗️ -> You can sprint
⬅️⬛➡️ -> You can't sprint
↙️⬇️↘️ -> You can't sprint

It would make sense if your character model didn't turn around to face that direction, (kinda lame, but it'd make sense. I wouldn't say "I can sprint backwards" because it's unrealistic)

but as it stands, the character turns to face that direction anyway, so it's not like they couldn't sprint in that direction.

I just want to be able to take my hand off the mouse for a second-long tactical snack break, but keep up my sprinting related buffs and defenses :c

coral obsidian
#

!feedback

So, if Rallypoint Delta gets the TC-280s that spawn often there and the timed security chest, wouldn't it make sense to not leave the other stage 3s out on the fun?

Perhaps sulfur pools can have some sort damaged Xi Construct that you can buy, and a sulfur themed equipment that you need to get there fast enough to obtain. I was thinking there could be a sword stuck like Excalibur somewhere in the map, slowly sinking into the ground as the sulfur pool erodes at it. If you get there before its gone, you can get a powerful melee range equipment, much like sawmerang, that swipes in front of you for a good chunk of damage.

For scorched acres, it'd make sense to have randomly spawning "incomplete greater wisps" that you could finish building and recruit to your side for some cash. As for an equipment, maybe one of the wisp masks, and when activated, it can buff your character, giving you more damage and damage resistance for a time. If you can get there before the mask disappears, you can claim it.

Of course, these are all ideas, meant to spark a little discussion about what the other stage 3s could possibly have.

fallen kernel
#

!feedback
Themed Multishop Terminals, like the themed chests. So you could get a damage/utility/healing multishop terminal.

wooden parrot
#

!feedback
it would be funny if the next dlc theme were to be decided by vote

mild jetty
#

!feedback
Killing the Newt in the Bazaar is a really satisfying thing to do for the first time and I think it’s really cool that it’s possible in the first place. However, I feel like there should be more of a reward to it? Maybe make it so that all the remaining lunar items are free (while of course maintaining the same cost for the reroll and cauldrons). If this were the case there should definitely be a work-around for Lost-Seer’s Lenses being able to kill the Newt, but I think there should be an additional incentive to do it in the first place rather than just flexing how good your run is going.

proper flume
#

!feedback
Bottled Void Barnacle

Void variant of the Squid Polyp.
A void barnacle appears on your shoulder and whenever you interact with something it adds 100% (+25% per stack) attack speed to it. Its attack speed decays at a rate of 2% per second and when it reaches 0 it will stop attacking.

plain meteor
#

!feedback
Change MUL-T's power-mode ability to match his mastery skin. I find it so lame that the cylinders at the end of his hands remain yellow instead of going like a teal / cyan which is color of the skin, overall this just makes me not wanna use his skin due to this feature.

coral obsidian
#

!feedback
Withering Rose

Corrupted (void) crowbar.

Basic idea - Automatically applies a debuff to enemies with less than half HP, that does damage over time. Every stack of this item gives the enemy another stack of the debuff. Enemies with the debuff emit small amounts of black smoke and dust.

Rough draft - Enemies below half HP receive 1 (+1 per stack) stack of decay, which deals 100% damage every second per stack.

The item looks like a black rose with gnarly thorns and a dark purple stem twisted around the struts of a small blue trellis.

junior lily
#

!feedback
Add to mercenary's passive: Mercenary regains double jump whenever he kills an enemy while midair.

leaden bone
#

!feedback

nerf ceremonial dagger so enemies killed with the daggers do not drop additional daggers

molten elk
ebon ice
little barn
#

!feedback
this might be nitpicky but i think it would be cool that level uping had sound and visual feedback, nothing crazy just something pretty small.

solid hearth
#

!feedback
Diablo Strike: cut its drop time in half (10s), double its cooldown (80s). You can already delete most bosses in 5 secs by normal means anyway. Make Diablo Strike Great Again (!?) Survivor_Captain
"Speed is war." ~ Mithrix

vital skiff
#

!feedback

Buff diablo strike in some way, probably speed or area of impact, but there's other ways to go about it.

Yes I get it it's kind of a meme especially with bandoliers BUT
railgunner can one shot bosses at least 3 times before a diablo strike maybe hits a boss

shell solstice
#

!feedback
when using railgunner and usinng vision of heresy, their right click causes vision to have to reload. this ruins the flow of their combat so I think their cooldowns should be separated

fathom iron
#

!feedback

IDEA: Dimensional rift, an unlockable passive for captain. Unlocked by defeating the voidling as captain via the void field route [any stage > bazaar > void field > void locus > deep void]

This passive skill entirely replaces the captains equipment slot with a dimensional rift near the ues safe travels, not only does this allow the use of skills relying on the safe travels while in hidden realms, but it also grants one more beacon per stage, a 25% cooldown reduction for orbital probe or diablo strike, and all of these "deliveries" will arrive 25% faster.

cosmic remnant
#

!feedback

Muscle memory making me activate Void Fiend's corrupted special has ended multiple of my runs.

When at low health with uncorrupted void fiend, your instinct is to activate your special to get health. However, by taking a lot of damage, you have a high chance of corrupting, and because of muscle memory / mashing to get healed, you accidentally activate your corrupted special, taking your already low health and bringing it down to 1HP, likely killing you.

Corruped Special has multiple other issues, but this is the one that makes me mald the most.

little barn
#

!feedback
customizable/dynamic HUD/UI, like for example: be able to remove the items box or put a dynamic mode for each one

prisma harness
#

!feedback

New Void Item Idea, Reality Distortion Pod (from Personal Shield Generator)

Instead of giving you a shield, it creates an area of similar size to focus crystal around you that, similar to Railgunner's alternate shift, slows down projectiles and enemies. Perhaps stacking could increase the radius, or the slow amount.
||I am aware this may not be a good fit for a void item, as the base item isn't very often used so it might either be useless or an instant pickup, and it also feels kinda like a green, but I thought the concept was cool anyway.||

alpine bridge
#

!feedback

Add something for killing newt the first time in a run. It is such a massive accomplishment to do that much damage in a run, and there should be a reward. Maybe an irradiant pearl, or a yellow command essence?

cosmic remnant
#

!feedback

Remove spread on Void Fiend's uncorrupted primary, it doesn't really do anything unless you have attack speed items and just punishes you for having them

neat wraith
#

!feedback
Have a visual indicator for Bandit for when you are aiming at the back of an enemy. With enemies like Jellyfish and Vagrant, its almost impossible to tell what the back of the enemy is, and it can be very difficult at range as well for other enemies.
Maybe the crosshair could change red when it is looking at an enemy's back?

solar leaf
#

!feedback
Warning spoilers for if you haven't beat the void boss yet.
||I know this has been suggested a million times, but I would love a proper ending to beating the void boss. I loved this idea so much, I even made an edit showing what it could look like.

https://youtu.be/2x1k-5CnYXI

Reason: It feels so anticlimactic. And when you go through the portal the screen fades out and fades in showing fate unknown. I like the whole fate unknown ending for this type of ending, but I would love a cutscene to add closure.||

Yea its fake, but hey I thought i did a good job.

▶ Play video
shut wigeon
#

!feedback

Although there's no void corrupted lunar items, I had a concept for one which I like and wanted to share:
Molted Cell - corrupted Focused Convergence

"During the teleporter event, the teleporter can be charged outside of the zone, interactables are unlocked, and using an interactable heals you; BUT, the area outside the teleporter zone is enveloped in a harmful fog." Stacking this item would increase the teleporter zone size (to get back quicker), but increase the fog's damage.

Basically, this would trade the quicker charge time of Convergence for the ability to save time grabbing chests, chance shrines, etc while the teleporter is charging, rather than before/after. Ideally the fog damage wouldn't be quite as brutal as the Void Fields or Simulacrum, and the heal would make traveling far out of the teleporter zone a bit less risky for the first loop.

smoky parcel
#

!feedback
allow us to go to void locus on eclipse difficulty

yeah that's all

cosmic remnant
#

!feedback

Remove the teleporter visual AOE, sound-muffling effect, and the "charge the teleporter" goal when it is charged to 99% but bosses are still alive.

Functionally, a 99% teleporter basically does nothing and is just "kill the boss," yet it also seems like you still have to charge the tele when you don't.

twin crater
#

Gups are too weak for the amount of gold they give. Should probably be changed in some way.

plush shuttle
# solid hearth !feedback Diablo Strike: cut its drop time in half (10s), double its cooldown (...

!feedback
to join in on the captain diablo strike discussion
i like to use diablo strike to guess where a boss will spawn to time an instantly kill / chunk a great deal of its health (especially imp overlords) but thats about the only area you can use it well

i propose one of 2 changes:
make the drop speed of diablo scale with attack speed to better its consistency in the later game to match other stronger late game survivors

change the diablo strike to a laser pointer which progresses as long as you have it open (you can close it and keep the charge), this way you can still choose how you want to use it like cheesing the teleporter boss or panic orbital striking something which you dont like, yet sitting on a fully charged diablo strike is only going to waste its cooldown the more you dont use it
silk wagon
#

!feedback

Acrid needs some buffs, I've seen lots of good individual ideas filter through here and I thought I would compile them with a few of my own:

  • Make the third strike of vicious wounds apply poison
  • Refresh duration on all blight stacks when a new stack is applied
  • Make each poison/blight stack reduce the target's base damage
  • Tweak the hitboxes on Vicious Wounds to strike right next to acrid so he can attack nearby enemies more consistently
  • Add a lunge to Ravenous Bite to make connecting easier
  • Make Ravenous Bite instantly come off cooldown when it finishes an enemy off
solid hearth
knotty pond
#

!feedback

Secret "Mastery Skin" for the Heretic
If you complete the game as Heretic on Monsoon and then transform into her while your survivor is using their Mastery Skin, she will have a different look

Edit: potentially said skin could give her the colors of an Alloy Vulture since we're pretty sure she was one before being vibechecked by Providence.

knotty pond
#

!feedback

Have Artifact of Swarms cause a clone/apparition/etc of Providence to spawn in place of a second Mithrix

Would be cool and more fitting of the special dialogue you get by killing Mithrix with Swarm active.

plush shuttle
#

||!feedback||
idea:
Commando suppressive fire buff/rework

commando's suppressive fire doesnt have much use outside of being a button which stuns enemies

change suppressive fire so it infuses x amount of bullets/hits (amount of bullets, scaling, and stacking up for discussion) for more damage/stun potential
(increased m1 damage already makes this a buff to current suppressive fire)
could also include phase round, giving commando another way to proc bands especially base kit
(interaction with phase blast up for discussion, i thought that phase blast would use 8 stacks for 8 buckshot, while special would give 6 stacks at 100% attack speed)
this would make 2 of commandos abilities usable creating build variety while still maintaining the spirit of 'press r for stun'

edit: ive been thinking about stacking, i think id be cool if you could get more stacks by saving bullets and since lysate cell exists what if suppressive fire consumed all stacks at once and added all the bullets together? thoughts?

slender jewel
#

!feedback

Ben's Spacesuit
"All Lunar Item downsides become 50% [+half of last increase per stack*] less severe. Corrupts all Ben's Raincoats."

[*next stack adds 25%, then 12.5%, then 6.25% and so on.]

i dont know about this idea but theres only one way to find out

strange shadow
#

!feedback
Blind pest doesn't feel right.
I've had so many god runs recently ruined by being 1 shot by a pest that shoots a projectile I can't see, and sometimes can't hear.
It feels like being shot by a stone golem - except it's literally not telegraphed at all.
Feels unfair being randomly instakilled by it

simple crescent
knotty pond
#

!feedback

Void Reavers are kinda harmless, make them self detonate near you

Creeper crab :D

little barn
#

!feedback
an option that automatically disables the game intro whenever you start the game

flat cypress
#

!feedback

Give Needletick something extra. Quite a few people seem to think even just 1 Tri Tip is better so maybe it could have a proc coeff or smth.

little barn
#

!feedback
the healing drone's effect should have an type of icon which indicates that its healing you because sometimes it looks like an enemy is targeting you at least thats what i feel.

primal pine
#

!feedback

So, we all know squid polyup is detrimental to a run more than it is helpful because they can become voidtouched, and aren’t usually worth the risk.

Many have suggested removing their ability to be voidtouched, which is still what I’m suggesting, however, only robotics can’t become corrupted and squids are made of flesh.

But I have a solution to make it seem like it looks fine for them to not be voidtouched.
Big hands!

Make it so that whenever a bug is jumping at the squid it just swats the bug away. Now it avoids the not being corrupted by being robotic thing by being immune to it via a visible defensive move.

Please I just wanna use soda machine squid without it potentially ending my run.

scarlet egret
#

!feedback

The bison steak is one of those items that is a must scrap because they don't really do much for you anytime.
I think that changing how it stacks would make the item at least somewhat more usable.

Instead of the bison steak providing 25 (+25 per stack) flat HP, it should provide %HP.

Example: Bison Steak gives 0.5% (+0.5% per stack) HP and it stacks linearly (0.5% -> 1.0% -> 1.5%).

It's not too big a change but it will at least make it much more useful with survivors that benefit from having more HP like MUL-T being the survivor with the most HP (excluding ||Heretic||), therefore benefitting from it the most.

drifting flame
#

!feedback

For controller users on PC (don't know exactly how it works on consoles), a few tweaks would actually make a really improvement in gameplay:

  1. right now it takes me a while to know where my cursor is in the logbook and character/difficult/artifact selection. Having the white thick frame and shade as you have when using the mouse would fix it for sure.

  2. when you have to select which equipment you want (specifically when using command artifact), using the A/X(ps controller) button is counter intuitive, since you JUMP everytime. Setting it to select using the X/Square(ps controller) button would help a lot more, just like you set ready at the character selection screen or interact with every other item.

dreamy flume
hot isle
#

!feedback
Item Idea: Fool's Gambit
Rarity: Lunar
Appearance: A pair of tesseract-shaped dice.
Effect: Every time you open a chest, there is a chance for the item to either double OR disappear.

little barn
#

!feedback
artificer's flamethrower tweak to make up for the ignite rework accidently gutting its damage

since ignite was reworked, it now deals 50% total damage rather than 200% base damage, but that nerfed artificer's flamethrower in a pretty noticeable way as a side effect

the easiest fix imo is to make it so every hit of flamethrower ignites, instead of a 50% chance to, since ignite does a lot less damage per proc now anyway (50% total damage of a 90% damage hit, rather than 200% base damage)
if people want a damage buff to revert it back to its previous effective average, the above change + making each damage tick do ~125% instead of ~90% would put it back almost directly to its old avg damage.

i'm suggesting this because the ignite rework wasnt meant to be an artificer nerf in the first place, it was meant to make ignite more consistent damage-wise as an effect, but it hurt her output in the process noticeably

for the boring math as to why:

theres a 50% chance of inflicting ignite on-hit for flamethrower, so we're gon use the statistical average of 11

with each stack of ignite doing 200% base damage overtime individually, level 1 artificer used to do 
(10.8x22)+(24x11)=~501.6 damage on average with flamethrower

now, ignite does 50% total damage, meaning level 1 artificer does 
(10.8x22)+(5.4x11)=~297 damage on averagewith flamethrower now, 40% less

if we make flamethrower proc ignite on *every* hit, instead of a 50% chance, level 1 artificer's flamethrower'd be sitting at a marginally higher
(10.8x22)+(5.4x22)=356.4 damage, 20% more than current

if people wanted its damage to be akin to pre-ignite-rework, flamethrower could be tweaked to do 125% damage per hit instead of 90%, meaning level 1 artificer's flamethrower'd do (15x22)+(7.5x22)=495 damage, almost identical to before the ignite rework c:```
prisma shell
#

!feedback
Before current patch, void infestors could infect your drones. As of 1.2.2.0 drones cannot be infected anymore. IMO it took away the whole layer of the gameplay. Never at any moment any place you can fight your own drones, and void cradles felt like a fresh mechanic with a risky and satisfying payoff. Please bring back ability to be infected for drones

rigid slate
#

!feedback
Make it so that the prongs on the Primordial Teleporter sink into the device itself when the event starts. Prevents players and enemies from getting caught on the TP and also better communicates to the player that the decision is final upon starting the event

deep tundra
#

!feedback

There’s one part of the Voidling fight that I have an issue with, but it’s not gameplay related.

So from phase 2 of the fight onwards, normal enemies will begin to spawn and attack the player. This makes sense from a gameplay standpoint to add some difficulty to the fight. However, it doesn’t make sense to me from a lore standpoint. These creatures that spawn in were captured and taken away from their god-given safe haven by these void entities, locked away at the end of time as crystallized space data for who knows how long, and when they finally have a chance to break free and take revenge on the boss running this whole operation, they instead… attack the survivor trying to defeat it.

While more simple-minded creatures like the Jellyfish and Beetles wouldn’t think rationally like this, quite a few creatures like the Imps, Wisps and Lemurians are shown to be smart enough to carry out tasks or form societies. Surely they’d realize the common enemy at hand and put aside their differences with the survivors and work with them to defeat the Voidling, no?

My original idea was having the normal enemies attack the Voidling alongside you, with them occasionally getting corrupted by void infesters to still have that increase in difficulty, and while that'd be cool as hell, I think it's too big of a change to reasonably ask from the dev team.

The other idea I have is much simpler though, and that's this: Instead of having regular enemies spawning from phase 2 onwards, have void enemies spawn. Fewer enemies would have to be spawned overall though, as void enemies are much more difficult compared to standard enemies, but it would still provide an increase in challenge during the fight, and it'd also make narrative sense to have the Voidling call upon the void enemies to help protect it.

cosmic remnant
#

!feedback

Void seed enemy counts shouldn't include enemies from other seeds

cosmic remnant
#

!feedback
Hermit Crabs and Larvas coming out of no where and chunking off half your health is unfun.

Add an indicator on where an enemy/enemy projectile is about to land, ala Stone Titan's fist attack

unreal jolt
#

!feedback

When you get a desperado stack with bandit from afar, you can't actually hear the little tink! sound it makes
Make it so you can always hear the sound even if you sniped the enemy from across the map

ember condor
#

!feedback
Allow Shurikens to fire with MUL-T's Nailgun without having to de-rev for each shuriken or allow for power stanced secondary weapons to fire shurikens as well.

It simply doesn't feel good to use Shurikens with MUL-T's toolset currently outside of double rebar since his weapons leave so much cooldown or reload delaying for tap clicking over holding down.

small star
#

!feedback

Have Prismatic Trials have a offline option where it simply does not put your score on the board since players with less-than-optimal/non-existent Internet connections can have a shot at them too

fallow tiger
#

!feedback
Have the UES Safe Travels come with the captain to the hidden realms so that he can still use his special and utility. Maybe if the captain is in the game you can put the ship in the skybox. This would also present an interesting lore opportunity; a "psychic link" between him and the ship (or something to that effect), insinuating that his role as captain is so great that the ship is an extension of himself.
You could also put cool little messages in the chat log of the Safe Travels/crew trying to figure out what the heck is going on:
"Captain, we report extensive anomalous readings from all sensors. Will investigate and report back."
"Captain, we've somehow lost visual of the planet but we maintain tracking on your position, standing by."
"Are those... whales?"
"Captain where are we? What's going on?"
(As far as I know the reason he loses his abilities in the hidden realms is simply because of lore, not gameplay balancing. But if this is not the case then disregard!)

crude haven
#

!feedback
Allows us to choose to play as the Heretic

Condition: Get all 4 Lunar Items and beat the game on Monsoon (Obliteration, Mithrix or Voidling)

fervent quail
#

!feedback

Now that we have an alternative to bustling fungus, the original item is in a bit of a weird spot. If you're engie, take bustling. If you're playing anyone else, take the void version. This, sadly, removes the "decision" from what should be a tradeoff. To fix this, I propose a small buff to the original fungus that would make it useful for all characters, while keeping it at the exact same strength on Engineer:

Remove the wait for bustling fungus to activate once standing still. Here are the game design reasons why I think that simple change would fix the item:

  • The buff would not affect Engineer. Any other buff to the fungus would indirectly buff engineer, making balancing this item kind of tricky. Since the turrets don't move, this idea won't change a thing about his current playstyle. Maybe the mobile turrets will get a bit more use out if it than normal, but since 99% of people go stationary turrets anyway, this is only a positive in my book.

  • It gives bustling fungus a tactical use. So bustling fungus requires standing still, right? The one thing you basically never do in this game? You're always either strafing to avoid fire or running to the next chest. You almost never have a moment where this item would be useful, even for out-of-combat healing, which is already the idea behind cautious slug. In-combat, the buffed fungus has a new use as the healing item that rewards situational awareness, and predicting/dodging enemy attacks instead of just circle strafing. Out of combat, it drastically lowers the time investment required to get healing out of fungus, in situations where you could instead be going for the next chest or looking for the teleporter.

  • It gives people the capacity to have a "favorite" between the two equivalents. A majority of characters would be able to benefit from both types, making the void version an actual tradeoff, meaning you might sometimes choose differently depending on your current build.

fallow arrow
#

!feedback
Auric Umbrella: Passive Equipment

Makes you immune to all physical attacks (i.e. titan punch, beetle spikes, fall damage, etc.)

Note: This would not block attack effects such as the overloading lightning ball, burn, freeze etc. from happening. (although it would block bleed because bleed is physical, I could come up with a reason for malachite but I'm lazy and people probably won't like it so)

successfully blocking a physical attack (NOT fall damage) will grant you 1% of your current money (this shouldn't be a problem because melee attacks in this game are pretty slow, unless I'm forgetting some niche monster, also gold because auric is gold :D)

Edit: maaan, there aint even that many physical attacks out there, mithrix hammer i guess, but the shockwaves would still do damage... oh wait... Brass contraption 💀

wild galleon
#

!feedback

plush shuttle
#

||!feedback||
idea:
a concept i thought of while going to sleep last night, you can twist it however you like

Engineer alt m1: Static Barrier
hold m1 to charge a barrier (about twice/thrice as wide as engi) in front of you which absorbs x% health amount of damage, releasing m1 drops the barrier in front of you allowing it to block enemy movement (but it stops charging / drains hp?)
this barrier (periodically / when hit) shocks enemies in a close range infront of it, dealing damage (and perhaps applying shock)
you can also cancel the drop with sprint
edit: there would probably be a cap of 1/2 dropped shields at a time, with you also holding one, dropping one replaces the last one

engineer is described to be a master of fortifications but his only fortification option is his turret
this adds a convenient alternate for m1 which replaces the burst damage of bouncing nades with the ability to better protect your emplacements or set up defenses at walkways (looking at distant roost / titanic plains high ground) it could also be fun to tank wandering vagrant explosions to save teammates

edit: when i generally think of skill alts i like to think of it in terms of a characters entire kit, having this here instead of a shift would allow you to add path blockers outside of bubble shield for example for a safer bubble shield. as always you can still grab thermal harpoons to clear enemies which your turrets arent immediately attacking, and you would still be able to shield your moving turrets (although itd be a little bit awkward), id like to think engineer has alot of choice here. if any character is going to get a shield skill, let it be engineer.

enforcer moment
.

placid olive
#

!feedback

Right now Equipment-Drones use their given equipment everytime they see an enemy. This may be desired for many items, for the scanner its not. During the teleporter event the drone goes crazy and scans like every 10-15s, blinding you and obstructing your view with the icons. Then when all enemies are dead and you actually want to loot the drone just flies around not using it bc it doesn't have any enemies to trigger it.

Proposed Change: If the equipment drone holds the scanner just make it periodically use it instead of having to see an enemy

slender jewel
#

!feedback

Justice of a Thousand Worlds
"Every hit has a 4% chance to randomly inflict 3 to 7 [+2 each per stack] completely random effects that last 7 seconds each. Corrupts all Shattering Justices."

not sure if i took the 'red void items having their upside also be the downside' feedback too literally but here :] not sure if it would fit better as a Lunar item, but here it is anyways

junior lily
#

!feedback
Give Captain’s Diablo Strike a maximum damage HEAD-ST V2 effect within 30 meters so that it becomes an actually useful ability and not just a meme.

velvet sand
#

!feedback
Make activating a Shrine of the Mountain alter the shape of the teleporter to resemble the shrine, would be a cool visual change

hallow egret
#

!feedback

Repulsion Armor Plate and Planula should scale slightly over time (they're the only two items whose effectiveness never scales and thus become purely weaker as the run goes on)

crude haven
#

!feedback
Bring back the Mortar Tube as a equipment.
Upon activation 5 circles will appear on the ground in a line (same size as Areolite's ground spikes) in the direction the character is looking, after 2.5secs drop mortars dealing 2000% damage each. Cooldown of 60secs.

regal sluice
#

!feedback

Make an alternate kit set for Void Fiend that encourages switching forms faster rather than staying in one form longer

native jewel
radiant kernel
#

!feedback

allow other player to revive you if you died in multiplayer. In multiplayer once you died, the chance you get to die even faster in the next round become higher and higher, potentially makes you basically a spectator which is isn't fun.
i don't mind not being able to revive, but at least make dead player in multiplayer be able to still PLAY the game somehow

plush shuttle
#

||!feedback||
idea:
Nicer Bouncing Grenades attack speed scaling

change engineer m1's atk spd scaling from atk spd to the amount of bouncing grenade per use of m1 (always charges up in the same amount of time), it would be way cooler than just spd

engineer m1 becomes more awkward at higher atk spds to release at the right time, there is a mod which releases it at the right time for you as well

deep tundra
#

!feedback

Huntress' auto-aim is unable to lock onto the Alpha Constructs if they are hiding under their barriers. I'd assume the same probably goes for the Xi Constructs as well, and being unable to use your primary attack on an entire family of enemies just because they decided to be cowards should probably not be a thing.

cobalt breach
#

!feedback make diablo strike benefit from attacks speed

vague hamlet
#

!feedback
Equipment Idea:
Summon a 3D Printer from the UES Safe Travels (65% white/25% green/ 10% red). Consumed upon use.

(If more than one Printer is summoned by the same player, discard previous Printer.)

severe nymph
#

!feedback
Small enemies killed by Void Fiend's m2 leave no corpse and disappear, as if a black hole consumed them. Their family will never find them, Neat!

restive cosmos
#

!feedback
perhaps change the safer spaces so that it doesn't benefit mithrix as much when in 3rd phase, they can make him invincible since the protection cooldown is reduced to 1 second which is faster than all character attacks (without atk speed buffs.) plus the fact he can regen, getting close to him can let you get some hits in but that's pretty much a death sentence. Since mithrix doesnt benefit from tougher times why would he benefit from safer spaces?

stoic wadi
#

!feedback
It'd be neat if there were something similar to the "curses" in Binding of Isaac, where sometimes you will randomly start a level with a certain challenge/quirk. It could add variety/help make runs more interesting, maybe

vital skiff
#

!feedback

Void class microbots. Instead of blocking projectiles, it would simply reflect it instead. Now in order for this to just not be overpowered you could lower the activation speed or you could make it so that they don't have a guaranteed chance of hitting the same enemy that shot it.

meager pulsar
#

!feedback

Make commando's grenades explode upon shooting them

bronze oxide
#

!feedback
In the results screen, can it show what equipment you had on runs? It can be placed the last "item" slot, in the Items Collected section. Or create a "Equipment Collected" section, whatever works. Would be nice to see when you re-review run history or share run results via screenshot.

buoyant crane
#

!feedback

Don't let void infesters infest squid polyp. It is already a pretty bad item and now it can just 1 shot you

runic wolf
#

!feedback

Interstellar desk plant doesn't feel like a red. Personally I think that it should be removed from the game and replaced with a void version of monster tooth with similar properties to interstellar deskplant.

plush shuttle
#

||!feedback||

please give fuel array's explosion a proc coefficient
im playing engineer monsoon with fuel array turrets until i die atm, this has to be the most beautiful thing ive ever seen

edit: i also realised that theres no logbook entry for fuel array too, so theres that
edit 2: glacial aspect explosion has a proc coefficient of 0.75, seems like a good place to start
.

sharp mica
#

!feedback
Why clay apothecary go through engineer shield?
Every other projectile can't, and even if the clay explosion thing comes from under the floor, engie's shield is a sphere that also goes under the ground. So why do clay apothecaries get special treatment?

desert nebula
#

!feedback
Item change; Lysate Cell

Allow Captain to have more uses of his Special (R ability) upon having stacks of Lysate Cell, currently it does nothing on him outside of refreshing already used stacks once picked up, this small change would be a nice QoL for the character. To determine which Supply beacon gets the extra charges, using R would simply use a stack of Lysate Charges and leave both options open until there is no stack to replenish the chosen Supply Beacon.

eternal cove
#

!feedback
Improvement to Logbook for viewing of characters with the ability to see the alternate colors, use their moves, and in different light environments (perhaps the ones that have been unlocked).

lone gate
#

!feedback

Shrine of Chaos

A rare one-use shrine that will reroll all of your items.

A somewhat reversed Shrine of Order.

The stacks remain the same, but the items are transformed into different items of the same grade. (Also two items can’t turn into the same thing.)

silk wagon
#

!feedback

Fixing Lysate Cell

The lysate cell is a bit of a messy item right now, ranging from being worse than useless for some (captain, MUL-T and void fiend) to worse than broken for others (they had to cap the engineer's ability to use it to avoid breaking the game).

Here is my idea for how to fix it: make it like a tougher times but for your cooldowns. Whenever you use equipment or a skill with a cooldown, the lysate cell would have a random chance of activating, letting you use the skill without consuming a charge. This would stack hyperbolically like tougher times so that you never reach 100% chance. I figure the chance would start at something like 15% and go up 10% per stack.

There are a few advantages to this approach:

  • Lysate cell behaves like a green and not a red
  • Lysate cell is useful to every character
  • Lysate cell has interesting interactions with other items like gesture of the drowned and clover
crude haven
#

!feedback
Mithrix need some indication or wind-up before using the first attack of his "Lunar Fire Wheel" move, currently he just simply uses it suddenly which gives the player little time to react to it, specially while playing with a melee character that end up being too close and possibly getting insta-killed by being hit by 2, sometimes even 3, of the lines (depends on how close you are).

wise vault
#

!feedback

Add Steam/Xbox/PlayStation achievements for Eclipse levels completed for each survivor (e.g., "Complete Eclipse 2 as Captain", "Complete Eclipse 5 as Huntress", "Complete Eclipse 8 as Commando", etc.)
I quite enjoy the trackers with the new update, so adding achievements relating to Eclipse would be great.

plush shuttle
small star
#

!feedback

Make Aqueduct and Sanctuary seers more distinct from each other as someone with some amount of colour blindness/short-sightedness might not be able to see the difference without squinting (I sure know I have to)

Screenshot below of what they currently look like side-by-side

regal sluice
#

!feedback

Make Lunar Seers tell you which map they'll lead to when they get pinged. Having to try and decipher from a very vague image sucks, so having it say would be a huge help

small star
#

!feedback

Have Safer Spaces not get taken away when Merc is in evis/blinding assault I-frames

silk wagon
#

!feedback

Telefrag with Blink

Blink needs a buff to be a viable alternative to phase blink, so what if it did damage?

The proposal: make blink do heavy (~700%) damage when you land directly inside an enemy. For extra style points make it deal Slayer damage and have it instantly recharge when you kill an enemy with it.

The trick is that its hard to hit precisely on an enemy because the only hitbox is a small one when you re-appear. I would probably remove Blink's scaling with movement speed so that you can get used to the distance it travels and get good at connecting.

lean tartan
#

!feedback

Corrupted guillotine?
1% chance to instantly kill an elite?

regal sluice
#

!feedback

Corrupted Guillotine: Extra damage done to elites (30%, +15% per stack)

Corrupted Crowbar: Deal increased damage to low health enemies (like Slayer)

solid hearth
#

!feedback
If Overloading Worm has the same Overloading affix as other Elite monsters, why isn't it considered an Elite monster proper? drizzle_hmm If you just want to make it "special" and have its own log entry, just rename it to avoid confusion. It's counterintuitive (i.e. items that proc off of Elite monsters don't work on it). Call it "Overcharged Worm" or something to that effect.

neat wraith
#

!feedback
Corrupted Sticky Bomb could perhaps do lower damage in exchange for an aoe effect?

tight needle
#

!feedback
shrine of combats having a certain chance for the enemies spawned from them turning into a ghost when killed, just like a happy mask would do. maybe a percentage of 25% (1/4 chance) or something like that. maybe the chance would scale more if you already have a happy mask.

neat wraith
#

!feedback
Artifact that gives elites a chance to get another elite affix. Like, take the chance that a normal enemy has to become an elite and that same chance gets rolled again for every elite and if it happens again, you get a blazing overloading lemurian or something

regal sluice
unreal jolt
#

!feedback
drones can pick up bandolier ammo packs.
make them stop.

simple crescent
#

!feedback
Give Commando's Tactical Dive invincibility frames, like how it worked in ROR1.

In its current state its just worse than the slide in every way, and giving it i-frames wouldn't be absurd or anything.

This would make it more of a decision between going full defense or retaining offensive capabilities during your dodge in exchange for losing invincibility.

round frigate
#

!feedback

||At the moment, late game (Even only after 1 loop) Void Locus is a lot harder than Commencement (especially much later in game) because of the shear amount of implosions within the Deep Void charging zone, yet it offers less means to prepare for Voidling than Commencement, (Only some void cradle and void potential vs Lunar bud & crucible) at the cost of 10 lunar coins + risk of dying to Mithrix. (Most people would just pet the frog because if you’re going for voidling you can probably deal with mithrix easily).

I don’t really have a good solution either on how to add more incentive to do void locus. Maybe add something like a “superior void potential” after changing the deep void signal that allows you to choose from 10 items. (5 white/4 green/1 red)||

winter berry
#

!feedback

In simulacrum, whenever you get to a stage where an item is stuck on the focus and it pops up, it launches the item rather far and locks that item in the void for the rest of the stage

warped jay
#

!feedback
Quality of life type change
Add a small conditional to each of the item generators (chests, etc.) which ensures they won't generate facing over a drop off the edge of the map in order to stop items very occasionally dropping off the map when bought.

dire frigate
#

!feedback
make Mired Urn not life-steal from drones/allies
I'm tired of having my equipment drones die from it along with shaped glass
edit: console player my bad lmaooo
i feel like an idiot now
i'll keep this for the "haha look console player point and laugh everybody point and laugh" happiesttroll

hot smelt
#

!feedback I love Mercenary's mastery skin but make his sword more like a samurai sword and made it red instead. It goes with the theme and color scheme wayyy better rather than having just a blue sword.

tidal cargo
#

!feedback
Family events are a cool way to spice up runs, but they’re too rare. With multiple maps that can’t host family events at all, or only under certain conditions, and with each stage that can have family events only having them 2% of the time, I genuinely see them more rarely than elite aspects, and I just don’t think they should be that rare. With Void Devastator being added to the game, this problem’s even worse because there’s now a boss that can effectively only drop its boss item from Trophy Hunter’s Tricorn, because unless you get a void family event they only spawn naturally in Void Seeds and Void Locus, which don’t have boss drops.

I propose that instead of a 2% chance for most maps to have a family event, all maps should have a 10% chance to have a family event. Sky Meadow could just lose the looping requirement for the lunar family event, Scorched Acres could have the Wisp/Clay/Void family events assigned, etcetera.

gentle plank
#

!feedback
Higher and taller lower* maps; sometimes the maps have a beautiful environment and we cannot see it from above except if u have extreme high speed or if u have flying character, and it’s pretty stressful and exciting to know that if u fall, you die. In conclusion, it could add some more things to explore and more emotions? (when I say higher or lower it's like a tree that could be climbed to see from above or some new environment objects that could allow the player to go to some places that he can't reach now)

shell solstice
#

!feedback probably one of the only ones who feel this way, but can we have mired urn revert back to how it used to work. I understand why some may have disliked it attacking friendlies, but it’s exactly the same for the boss so I think it was fitting and a lot of fun to mess with friends

still lion
#

!feedback It's hard to tell what these are until you either study them long enough or remember how one yellow portal is different from the other yellow portal. Can they be made a little clearer?

If you wanna know what they actually are, left is Aqueduct and right is Sanctuary

obtuse solstice
slender shard
#

!feedback
OK, get this... Skins... That change the look of abilities.

Like Red acid for acrid's skin (or literally any color), Vibrant pink Charged Nano-Bomb, You get it.

gentle plank
#

!feedback
More big bosses with big spells/attacks.

worthy holly
#

!feedback
Xi constructs feel very out of place on titanic planes. I get that you all probably wanted to make more use out of the new enemies however I feel like any boss on stage 5 is already used enough because you see that stage every run without exception. Plus titanic planes is very natural and all the enemies in it made sense until the addition of the alpha and xi constructs.

crude haven
#

!feedback
Add a "Hide Items" option on the Gameplay Settings that would just keep the character models from getting clustered with all the in-game items, maintaining it's original design no matter how many items you pick up.

void robin
#

Idea for an item: glass pane, if you get hit you drop broken glass on the ground that if an enemy walks over they get slowed for a while and take a bit of damage while also maybe adding a stack or two of bleed.

junior lily
#

!feedback
Buff Commando's Suppressive Fire from 6x100% to 8x125% so that it's not a DPS loss compared to Double Tap and actually scales meaningfully with Attack Speed.

unreal jolt
#

!feedback
when you spam your special with bandit with lysate cells, it cancels the previous shot and starts another, overriding the previous one.
i had this idea where subsequent uses would load more bullets into the revolver, firing more shots in a row.

plush shuttle
regal sluice
#

!feedback

Fix some interactable spawn locations. Scrappers are not just casually found embedded in the ground

tacit hinge
#

!feedback
It would be cool if ICBM worked on Mul-T's Scrap Launcher

stray plover
#

!feedback
Slicing Winds; (mercenary alt r)
honestly isn't terrible, it will always be worse than og but i believe that to be intended. A huge flaw with the ability is how it's gimick is range so you'd suppose it would be better for dealing with wisps and other tiny flying enemies. This proves not to be the case and infact makes it harder to deal with.

Issue: small "explosion" hitbox.
Solution A: make the activation area more forgiving
Solution B: give it a recast to manually detonate it when you feel like rather on impact. (Make it not grant a retrigger option if under the effects of brainstalks or if cdr is below a certian point)

candid sluice
#

!feedback Maybe I'm just bad, but I feel like the blind pest/vermin enemies are a little overtuned. They're very aggressive, deal really high damage, and yet in terms of spawns they seem to cost barely more than a lesser wisp or a beatle despite being more dangerous than a stone golem. If they're meant to be that dangerous, I think they should cost a little more in terms of director spawns, otherwise they should probably do a little less damage to feel more in-line with the other enemies that spawn early game.

cosmic remnant
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!feedback
Void Aspect

vague hamlet
#

!feedback
Void Jailer: Make its binding move a high speed projectile (probably something ring-shaped). Their aim with the binding shot is practically pixel perfect and feels incredibly punishing even with high mobility builds.

visual talon
#

!feedback
The blind pests deal way to much damage for how many spawn at a time. Just 1 can kill you easily in like 3 hits stage 1. I think either their numbers or their damage should be lowered just a bit

sage valve
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!feedback Mastery skins for every survivor before railgunner and void fiend should be remade except for artificer and bandit, and they should be fixed too like with rex’s run animation and mul-t’s powermode

tiny lagoon
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Give captain's mastery skin a badge, he's an admiral, the old bastard deserves it
!feedback

silver crane
#

!feedback

ItemReactive Nanoshield
Rarity – Rare / Legendary (Red)
Appearance – See render, basically a metal housing for countless nanomachines which form a shield

Effect – Gain a shield equal to 10% of your maximum health which recharges outside of danger. When you're hit, while shielded, retaliate by causing a 25m explosion, dealing 150% damage to and igniting all enemies in range. Enemies burn for an additional 200% base damage over 3 seconds. When your shield is broken, gain 350 armor that decays over the next 3.5 seconds.

Lore entry:

Exactly, nobody wants to be blown up. That's why we got ourselves a little hand.
And I mean literally. It's all nanomachines, son. They react to physical stimuli by literally blowing up!
Attack is the best defense, and now defense is attack.
Don't be alarmed – You won't feel a scratch: they also conveniently coat your body anyway and look stylish as hell.

— Autobiography of Jans Czar, Modern King of Weaponry (Defensive Addendum)

unreal jolt
#

Prosoma : Standing still reduces damage taken by 30% (+30% per stack, stacks hyperbolically.) Corrupts all Rose Bucklers.

Can someone !feedback this i forgot to do it

dark storm
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Suggestion:Make voidtouched scavs have a chance to drop void items from the scav sack.

tall orbit
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!feedback

Make a third option for engis turrets and make that drones

solid hearth
#

!feedback
Engineer's Carbonizer Turret: make 'em "sprint" (if only to proc off of sprint items) to become somewhat viable compared to the overly dominant Gauss Auto-Turret Bungus strat C_Bungus

coral obsidian
# tall orbit !feedback Make a third option for engis turrets and make that drones

!feedback

TR99 Swarmer Drones

Place a flying drone that inherits all your items. Fires a swarm of 3 missiles every second that deal 90% damage each and have small amounts of knockback against enemies. Can place up to 2.

The appearance of the drones themselves are enclosed tri-copters, to match with each turret having three legs, with mounted missile launchers underneath. They fly very closely to the engineer and prioritize enemies that directly attack him, like a protective swarm, both sometimes bodyblocking shots and bodyguarding against enemies, making the engineer himself less vulnerable in exchange for the relentless fire of normal turrets.

round frigate
#

!feedback

Void items are really strong because you only need one in your run (only need to find its original counterpart subsequently), with the only drawback of -50% HP from opening void cradle and momentarily stronger enemies due to void infesters.

What if we add even more risk from taking void items? As soon as you take your first void item, "The void has noticed your presence" and make the run permanently harder. The more void items you take the harder the run is. Example: 5 void item - Randomly spawns void portals that summons random set of any enemies, 10 - Voidtouch elites can start spawning naturally, 20 - Void enemies can naturally spawn. 50 - "The void invades" and all enemies are voidtouched (and can be elite)

chilly elk
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!feedback: After every 5th wave in Simulacram have the countdown to the focus moving say "Focus moving in x" rather than "Next wave in x"

magic atlas
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!feedback

The frost relic camera zoom should not trigger for the Railgunners zoom in.

eager basin
#

!feedback
Guaranteed scrapper on specifically sky meadows. Sky meadows is a stage which is pretty much all about preparing for Mithrix (or looping) so a guaranteed scrapper would help for you to remove useless/detrimental items before the big fight.

coral obsidian
#

!feedback
Alternate engineer primary

Charged Nailgun
Charge up 2 powerful bolts over 4 seconds, dealing 90%-280% damage each. Shooting your turrets with these bolts heals them for 5%-20% HP for each bolt. Charging up these bolts gives the engineer a slight slow effect, and sprinting cancels the charge.

Changes the appearance of engineer's over-the-shoulder arms to have much longer and sleeker ends, with visible spring-shaped pieces of metal wrapped around a barrel. As you charge up, these springs compress with a satisfying click for full charge. Visually, the projectiles look like comically large metal bolts, like the kind use for screwing pieces of metal together. Would offer an alternate M1 that would be better for turret sustainability early game.

In the immortal words of a random discussioner, rescue ranger go yeehaw.

queen ferry
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!feedback

Add a feature, where u can repair/refill your broken watch and health potion for a stupid amount of money on the broken spaceship (the broken spaceship exists nearly on every stage so you don't need to get an extra shrine for it)
I would enjoy to repair my broken stuff in a run 🙂

timber radish
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!feedback
Make it so void Infested characters are an unlockable skin that are unlocked via defeating the Voidling with said character. Maybe tone down the particle effect the infester gives off so that way it is not distracting. The sprites and animations are already in game so it wouldn't hurt/ be hard to retouch and add in as another customization.

limpid rock
#

!feedback

Add tooltips to buffs and debuffs, that you can view by mousing over them while holding TAB like you would while reading the tooltips for any of your items.

honest sparrow
#

!feedback

Artifact of Rock - Family events are guaranteed to occur each stage

crude haven
buoyant wigeon
copper sable
#

!feedback
I haven’t tried with the newer patch, but currently as far as I’m aware, a railgunner with Bustling fungus can’t actually use primary fire without “moving” and stopping the fungus from doing its job because of the slight pushback that the primary fire has, maybe disable the pushback while grounded to prevent this (keep the in air pushback so we can still fly with enough attack speed tho XD)

solid hearth
#

!feedback
For the sake of clarity and consistency, separate the Burn status effect from Ignite. Currently, they stack on top of each other (thus appearing to be the same) while doing dmg independently of each other (e.g. count as 2 status effects for the purposes of Death Mark).

Simply give Burn a separate HUD icon (a red flame instead of orange, if you like).

Yes, extremely minor. But attention is in the detail DrizzLunars

patent mulch
#

!feedback
Gups and Geeps spawned from Happiest Mask should spawn friendly Geeps and Gips

knotty helm
#

!feedback
Geeps and Gips should be able to spawn on earlier stages to diversify the enemy count and also because they’re cool

urban ore
#

!feedback
know how yall patched railgunner goobo to use special?
pls patch captain goobo to use utility pls

clever spire
#

!feedback

Artifact of the mountain - turns all shrines into mountain shrines

arctic gust
#

!feedback
Me and my brother NEED local multiplayer. PLEASE HOPOO GAMES... you had it in the first, Even fortnite has local multiplayer... please.

random stream
#

!feedback
Artifact of Detriment
A small part of the damage you take is permanent (basicly the e8 curse)

shadow belfry
#

!idea
mashup mode all the maps and items from both games in one
you can choose whether u want to play in 3d or 2d

gleaming lava
#

!feedback
I feel like Void Fiend is failing to live up to the potential of his design: the lack of control over his forms feels frustrating, both kits strike me as a bit bland and incomplete, and the mobility abilities feel a tad janky, melee form also becomes more or less useless when transitioning to the late game, due to range issues.

Some possible suggestions:

  • Melee Form range increased, gets damage falloff, no longer self-slows. Not being able to damage aerial enemies than are flying too high feels bad, and the self-slow makes him a sitting duck.
  • Ranged Form damage buffed, its damage output feels godawful.
  • R now controls form change. Has a ~5s CD and is no longer tied to corruption meter, corruption gets set to either 0 or 100 and gradually climbs up or down depending on form. Should it reach 100/0, you begin taking a moderate amount of DPS until you change form.
    • Critical Strikes & Healing can reduce the rate at which corruption climbs (but can't stop it entirely), obtaining Void Items, in turn, accelerate the acquisition of corruption (maybe caps out at 50% or something). This could be skipped but I find the core idea of damage, healing and void items affecting corruption to be cool and flavorful, and this would allow it to remain with the proposed changes.
    • The idea is that both forms should be useful and the player should want to switch between them regularly.
  • Both normal and corrupted M2 follow the same straight path. I really dislike how the corrupted M2 has gravity, throws me off every time.
  • Changing forms could possibly heal you, as otherwise that sustain element would be lost with the proposed changes.
floral wedge
#

!feedback
Unsure if this is more of a bug report or feedback, but using missile launcher as REX while sprinting makes all of the missiles hit the floor and not seek targets. Unsure if this is intentional or not, but it's kind of annoying.

sour mirage
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!feedback
bring back toxic worm and make it an equipment that behaves like gnarled woodsprite but goes on enemies and instead applies poison, it can disappear after the 10 seconds and fuel cells allow you to apply it to multiple enemies at once

edit: thinking about it, it probably wouldnt do too well going further into runs, maybe just have it stay on the victim? won't kill though

flat cypress
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!feedback
Give more lunar coins for beating Voidling. It clearly takes a lot more effort to take him down, generally needing a loop, or even giving up a free 10 coins after mithrix and losing another 10 to get there. I don't think a 20 coin reward would be unreasonable at all

fathom iron
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!feedback

Mercenary Idea I want to share: for every midair kill, the merc gains one stack of a damage increasing buff that goes away after 10 seconds or whenever the mercenary lands on the ground [larger enemies/allies are not counted] getting midair kills refreshes the duration of all stacks

ornate thunder
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!feedback

An idle animation for void fiend in the lobby where he turns into his corrupted form for a bit

acoustic geyser
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!feedback artifact of enigma simulacrum waves should take a moment to trigger so you have a fighting chance to avoid instantly deleting your meticulously selected equipment.

buoyant wigeon
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!feedback
It'd be cool if there was an Artifact that was basically Command but for stages, allowing you to choose what the next stage will be before it starts (Maybe "Artifact of Direction"?)
It could either work by allowing you to only choose based on the next stage's possible options, which is probably the fairest way of handling it, or by just giving you complete freedom to pick whatever stage you want

long peak
#

!idea

Acrid instead of blight should have a tar like ability that makes other effects last longer/ do more damage, makes creates slower or is just a form of support for other effects

solid hearth
#

!feedback
Defensive Microbots should be a passive proper (like every other Survivor) rather than an item.

As an item, it can be lost to Scrappers, 3D Printers, and Shrines of Order. Despite this (having lost Cap's signature item), Drones will still gain Microbots. Additionally, if Captain transforms to Heretic, they will keep the personal Microbot but Drones won't gain any. And if any Survivor morphs to Captain via Artifact of Metamorphosis they will gain a personal Microbot (permanently) despite morphing into another Survivor afterwards. LOL

As a bonus, Defensive Microbots' Logbook entry can no longer be acquired as of v1.2.2 DrizzLunars

warm shell
#

!feedback
Blind pests have the spawn rate and near the accuracy of a lesser wisp with the damage of golem lasers, possibly tune something down here?

grave ibex
#

!feedback
the Strike Drones spawned from The Backup feel really underwhelming, as they start with less base damage than basic gunner drones and scale at a lower pace than them, making the entire equipment feel like a waste of gold and equipment slot as by the time you have enough fuel cells or gestures to get 20 drones at once, you might as well be using a more useful equipment unless you're Captain with defensive microbot spam.
To make The Backup more relevant, they could either be buffed in damage or scaling, or alternatively, gain the ability to proc On Hit and On Kill effects like normal equipment.

unreal jolt
#

!feedback
Orion's Belt : Killing an enemy has a 6% (+4% per stack) chance to drop an orb that activates a random equipment effect. Corrupts all Bandoliers.

vernal bramble
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!feedback
Captain's diablo strike should scale with attack speed. waiting for 20 seconds is too long imo and even then if u buff it would still be weaker than its alternative but it would be pretty fun to play around with.

hidden cape
#

!feedback
Escape button could be used in menus to close it or navigate back

harsh laurel
#

!feedback
Why can't we hold abilities down anymore? It makes characters like Acrid annoying to play. Please return it back to normal!

gentle plank
#

!feedback
Add a new option to artefact of honor : you can choose aspects that will be on your run. This is an option so u have the choice to keep it like now but u can make harder ur challenge by making only corruption aspects or fire or both.