#ror2-feedback-and-ideas

1 messages · Page 46 of 1

woven lynx
#

!feedback
Change the void damage from %total health to a flat value scaling with level (still ramping up while staying in the void)
The way it currently is makes any form of health increase an active detriment while playing simulacrum. Especially on Monsoon where health regen is reduced. High health survivors like Survivor_MULT basically cannot leave the void cell at all without any form of really good healing because they will loose so much health. Whereas low health survivors like Survivor_Huntress (that also have really good mobility tools) can counteract HP loss with health regen quite a bit.

Additionally shields become even more of a burden then they already are. They increase the damage you take in the void but cannot be healed back. If you have a lot of shield you could have 100 weeping fungus and would still die because a single tick of damage will instantly take all non shield health you have making traversal of the void impossible.
L_Transcendence is pretty much entirely useless in the simulacrum.

simple crescent
#

!feedback
Enemies should be somewhat visible if they have the cloak status. Like, much harder to see, but not invisible.

They can see you through invisibility intermittently, why can't I see them if I look really closely? It's only fair, and it would make a little more sense as to why cloaking only makes the player harder to track for enemies.

round frigate
#

!feedback

Void Fiend’s trespass scaling with movement speed should increase its horizontal distance rather than vertical. Its baseline vertical distance is already adequate in most situation and getting movement speed lowers the incentive to use it.

tepid magnet
#

!feedback

The maps start to feel a little bit stale after constantly looping through again and again especially with hundreds of hours of gameplay. The easiest way to solve this would be to randomly set the time of day for each map from sunrise to night and everything in between. This would also be a cool way to add in a solar eclipse event turning enemies lunar (lunar family event). All this would require would be to just change the lighting effects on stage creation

radiant kernel
#

!feedback

a bit change idea for leeching seed and harvester's scythe (Green rarity item)

Leeching Seed
Dealing damage heals you for 0.5%(+0.5% per stack) max hp.
[right now it's
Dealing damage heals you for 1 (+1 per stack) health.]

harvester's scythe
Critical strikes heal for 4% (+2% per stack) max hp.
[right now it's
Critical strikes heal for 8 (+4 per stack) health.]

at least this way, the heal can keep up easily in the later stage.
I know it looks broken at first glance, but by the time you can stack it till it reach 100% max hp, it will be either you 1 shot the enemy, or the enemy 1 shot you anyway.

rapid belfry
#

I think it would be nice if console players had some sort of option to transfer their saves to a new system. Right now if you start a save on one console it’s stuck there, which makes sense since all console versions are technically separate versions of the game, but with the console rebuild it would be nice if there was an account system to easily transfer saves and play with others on different consoles.

split fjord
#

!feedback When in the Void Fields, Void Cell and Deep Void Shipping Request Form should NOT work. I mean, explain how the UES Contact Light can fire a item drop pod into the Void realm.

plush skiff
#

!feedback the new stage 1 (Siphoned Forest) feels a bit too large, and the loot is extremely sparse. On stage 1 you wont have a lot of mobility and the scaling will only become harder if you take 3 full minutes to even get to the teleporter. The little caves feel useless/'obligatory cave section' and the corner with the crashed ship could be cut down a bunch. Less area means less time spent on looting, and a bit more agency on wether to go faster or slower.

grave wadi
#

!feedback Add some text or indication, even highlight them with the item scanner, that the orbs AFTER the mithrix fight teleport you out of the arena. I just wasted 50 minutes and lost a mithrix monsoon run, after a day of trying, because I had no idea I was supposed to jump through the orbs.

Also, when switching from keyboard to controller mid-game, it'd be nice if sprinting was mapped to any button by default. Even Pinging was mapped to the PS5 touchpad, but sprinting had no default button mapping.

small star
#

!feedback

Maybe have death mark not phase into railgunners skull?

granite siren
#

!feedback unlockable skins for completing eclipse 8 on each survivor

fathom pasture
#

!feedback Once again asking to add Spare Drone Parts to the AI blacklist. If you thought a Scav getting one is bad try experiencing an Umbra getting one.

little barn
#

!feedback Cleansing Pool for void items - maybe even an interactable that "purifies" the item back into its regular form?

lone gate
#

!feedback

Artifact of Time

The timer ALWAYS moves, even in hidden stages.

Optionally: The game also cannot be paused in singleplayer.

It might not have a big impact now, as it would only work on Gilded Coast, Baazar and Bulwarks Ambry... but we might get new hidden stages in the future.

Yes, it's a very original name.

meager pumice
#

!feedback
Allow Engineer to deploy both types of mines without interrupting the sprint.

crude haven
#

!feedback
Add a "Retry" button at the in-game menu and death screen which makes us immediately, well, retry the run with the same survivor instead of going back to the character selection screen upon death or having to Quit to Menu when you want to end a run mid-way.

little barn
#

!feedback
maybe consider making certain elite types more/less common on certain maps?
i think it'd help w making maps more thematic n interesting, as well as make gameplay have a lil more variety, if there were more of certain elite types on certain maps than on others
say, rallypoint delta gets more glacial elites to match? aphelian sanctuary could have more mending elites? could even make it a chance on sky meadow to spawn perfected elites post-loop, since ||u can already get lunar events there anyway||

chilly crag
#

!feedback Remove the screen shake caused by firing with railgunner's alt m2. The screen shake gets disorientating with enough attack speed and makes it harder to aim from a distance

quaint urchin
#

!feedback
im not sure if this has been brought up before, but it would be cool if we could use dlc related items and characters while the void expansion isnt actually active.
sometimes i want to do runs without having to deal with void seeds and stuff like that, but still want to use new items, characters, locations, etc.
maybe make it so that only the actual void related content is affected by whether or not the expansion is turned on?
again, im not sure if this has been brought up already or how this would affect playing online w other people who dont own the dlc

plush hazel
#

!feedback

I think it'd be pretty cool if we had more options to customize our runs, like choosing what items to include in the run, or choosing what levels your enemies start at, or stages to be in, etc. I think it'd be cool if we had a Custom Games vibe that halo games reciprocated in a really fun way I know artifacts provide some form of customization, but not enough to make runs more interesting. Of course, this could be a separate gamemode on its own, something that could not affect achievements gains or changes to your profile stats, just something fun for anyone playing with friends to do.

prisma shell
#

!feedback

Spare Drone Parts is an innate wincon on itself, picking it up gives you a flying shredder which plays the game for you
first couple of times it looks amazing, but playing SotV more and more makes drone parts rather annoying because drones just kill everything before you do and you just dont get to play the game
what about nerfing all the values to 50%-70% of the originals?

hollow brook
#

!feedback

Please change the simulacrum to limit repeat maps. I often find myself taken to the same places over and over.

plucky stump
#

!feedback

Local co-op and steam remote play together

fluid thunder
#

!feedback
(If this has been suggested before, I apologize)
I think it'd be nice if you could direct allies' attacks using the ping system, i.e. pinging an enemy would make all AI allies attack that one enemy. Would be awesome to see during boss battles, eh?

silk wagon
#

!feedback
Just some UX issues I have noticed:

  • **There needs to be some kind of audio/visual effect when an ally dies. **Especially when you are in multiplayer without mics it can take a while to notice. If there was a flatline sound and maybe a skull nav marker that popped up it would help a lot.
  • The blind pests and blind vermin need to make more noise to alert the player, especially with how dangerous they are.
  • When navigating the difficulty/artifact selector on controller on PC, the cursor is barely visible so its hard to tell what you have selected. The same is true for the command menu and the void potentials, they need a more visible focus state
  • Once the teleporter or newt shrine has been found, give them a nav marker so you don't lose track of them
azure cairn
#

!feedback
-Can controller players on pc have an option to toggle Artificer's float like on consoles please?

I'm not sure how many times this has been asked but-
-For K&M players, float on hold instead toggle makes sense but for controller players, we can't hover AND aim at the same time.
I'm a switch player that recently went over to pc and its a blast. I'm blazing through unlocks but I can't really play my main Artificer due to me not able to "properly" utilize her full kit.

boreal crag
#

!feedback
Mul-Ts melee is still lacking and its like asking to die whenever you use it. Damage is fine. but there are no mechanics that protect you from going melee.
Maybe give him bonus armour when he uses melee?
Edit: overall his problem is lack of mobility while he's using the saw. even bonus armour is not enough
Suggestion: while Mul-T uses saw infuse his mobility skill with saw somehow.

lusty nacelle
#

!feedback

Give Rail Gunner an option to turn off the tracking of the primary fire, either during the game or as an alternative. Sometimes you just want to shoot what you're pointing at without zoom and slow.

plush shuttle
#

||!feedback||

engineer turrets no longer inherit spare drone parts, so why can't they benefit from spare drone parts like all the other turrets?
🥺
👉👈

unreal jolt
#

!feedback
Remove commencement from simulacrum, or at least add other enemy types to that map. It's so annoying going there every 2 stages only to fight lunar exploders over and over and over. Commencement is a flat map with literally only 3 enemy types, i don't want to spend 10 minutes there.

wooden parrot
#

!feedback
idea: funny lunar item that kills one thing on the map, players and things like eggs and rocks included

tame rune
#

!feedback
GeForce now support please.

plush shuttle
#

||!feedback||

Not enough rain in Risk of Rain

we have 2 stages in risk of rain 2 where it rains (i think)
+siren's call, where you murder unhatched eggs to provoke their guardian, the alloy worship
unit
+commencement, the end of the game and hallmark of providence's betrayal

but now in the advent of the void, there are more stages but less rain so i propose some additions
+make it rain in the void (makes sense because its another end stage and the ocean themes present
in all void creatutes, it could even rain upwards thatd be prety cool)
+make it rain harder post-loop as time scales (or better yet, as you kill more of the natives)

i might edit this later

crude haven
#

!feedback
Rare Item: Solar Panel
Effect: Decrease the recharge cooldown of Shields by -1sec (-1sec per stack up until a maximum of -6secs).

frank wasp
#

!feedback
stop the weird pot boss from stealing hp from you when it becomes your friend with happiest mask
(stop them from pulling you over)

ornate thunder
#

!feedback

Make the|| deep void portal in void locus|| appear after killing a certain amount of enemies, as opposed to sitting still inside 4 bubbles and waiting

it doesn't make sense to have to sit in a bubble in a stage where the counterplay to every enemy is to run the hell away from them (void implosions), and on top of that it's really boring, especially if you just got done doing the exact same thing in void fields

dawn gale
#

!feedback
equipment: porta-scrapper (be more creative than me)
effect: every 60 seconds you can pick one stack of items to scrap

idk sounded good

plush oyster
#

!feedback

If there is a hit in a skill (i.e. the 3rd swing of laser sword, last hit of slicing winds, or focus assault in general) that would apply Exposed and it instead kills an enemy without applying the debuff, have the cooldown reduction from Exposed still apply.

At the moment, it feels like you’re being punished for using these abilities and dealing too much damage such that enemies die from skills such as Focused Assault. This is especially noticeable in Simulacrum where you’re mainly dealing with low health enemies like Wisps that die before any Exposed is applied

crude haven
#

!feedback
Allows us to kill the Voidling on Eclipse runs, Mithrix all the time gets a bit old.. Just add the void portal to stage4 since there's an extra stage inside the void pre-Voidling.

charred mist
#

!feedback

Perhaps allow Squid Polyp to spawn turrets upon equipment activation as well? They do feel a bit overly situational with just interactables. They'd probably still be rather average as far as items go, but there'd be a bit more incentive to keep them around instead of using them as material for Scrappers and 3D Printers.

chilly crag
#

!feedback Squid Turrets should not be able to be corrupted by void infestors. Not only do they have high damage and an UNAVOIDABLE attack, they also apply collapse to you which is often able to bring down a survivor or just flat out one shot them with ONE stack past the first loop

silk wagon
#

!feedback

Change Lunar Coins Into Per-Run Currency

Lunar coins and lunar items are cool, but the fact that they are accumulated across runs cripples their potential because the mechanics that use them have to work regardless of how many you have on stage one. My idea is to make Lunar coins not persist between runs. This allows lunar coins to be more important to the game.

Ideas:

  • Lunar coins should no longer persist between runs
  • Weaker lunar items could be buffed since they are earned in-run
  • Increase the random drop rate slightly
  • Add special lunar enemies that run away from the player but drop a guaranteed lunar coin on death
  • Add lunar challenge shrines that modify the teleporter boss to have a lunar item and change the boss loot to lunar coins (stacks with mountain shrines)
  • Now when you beat the scavenger it drops 10 lunar coins and then a portal opens to continue instead of ending the run
  • Change the newt shrine to be free to use
  • Change lunar buds to be free to open
  • Change the store shuffle button to be free but only work once
  • All the options in the newt store only cost one coin (except the artificer, who still requires 10, but you can get that from the scavenger)
  • In multiplayer, a ghostly lunar grave appears where players die and you can spend a coin to revive them. If they had their own coins then you just have to reach the grave and activate it and it will spend one of theirs and give you the rest
  • Add a secret lunar gate to sundered grove that lets you spend two coins to get a red item
  • You can use three lunar coins to open a secret portal on commencement that lets you skip straight to mithrix

The idea is that with all these changes in place that it is exciting to get lunar coins and there are lots of interesting ways to do it. Furthermore, it will make lunar items feel less like a "ehh do I want to do purity this run?" decision and more like a "oh nice I get to do a shaped glass run!" opportunity

meager pumice
#

!feedback

Modify Captain's beacons to synergize with Lysate Cell.

  • You can select two different beacons during Character Select
  • Your supply beacon have 2 charges that regenerate just like they do currently
  • Player can make a choice to deploy either of beacon modes twice or two different once per stage.
  • Picking up Lysate Cell would grant third charge similar to Engineer's Turrets but not stack above that.
sand compass
#

!feedback Provide the option to obliterate on Simulacrum after completing wave 50 and every 10 waves after. Simulacrum is very fun, but once you get to a certain point in a run there's no motivation to continue, and no benefit to doing so. The option to at least net some lunar coins from your time spent playing would really make it a more rewarding experience.

scenic frost
#

!feedback

dont allow the frog to produce fire works or squid polyps, i have crashed before from fireworks while petting the frog in a rush

chilly crag
#

!feedback
A save system similar to enter the gungeon's. At the end of every stage, the player can choose to either proceed to the next stage as is right now, or they can choose to suspend the game to pick up at another time. When the save is reloaded, the player is spawned in the next stage. Save is then deleted to prevent save scumming.
Also similar to gungeon, an emergency auto save system that enters in effect when the game unexpectedly stops due to a crash; an auto save is made at the start of every stage that the player Cannot manually continue from, and is instead only used if the game crashes. Yes, the player might have an advantage by knowing what items are in what chests but it's better than completely killing the players entire run that they spent time on

dire frigate
#

!feedback
Make runs go into Run History even if you leave/close the game
Just had a 1 hour MUL-T god run on monsoon and my game crashed because 9 mf dunestriders all started healing at once and I didn't get to see my stats

tribal walrus
#

!feedback
Please add a maximum of 1 collapse stack per unique attack from void-infested creatures. Just got 15 stacks of collapse from an infested stone titan laser. worst way to end a run.

crude haven
#

!feedback
Fix the rocket spawn position on Rex when using the Portable Missile Launcher or the Mk1, the rockets come from the center of it's body so if it's sprinting it will hit the ground

crimson topaz
#

!feedback
Make it so that you can't spawn in a void field after you teleport

rigid slate
#

!feedback
In MP, all dead players should revive at the end of a teleporter event. Currently, dying in a stage (especially early on) can easily start a snowball affect where losing out on items makes you die more, which makes you lose out on more items etc. It should also work in Void Fields, considering how VF fits into runs now and the fact that Simulacrum does the same respawn mechanic

calm vale
#

!feedback
Give the Artificer's primary skills some measure of Homing, move Ion Surge to her alternative Utility. At this point, Artificer still needs a lot of help to feel "fun" to play as without replacing her skills with Visions or Strides.

fading parcel
#

!feedback I'm surprised we haven't seen a fire alternate for Artificer's snapfreeze/utility yet. I dunno about suggesting anything more than say, a row of mines that do igniting flame pillars, that's kinda the most straightforward idea. Either way, would love to see something

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.

wanton sun
#

!feedback Guarantee at least one scrapper on Sky Meadows, to prevent players with useless/harmful items from getting screwed over too hard by continuously poor interactable RNG. This would also allow players who plan to kill Mithrix to more consistently use the cauldrons on Commencement.

willow ocean
#

!feedback

You shouldn't be spawned inside a void seed. This can be a death sentence if you get spawned on a stage with 2+ seeds and they're trapping you in a tunnel you spawned in. It's really unfair and frustrating

wintry dragon
#

!feedback
Starting to see hackers in the game ruining the game for others. Kick option pl0x?

vast lotus
#

!feedback
Item : Void : Green: Corrupted Death Mark
Power Sigil
If the player has 4 buffs active, give them the Empowered buff (+1 empowered per stack) for 7 seconds

Empowered Increases player speed by 25%, damage by 10% and armor by 15
Empowered stacks linearly, so every stack just adds on another one of each stat boost

plush shuttle
#

||!feedback||

id like to see some sort of implementation of individual monsters getting items (similar to how mithrix has his own inventory)
maybe an artifact which gives elite packs random items similar to how diablo and other arpgs handle elite packs

i was doing void fields pre sotv once and the game chose goat hooves with elder lemurians, i want that 'ah yes a worthy opponent' moment again
.

upper cave
#

!feedback
Add in a kick option for hosts in multiplayer lobbies (maybe votekick?) and something allowing you to see if side programs or anything else are affecting another player (e.g. hacks,) if possible, I'm noticing an uptick in hackers ruining lobbies

little barn
#

!feedback

Please, please add lobby controls for the host. i just found an incredible lobby, and a hacking player ruined it for all 16 people, and the host has not come online again. without the option to remove the problem player, they were able to repeatedly join the rehosted servers and continue.

vast lotus
#

!feedback
Item : Void : White : Corrupted Paul's Goat Hoof
Rabbit's foot

Add 10% jump height (+5% per stack)

warm shell
#

!feedback
New voidborne / corrupted skins for beating the final void boss on monsoon, like how you get the other cool alt skins for beating the game in general on monsoon. Especially since he is much more of a challenge than either mithrix or looping to stage 7/8 and obliterating.

No idea what it would look like on the already-void survivor though lol

north meadow
#

!feedback
Maybe actually allow Captain to use his abilities in alternate realms like Void or Ambry now? Because you're telling me that somehow we can get delivery pods crash down before our arrival and/or call down a vending machine from the exact same ship he uses, but he can't call down probes and beacons?
I do prefer to lift Captain's nerf instead of nerfing Remote Caffeinator and Shipping Request Form the same way he did. We don't need to keep "realism" for the sake of gameplay balance. (he can use abilities in closed cave systems anyway...)

plush shuttle
knotty helm
#

Bump

limpid sandal
#

!feedback
Lepton Daisy is considered one of the worst greens, so maybe to change it to like 25% extra healing during the tp, + 12.5% per stack? This would help with its inconsistency

lone narwhal
#

Yeah no

eager basin
#

!feedback
Please I know this has been said millions of times but nerf collapse damage. I'm pretty sure I was at like 1000 health and only on stage 6 and I got instakilled by 1 stack. There's also literally no counterplay to it which makes it incredibly annoying so if you're gonna keep the damage at least add some form of counterplay.

plush shuttle
#

moar bump

marble scarab
#

!feedback
add an achievement for beating monsoon with every survivor, something to the tune of "jack of all trades"

severe nymph
#

!feedback
Lunar coins cull corpses in a sizeable radius around them. Make sorting through the mess of a busted run easier! Maybe add a burning away effect to make it not so jarring

plush shuttle
#

||!feedback||

add some invisible items or some sort of nerf to certain entities (namely drones & col dronemann, squid polyps, engineer turrets) which halves their stats if they arent on the player's team

i loved void infestors infesting engineer turrets as a game mechanic and the threat it brought to me. that moment when i was first betrayed had me shocked and i wish it was kept

by nerfing the appropriate npcs when theyre not on youre team, all the current issues surrounding void infestors and squid polyps as they are would be nerfed and could be nerfed again if needed, and a removal of such a mechanic will never be necessary ever again
.

wooden shale
#

!feedback

I know Mithrix's stolen items appearing as coloured shards on his body is supposed to be tonally and thematically appropriate, but a rare chance of items appearing as they normally would with different equip regions could make for a pretty fantastic easter egg (art by Norm).

wind ermine
#

!feedback
a lot of people have been asking for caps beacons to be available in the hidden realms, and honestly i agree with em. the fact that you cant use half his kit in hidden realms is a bit bogus, especially considering that some other "air strike" stuff like the caffeinator E_Remote_Caffeinator work just fine.

im sure you can sacrifice lore consistency for the sake of gameplay, just sayin ;)

dense orbit
#

!feedback
It'd be nice to see animations and stuff for enemies in the logbook, especially since it looks like the Alpha Construct enemy you cant even see all of as it (possibly others? Just know that one for sure). Not asking for anything too wild, just wanna see all these designs in their full glory

little barn
#

!feedback small qol thing but i think if acrid could use his m2 and special during leap he would feel a lot more fluid, maybe even the ability to chain another jump whilst mid air to redirect yourself.

torpid echo
#

!feedback
Antarctic Oscillation should keep playing after finishing the teleporter event

bold tusk
#

!feedback
Please rework items that break on low health, in particular the Delicate Watch. Make sure they don't break when the player spends health at will, such as using certain health-consuming skills or using the Shrine of Blood. This will make the Delicate Watch and similar items more useful.

solar axle
#

!feedback
Add Risk of Rain 1 music and make it a toggle option in menu, maybe make it play on random. The music is a banger and we want more of it.

violet monolith
#

!feedback

It's probably brought up before, but it would help the flow of Mercenary's eviscerate and Void Fiend's primary fire if friendlies didn't body block them.

silk wagon
#

!feedback

Some artifact ideas

Artifact of Trade: The newt shrine is free to activate and Lunar coins drop more often (1% chance that doesn't decrease with each drop), but you can't use lunar coins you have collected in other runs, and the coins you find in this run aren't added to your collection

Artifact of Resurrection: When a player dies, a floating grave appears near their corpse. Another player can activate this grave like a shrine, taking 50% damage and summoning ghostly enemies to fight. These enemies do not drop gold on death, but when all of them are defeated the fallen player is resurrected.

pearl pine
#

!feedback Just watched a clip of my friend using H34D to stomp on an enemy Elder Lemurian - they died because they jumped into the hitbox of its attack. What if H34D made you invulnerable to attacks while dropping + 1 second after landing? That would be a little more intuitive to how players would expect to use the item (dive bombing clusters of enemies) without forcing them to watch carefully for any attack animations.

cerulean minnow
#

!feedback it would be nice if you could play railgunner while still having Sotv content off, so you could still play railgunner with new player who don't want to be overwhelmed by all the DLC content

unreal jolt
silk wagon
#

!feedback

Change the mercurial rachis so that instead of creating wards of power nearby, it surrounds you with an aura that follows you.

small star
#

!feedback

Please give Xi Construct collision

tawny crypt
#

!feedback

Proposed nerf to Blind Pests; make their attack a projectile instead of their basically-hitscan attack!

Of course, there's not much shortage to flying enemies that shoot projectiles already. Maybe the Blind Pest's projectile could even be slower than most other projectiles - it would be easy to dodge, but when you've got a bunch flying around, shooting whole clouds of goop, it could get nutty!

IMO they'd still also need a nerf to their health, damage, and/or spawn rate on top of this, but this change could make it so they have, like, an actual niche as an enemy instead of completely and utterly outclassing Lesser Wisps.

plush oyster
elder island
#

!feedback
Allow us to play on earlier eclipse levels and use artifacts on the levels that have been completed, eclipse feels similar to Dead Cells’s Boss Stem Cell mechanic, and I think that being able to play lower eclipse levels wouldn’t hurt anything.

tidal cargo
#

!feedback
Please add 2D/low-poly versions of the missile items that ICBM affects, which would swap in upon reaching a certain performance threshold. It’s scary to think of what Switch will be like with an ICBM/Fireworks build when even PC struggles with it

feral dew
#

!feedback
Make Bottled Chaos not be able to activate Volcanic Egg or Eccentric Vase. If you build with Gesture, Bottled Chaos is a really, really fun option, especially if you stack both Gesture and Bottled Chaos together - except for Egg and Vase.

sturdy isle
#

!feedback Blind pest projectiles should make a constant whizzing noise through the air, much like barnacle and hermit crab projectiles, so it is easier to evade blind pests even when not looking at them.

topaz dome
#

!feedback
Review the monster blacklist, it doesn't seem like it's been updated for Survivors of the Void.
Specifically items like Shipping Request Form and Regenerating Scrap, which is given to monsters and honestly makes for a huge waste of an item slot. There's nothing threatening about seeing "Shipping Request Form has been integrated into the Cell...!"
Conversely, Spare Drone Parts and Unstable Tesla Coil (please. for the love of god, please.) are extremely overpowered for monsters to have. They're just not fun. If Razorwires are on the list, why not the Tesla Coil?

sweet shard
#

!feedback
Power Elixir and Delicate Watch shouldn't be consumed/break if you lost health by Blood shrine, Void cradle etc. but only by enemy's damage, or fall damage.
It's little annoying that you should avoid using blood shrine since you pick up them or else you'll waste a item.

patent geyser
#

!feedback
corrupted drown shouldnt slow you
or at least the slow should be temporary and slowly ramp up back to normal speed. i feel theres not that much reward to going corrupt right now

sudden geode
feral dew
#

!feedback
I can't upload screenshots but why can regenerating scrap show up as an enemy item?

dark marsh
#

!feedback
make half of your delicate watches break at once instead of all of them (or 1 if you have 1)

mental bluff
#

!feedback

Add a scrapper to Commencement, so I can get rid of those pesky items Mithrix always one shots me with

dark marsh
#

!feedback
make it so singularity bands can't drop if kjaro and runald's bands aren't unlocked (and review other void item drop conditions just in case)

fading parcel
#

!feedback
My idea to change collapse

On hit, voidtouched enemies apply implode, dealing a PERCENT of the TOTAL damage dealt after a long buildup. If implode is stacked, all current stacks have the timer reset.

So for one thing, yes this is basically a void overloading bomb, but that's not the point. My idea is for them to apply a separate time bomb similar to collapse. Probably distinguished by more void-like colors, purples and or monochrome yeah?

Besides being much more fair, I like the idea of how it CAN do a lot of damage at once but ONLY if you get stacked with a bunch of it anyways, and it would be thematically similar to void implosions in that way too! Hell, if you get killed by it it can just give the same message as when you are killed by a void implosion.

tidal cargo
#

!feedback
Needletick feels very similar to tritip in most cases, but at the same time Collapse is insanely strong on certain enemies.What if Collapse stacked 1 time per Needletick stack (multiplied by proc coefficient and rounded up), each stack was reduced to only 25% base damage, upon going off Collapse had a 1.0 proc coefficient instead of 0.0 (but cannot proc itself), and Voidtouched enemies had the effect of 10 Needleticks?

The end results of this set of changes would be as follows:

Needletick would have a more defined role on players - Tritip Dagger can stack Bleed infinitely for ramping damage over time, while Needletick as an item can stack infinitely and also it can proc other items.

Collapse on Voidtouched elites would be drastically nerfed, anywhere from a 38% reduction for 1.0 proc coefficients to a 94% reduction on 0.1 and below.

This may make Voidtouched elites underpowered so they need a separate buff, but one thing at a time.

hardy gorge
#

!feedback I think it'd be nice to be able to review your Logbook unlocks from the pause menu when playing solo, often I have trouble remembering which from a set of stages I still need a radio scanner, or on a good Clover run I find myself forgetting which monsters I already have logs for

Likewise being able to review the stacking behavior of items in-game without the use of mods would be useful, even if there's a few errors still here and there accurate figures are still the majority

If performance is a concern then perhaps disabling the model viewer component when mid-run would be helpful

sharp monolith
#

!feedback

As much as I love Void Fiend, I think his 2000%/s laser beam is completely ridiculous and should be nerfed.

plush shuttle
#

bump

im not really bumping this for votes but i think survivors could use alternate skills which contrast with their original variants more and act as playstyle choices rather than personal preferences, like mercenary alt special instead of bandit m2 vs alt m2
if you guys have any unique ideas on how to make engineer more tower defensey i would love to hear it

plush shuttle
#

||!feedback||
idea:
as well as buffs to pressure mine knockback and removing its 300% damage before warmup which other people have mentioned, i had an idea which could further differentiate pressure mines from the more aggressive spider mines.
linked with my spider mines idea: #ror2-feedback-and-ideas message
more mine knockback: #ror2-feedback-and-ideas message
remove mine activation timer: #ror2-feedback-and-ideas message

Upgrade pressure mines by throwing more mines on top of it

this would allow you to stack more mine damage on top of the existing 4 mine cap (less lag) and rewards you for anticipating what kind of enemy will step on it and managing cooldowns, solidifying its position as a defensive tool and reiterates his description "requires planning and positioning to be successful".
for example a higher level mine would do more damage to a stone golem but it would be overkill for a lemurian or a beetle. throwing 3 mines gives an 8 second cooldown per mine leaving 24 seconds before you reach 4 stacks again, it would be a game of resource management instead of floating 4 stacks of spider mines for burst damage.
if your turrets can kill most trash, then upgraded mines could be the way to go to protect against golems / elder lemurians, on the other hand you could sacrifice all of your mines for boss damage after a heftyish delay.
hehe megamind engineer with 10 backup mags megamine go boom boom

idk what the scaling would be, it could be +900% damage give or take as well as some more knockback and explosion radius? detection radius could stay the same, there could be a longer explosion delay to compensate for increased explosion radii? all of this is up to discussion/discretion.
.

undone monolith
#

!feedback
make REX's DIRECTIVE: Harvest do damage over time, reduce armor, slow enemies, or something. Another thing is just make the shot itself do more damage or make the fruit have a bigger pickup range. In it's current state it is completely outclassed by Tangling Growth, and in desperate need of a buff. Reducing the amount of healing you get from the fruit would be fine, it just need something.

radiant kernel
#

!feedback

Survivor_rex and Survivor_Railgunner Utility(Shift) feels a bit similiar but wait
Survivor_rex CD is 5.5sec, only 1 direction, only have 1 charge
Survivor_Railgunner CD is 6 sec, circular direction, have 2 charge

So why did Survivor_rex Utility(Shift) only have 1 charge instead of 2 charge when it feels like an inferior version.

Make Survivor_rex have 2 charge too for his Utility(Shift)

I know Survivor_rex Utility(Shift) didn't require any preparation, but you need to literally facing backward if you want to use it for movement thing, while Survivor_Railgunner can just drop her Utility(Shift) and then back to running and the pad will still push her for extra movement.

extra note :
Of course if you need to remove the default Utility(Shift) to have no Weaken, or reduce the damage and the HP cost for the Alt is fine.
But at least as far as I know, you rarely use the shockwave for its weaken and its not that often you use the alt shockwave to deal damage to enemy.
edited(new) extra note :
if you do think giving the Alt extra charge might be broken, you can reduce the Heal, Self Damage, and the Damage a bit like mentioned above.

EDIT :
just making the Utility(Shift) bold
<> adding the edited(new) extra note

plush hazel
#

!feedback

What do you guys think about a hidden character based around egocentrism? You wouldn't be able to pick up items because your ego's too high for them, and you can only pick up lunar items (their effects would get multiplied by 10x or something), idk what do you guys think?

simple crescent
#

!feedback
could we please have xi constructs act like less of a coward, and have collision? right now they're hell with cqc oriented characters.

hazy pulsar
#

!feedback
allow heretic to be selected in the character screen after playing her once pls :3

umbral lava
#

!feedback

Have dead players respawn just before the Mithrix fight.

The two parts of Commencement are very distinct, but they don't count as different stages so there is no respawning. I think this should be changed, since if someone dies early on during charging pillars it means 5+ mins of sitting there until your friends finish the run ||or pet the frog||
If you compare it to the new final boss fight, that takes place in a separate stage and you do revive in time for the final fight... So why can't we have this for the normal end?

scenic frost
#

!feedback

allow mult to pull out power saw during his transport mode

silver crane
#

!feedback

Artifact of Urgency
– You have limited time to complete the stage... or face the consequences.

Gives each stage a time limit (tentative: 8 minutes). The stage plays normally until the time limit is reached, then it rapidly fills with Void Fog, which will damage any player/ally inside of it with the same scaling as Void Fields. Some zones, such as the Teleporter charge range, Commencement and other special stages are excluded. Enemies take no damage from the Void Fog originating from this artifact.

plush shuttle
#

||!feedback||
idea: i was thinking about this while thinking about upgraded pressure mines
#ror2-feedback-and-ideas message

Protective spider mines target enemies which damage allies in a larger radius

to further differentiate the two mines if the above change is taken into consideration make it so that spider mines lock on to enemies who damage allies in a larger detection radius. its certainly not needed, but it could add to the pressure vs spider mine argument if the above buff to pressure is taken into consideration.
it could be a pretty cool supportive tool for multiplayer and gives the spider mine more personality aside from being one of the two mines, you have a choice between high damage potential stationary mines or mines which will consistently detonate on enemies to assist allies:
mines with more boom vs mines with more legs

edit: they still have their normal aggro range, but will try to avenge allies if they havent been triggered already
.

simple crescent
#

!feedback
hey could you guys add a third lunar seer? cuz im pretty sure the purpose of them was to let you force maps for challenges and it uh, isn't doing that very well.

alpine bridge
#

!feedback

Make chance Items stack if the percent chance goes over 100%. Right now, if you get over 10 lense makers glasses or any other item that stacks proc chance (sticky bomb, tri-tip, etc), it become useless. With the inability to scrap individual items from stacks, this means it is a useless item that you can't even put into a printer. It seems unfair to make an item that literally has a limit. To basically remove this limit, make every percent chance over 100% stack into a doubling effect, and once it reaches 200%, double again, etc. What I mean by this, is that if you have 105% critical strike chance, you have a 100% chance to deal 2x damage and a 5% chance to deal an additional 2x damage, so 4x damage total. This also applies to things like sticky bomb, which would have a chance to apply 2 sticky bombs, and tri-tip dagger, which would have a chance to apply 2 stacks of bleed if over 100%.

buoyant valley
#

!feedback
Void version of brilliant behemoth
All your ranged attacks now pierce enemies infinitely, each enemy pierced reduces the damage by 20%, but each enemy pierced resets the proc of items. Each stack reduces the damage penalty by 0.5%
Melee survivors can now knockback enemies instead, if a knocked back enemy hits another, both take damage equal to 6% hp, one shots enemies who hit walls. Each stack increases the knockbak distance, 10 stacks are enough to knockback all enemies

upper cave
#

!feedback
Add the option for hosts to swap between public/private/friends only while still in a lobby without closing it; same goes for playercount, etc

plush shuttle
#

||!feedback||
in correspondence with @buoyant valley's idea after some revision and thinking

Void Brilliant Behemoth: Elderwhorl's Crown / Gatecrasher
Deal 70% (+10%) damage in a 0.5m (+0.5m) beam behind the target

fren suggested that it should look like a whorl shell which i am whorlly (teehee) in support of, but if it needs to somewhat resemble the original item id say that it should look like a ballista or a lightning gun

ill edit this message later if theres anything else to say
.

quaint canyon
#

!feedback
make it so regenerating scrap can't be scrapped in a scrapper since all it does is make it into a worse version of it's self

safe prairie
#

Remove the global minimum cooldown. I don’t see a reason to have it when 0s cooldown abilities could and should be managed by your attack speed stat.

ornate wing
#

!feedback
It has now officially been a full year since our poor boy Commando has seen even a minor buff (excluding, of course, the sick gun spin he does on the survivor screen now).
It's been asked to death but I ask once more: give him some love. He deserves to be the gunslinger of his lore entry, not a trap survivor that leaves you stuck in spectator every stage

short pendant
#

!feedback
If the lore of the UES Safe Travels' absence preventing Captain from accessing his abilities must be kept, then perhaps there could be a way of reaching out to the ship? For example, when you arrive in a hidden realm the message "A locator beacon has been dispatched" appears in chat. This would spawn in an interactable that would open up a portal once used, acting as a window for the ship to send things through. This could be balanced in various ways, whether just being difficult to find, having a time limit before it closes again, or even summoning monsters you need to fight off (attracted to the signal, perhaps).

This way you'd be able to access Captain's abilities in any area, though you'll still need to work for it in some way, as well as still keeping the existing lore of the abilities intact.

tropic zinc
#

Would love for the next expansion to add a new stage 5 that leads to a new stage 6/final boss via primordial teleporter. Possibly a new secret boss like voidling from that new stage 6.

Kinda like two branches, one stage 5 that leads to mithrix and voidling, and another stage 5 that leads to a new final boss and secret boss.

scenic frost
#

just bringing attention back to this idea

plush shuttle
peak fiber
#

!feedback
wondering if it's possible to disable the windows key and other keys that could be accidentally pressed during gameplay
OR
just making those keys pause the game (except for multiplayer of course)

only applicable for keyboard/mouse players ofc

tribal whale
#

Bring back the driptain emote

vast lotus
#

!feedback

Drastically increase Loader's utility skill cooldown
As it stands loader is way too OP and his utility does insane damage and is basically relied on, I think this should get nerfed down a bit so that loader can't just hit enemies for big damage without ever worrying about getting hit

scenic frost
#

!feedback

I think that the mobile turrets should get an ai change, as how they are right, they like to charge straight into enemies. This gets them killed very often.

calm vale
#

!feedback
Make the Artifact of Kin increase the likelihood of Family events by a significant margin

plush shuttle
#

||!feedback||

i think i mentioned this somewhere but now im putting this as a feedback, since they have a small space under them:

Engineer turrets should get a sprint animation where they flip up their legs and float around like engineer when not shooting.

hell they could even fly to keep up with engineer if he jumps to places

cosmic remnant
#

!feedback
Void Lunars, Void Equipment, and Void Lunar Equipment

worthy parcel
#

!feedback Commando's Suppressive fire still is seen as a much better and more reliable choice than his grenades due to the consistency of its damage and its ease of use. Make commando's grenades so that instead of him stopping fire altogether, have him still be able to shoot, but with only one pistol and at half attack speed.

sage knot
#

!feedback

Name: Icarus
Item Category: Lunar
Appearance: A pair of white angel wings
Description: Gain the power of flight for 3 (+1 per stack) seconds but after that time, be ignited for 100% (+50% per stack) base damage per second.

It'll work like the old milky chrysalis (Hopoo feathers are prioritised before activating) and you can fly indefinitely even while burning if you can keep the healing up.
The burning effect will stack if you fly for every second past the limit and will stop stacking if you let go of the jump key. The wings also flap to show that they're in effect. :)

Not too sure if the damage is right though or if the item's too op...

shell solstice
#

!feedback my friend and i were doing the void realm thing (the cells) and after finishing all the cells he died from some on kill effect. prob shouldnt be able to happen?

dreamy flume
#

casual bump

maiden prairie
#

!feedback
literally just versus mode from l4d2 but risk of rain.

Rounds end on stage 5.
Survivor side gains points for each stage they complete, each player enemy they kill, void seeds they destroy, and other relevant actions.
Monster side gains points for each stage not completed once they kill the survivors, for how many survivor kills they get, void seeds are left untouched, etc.

drowsy pewter
#

!feedback
After SOTV, the HP gauge of the enemy disappears immediately, which is very inconvenient in multi-game multi-bosses.
Before SOTV, I think you could see the HP gauge just by aiming at the wounded enemy without attacking.
I think it would have been better for bands-built survivors to use the previous HP gauge.

livid badger
#

!feedback

Item Printers: By the end of my runs (~2 or more loops), I have accumulated quite the stash of Scrap. Dozens of them. Ending a run, with what amounts to unrealized fun and possibilities (or, you know, useless items. Scrap) leaves me with a bittersweet feeling. Why not print items with them?. Well, this is the "problem". Sitting at an item printer with 40 Scrap grinds the game to a halt. Even earlier in the game, print speeds can impact you in several ways. I understand that the print speed is a deliberate balance choice, so I thought up a middle-ground; A new item

-This example is intentionally vague so that the devs can fine-tune the stats to fit their vision of the game. I just wanted to represent a concept I felt was unexplored-

(Something like)
D.R.M. Filament would be a new 🔴Legendary item (Or perhaps held Equipment. Consumable?) that ¹increases 3D Printer speed by a small amount (+?% per stack). In addition to this, it would allow you to Interact with the Printer multiple times before finishing a print job, adding items to a ²__Print Queue__ with a max of maybe 5 items (+5 per stack?).
*Perhaps the second function of this could be its own 🟢Uncommon item if this is too overpowered? Something like this would be a welcome addition.
Excuse my poor Blender skills

pre-upvote edit. Good improvement suggested in feedback discussion: Also allows free once-per-stage Legendary print (Like Regen. Scrap)

buoyant crypt
#

!feedback

a restart button in the game summary screen(after win/loss). roll a different seed, but keep the survivors, loadouts, difficulty, artifacts, etc

main edge
earnest lily
#

!feedback

The Railgunner can see their own hitpoint while scoping when the artefact of chaos active. Remove this.

little barn
#

!feedback

really upset that I made it to Simulacrum stage 50 to get Void Fiend for a friend, only for the run to end because enemies got dio's best friend and the remaining enemy counter bugged so we couldn't complete it.
https://i.imgur.com/gu2puia.png

regal sluice
#

!feedback

Item Idea: We're All Set (Red)
Appearance: A set of knives
Effect: When applying bleed it applies to nearby enemies (7.5m, +2.5m per stack). Bleed also lasts 25% (+5% per stack) longer. On first pickup get +10% bleed chance

distant pewter
#

!feedback

Crossplay

vestal ether
#

!feedback

Maybe after beating the game on monsoon as heretic you should have the option to select them in the start screen, but you have to pay a certain amount of lunar coins to use them.

dull dragon
#

!feedback
Prevent items like Rusted Keys and Shipping Request Forms from being a printable option for the mithrix fight. They do literally nothing 99% of the time and so it essentially just takes an entire printer out of the options you could have had

undone monolith
neon sundial
#

!feedback

Considering how many items activate off of crits, another item that offers crit chance in some form would be nice.

solemn ibex
#

!feedback
Make it if you loop once make Mithrix have perfected elite since there is no challenge once you loop because you one shot him.

wooden shale
rose dock
#

!feedback New red item idea that could be interesting:

Hyper Warp Drive: All of your abilities can be cast while sprinting. gain 15% (+15% per stack) move speed.

sweet dust
#

!feedback

Been playing since they were first introduced so this might've been something already suggested; make engi's carbonizer (moving) turrets be sprinting instead of walking, matching the sprint speed of engi himself, so that they can get better synergy with items and also just to catch up to engi himself

main whale
#

!feedback

Make the shuriken toss on supercharge or cryocharge be delayed or no toss at all. It is sad when you prepare a fast shot on some close enemies (or even far when shuriken makes a curve) and hits before, making you lose tons of damage from bands

limber plover
#

!feedback
buff alien head to reduce skill cooldowns by 33%(+25% per stack). this will make it far more useful for most cooldowns, as right now purity usually outclasses it

compact sierra
#

!feedback
Do smth with that collapse debuff, it's just jerk move

bitter wedge
#

!feedback
buff commando a bit by improving his strength at procing by raising the proc coefficient of double tap to 1.2

sullen egret
#

!feedback
Make it, so that clicking ESC within the logbook menu lets you go back from a submenu.

unreal jolt
#

!feedback
Void Scouts, based off of common prawns
Flying enemies, slightly smaller than brass contraptions. They attack by lobbing void bombs that scatter into 4 more bombs on impact.
On death, they attempt to kamikaze towards a nearby enemy. On contact with anything, creates a small explosion that instantly kills anything on impact.

they go out with a bang

pearl perch
#

!feedback

Everybody needs passives.
Survivor_Commando Survivor_Engineer Survivor_Huntress Survivor_MULT are the only ones without them i’m pretty sure.

these are bad, i admit it, but these are my suggestions.
Survivor_Commando Battle Hardened: In combat, regenerate 50% faster.
Survivor_Huntress Light Footed: Can sprint in all directions
Survivor_Engineer Energetic Aura: Allies near the engineer gain attack speed and armor.
Survivor_MULT idfk. i don’t play mult lel

hollow basin
#

Lunar Equipment Idea:
Cursed Dice

Can reroll items like the Recycler, but can reroll them more than once, and has a much shorter cooldown. 33% chance to delete the item instead.

"What's the most you've ever lost on a dice roll?"

stoic valve
#

!feedback
every survivor should have another skin for beating eclipse 8 with them

vast lotus
#

!feedback
Item : Green : Void : Corrupted Ignition Tank
Draconic Cannon

10% chance (+10% per stack) to fire a seeking voidflame for 100% damage that ignites an enemy

elder island
#

!feedback reduce the attack range of Blind Pests. They’re blind, so they shouldn’t be able to noscope me in the back of my skull from 50 meters away.

regal sluice
versed mason
#

!feedback

trade stations

They look similar to a phone booth, but with 2 doors and two seperated sided

providing a temporary safe space, about 2 minutes 30 seconds
that players can trade a limited number of items (up to 5) for other items that might be better for different survivors (ex. engi trading away
C_Pauls_Goat_Hoof for Fungus_anim )

after about two minutes is up and the players haven't traded, they will be kicked out of the trade station as to keep the fast paced nature of the game.

intention:
to add an extra element of strategy to the game when artifact of command isn't used, giving a bit of a sense of control to players while not feeling like a godrun element or straight up item sharing

frank root
#

!feedback (REPOST)
First draft for the Alchemist stats and moves:
Stats:
Base damage: 11 (+1.5 per level)
Regen: 2 per second (+1 per level)
Health: 130 (+5 per level)

Moves:
[Primary] Throwing Dagger: Throw a dagger dealing 200% damage. (You get 5 tipped blades for samples.)
[Secondary] Sample: Stab an enemy with a syringe dealing %250 damage and collect any Debuff OR their elite ability. After you collect a sample, that Debuff will apply to an attack of your choice.
[Shift Ability] Volitile Flask: Throw down an explosive concoction under your feet and fly into the air. Anything below you takes 500% damage. If you have an active Sample on this ability you inflict that effect on enemies below you.
[Special] Experimental Brew: Throw a flask that will deal 800% damage and will release a gas that induces your Sampled effect.

If you have any suggestions do tell!

distant pewter
chilly crag
#

!feedback A railgunner alt M2 or special that pierces walls. I think it would be really cool to be able to hit weakpoints from wherever you are in the map

small star
#

!feedback

Change/brush up the animation for Rising Thunder since currently looks uhhhhhhh less than ok happiesttroll

dark marsh
hollow basin
#

New Equipment:
Beating Embryo

Use to duplicate a single item on the ground. Disappears after use.

"You do not want this thing hatching in your care. God knows what will happen."

undone monolith
simple crescent
#

!feedback
give aurelionite collision i want to ride on his head

ripe stream
#

!feedback
add a button on character select screen to see corrupted void fiend's abilities

pearl perch
wooden shale
#

!feedback

If allies are to keep collision with other allies, at least allow us to stand on top of them as they move around, much like the simulacrum focus when it moves.

If I can grab a L_Stone_Pauldron and then ride a B_Queens_Gland Beetle Guard to get around, maneuvering myself on it like an insectoid segway into combat I don't know how I'd contain myself.

hollow basin
#

MUL-T Secret Passive:
Overcharged

Holding the Fuel Array equipment gives a bonus to movement and attack speed. Fuel arrays can be found on crashed ships around the map if playing in singleplayer. happiesttroll

short pendant
#

!feedback
Having items that vary your attack speed like Predatory Instincts or Warbanner can make timing your Lights Out/Desperado shots more difficult, as it's unclear exactly when you'll be firing. I propose that Bandit should keep twirling his revolver so long as R is still being held. Attack speed would still dictate how soon you can fire, this would just allow you to delay it. This would help to make his gameplay a lot more consistent, as well as allowing you to do cool revolver tricks for as long as you like.

ripe stream
#

!feedback
Give huntress an increase in range with every level and give her a damage increase that scales with distance from the target

warped fern
#

!feedback
I am so pissed. I am so mad. There is a bug where void jailer's root ability will kill little disciple and stop it from firing wisps even after you've been freed. just, upvote this so hopoo actually sees this. This cost me my eclipse 8 run ksjahdfkajhf

plush shuttle
slim talon
#

!feedback

If we get a red plane DLC I think it'd be funny if there was an ending that lets you go "ya know what? Screw escaping, this planet needs to die" and lead/enable the imps on a full scale invasion of the planet via a short in-engine cutscene of the planet inhabitants fighting and dying against growing hordes of red plane entities. Or something along those lines, it'd be an interesting alternative to escaping, obliterating, and whatever the void "ending" is supposed to imply

void arch
#

!feedback make it where you can hold down m2 to fire acrid's secondary off cool down again. It's really annoying with a purity to have to click every half second to fire it

warm shell
#

!feedback
I've seen a few mentions of bandit needing some love with the introduction of railgunner being the new 'big shots' person. One thing that would really help is making his backstab mechanic independent of critical hits. As is now, it feels bad not to build crit chance because any enemies facing you makes your life hell, and building crit chance feels bad because all of your glasses are basically wasted if the enemy is facing away from you. With this, probably change his m2 to bleed on backstab instead of crit

quaint crane
#

!feedback make squid turrets uncorruptable by the void bugs, it is currently the only item that actively works to hurt you and is more of a liability than an actually good item. Best case scenario you get it scrapped. I've died to squid turrets since the dlc dropped 4 times more than I have died to mithrix ever since he came out.

ripe stream
#

!feedback
new section/floor in the bazaar that sells frozen in time survivors (skins)

viral pilot
#

!feedback
A 'Classic' themed dlc that comes with a new 'classic' game mode.
This gamemode comes with 2 varients.

A 'True Classic mode' in which only stages, enemies, shrines, elites and items from ror1 (directly or as evolutions like Tough Times to Tougher Times) appear and you can only use survivors and artefacts from ror1.

The other varient is just a regular 'classic' mode in which you can use any survivors or artefacts and any items or shrines can spawn but you still only encounter enemies, elites, and stages from ror1.

The purpose of this dlc is that it allows a way for a Providence boss fight in ror2 without breaking the lore that he was killed at the end of ror1.

In order to help facilitate this you could add stages from the first game so Sky Meadow isn't the only one (I'm unsure if other ror2 stages are supposed to be evolutions of ror1 stages), interesting missing items from the 1st game like Ancient Secptor, it could be an opportunity to add another classic survivor or two cough chef cough , enemies and bosses other than Providence for both classic and regular gamemodes, artefacts like Spirit from ror1 that aren't in ror2, you could even add in frenzied and volatile elites (mending is a good equivalent to leeching in my opinion). For returning survivors you could even add alternate skills they had in ror1 but lack in ror2 like Loader's Debris Field.

If there must be a lore reason to tie new things into the main gamemode alongside the classic ones I would go with something related to time travel. Maybe an artefact or a brand new survivor based on manipulating time. Could even be something Newt related.

neat wraith
#

!feedback
Pocket ICBM should function with MULT's scrap launchers.
Yeah, I get that there is a difference between rockets and missiles, but it makes thematic sense and if Arti can get a green item that quadruples the DOT of both her default primary and default special with a single stack, I don't see why a red can't triple the damage of a specific and underused alt primary for MULT
edit: not to mention that it also works for Engi's alt utility as well, and they are explicitly "tracking harpoons", not missiles

graceful kestrel
#

!feedback
seems kinda pointless since we already have thunderstore mod manager and stuff, but i think it'd be really nice if we got a steam workshop for easier mod downloading
it took me a while to actually get it figured out and the same probably happened to others, so it'd also make it much easier to get mods running if you're new

also it'd more than likely allow linux users to mod the game far easier happiesttroll

long peak
#

!Idea
You know how crocodiles do the death roll? Acrids alt to plage should be a single strike rapidly damaging death roll by grabbing the enemy and latching on to them, this would be an alt to the aoe plague and could make acrid have Full Melee build

shut slate
#

!feedback
Item: Lunar Dice
Dunno if this has been suggested, but thought of a lunar equipment that had a chance to either double an item on pickup or destroy it completely. Maybe not 50/50 Odds exactly, and doesn't work on other equipements, Scrap, and isn't affected by luck.
Wouldn't be a very big deal for common items but would be a huge risk for larger red items, which the whole point of most lunar items is that they have risk to using them, so it would fit.

hollow basin
#

In the Void Locus, instead of charging zones like everywhere else, activating the zones should spawn a variety of enemies captured by the void as individual family events, and you must exterminate them all to charge the zone. Completing all 4 mini family events in the Void allows you to finish the area. This makes the area have a ton more variety as there are 13 different family events, and always makes what kind of enemies you fight next a surprise.

||Also completing these zones should drop items or void potentials since you need some way to get more items here.||

silk wagon
safe hollow
#

!feedback
Remove Corpsebloom's negative scaling on the healing applied per second. The cap on healing in itself is a downside that scales the longer the run goes on for, so you should be able to stack them without further downsides (plus the stacking upside essentially caps out pretty quickly, so you generally won't need to stack a ton of them). This is also similar to Transcendence, which fundamentally reworks how useful healing is to you but has no downside in stacking them.

uncut sundial
#

!feedback
Allow mul t to rocket jump with the scrap launcher as long as the artefact of chaos is enabled

knotty helm
#

!feedback
Replace the blind pest’s acid spit attack with an attack that resembles the elder lemurian’s close range flamethrower. This will remove much of the overlap between blind pests and wisps, and also be the only close range flying enemy who can apply constant pressure. The overall damage of the “flamethrower” should be slightly more than the damage of an acid spit.

runic canyon
#

!feedback
The vending machine that's called down from the caffeinator should display your eclipse level of the character you're playing as! It was made clear on release of the game mode that eclipse wouldn't offer experienced players anything more than bragging rights, but this addition would allow you to enjoy those bragging rights in multiplayer lobbies without affecting gameplay

cosmic remnant
#

!feedback
ROR2 has a banger soundtrack... so why not add an item that interacts with it? happiesttroll

HyperEclipse™️ Boombox (Equipment)

PASSIVE: Any damage-dealing skill or proc that is activated to the beat of the current song will deal +???% base damage (TBD). Affected projectiles will have a sockwave effect surrounding it.

On the screen will be a rhythym bar, that indicates when a beat is, for the people who don't have music enabled, and QOL.

Also tells you what song is currently playing.

ACTIVE: On activation, the next beat will become "supercharged," and if an attack hits the beat, that attack deals a significantly greater amount of damage, and becomes explosive.

fervent quail
#

!feedback

With railgunner's supercharge, the input delay between clicking and the attack actually happening makes the skill really annoying to use on anything that doesn't just stand still. I think one's skill with the normal scoped attack should carry over to the supercharge, as traditional shooter "flick aiming" is extremely important as railgunner normally, and the input delay kind of ruins it for supercharge, which is weird when activating supercharge is supposed to make your ability to hit the next shot way more important than normal. Every time I use the supercharge and don't hit a weak spot because the enemy moved during the input lag, I think to myself "man, I shouldn't have bothered, the regular scoped attack's DPS is so much better." Which is a shame, because the concept of the attack is pretty cool.

safe hollow
#

!feedback
A change to defiant gouge: spawned enemies don't drop gold or experience. Instead, after killing all spawned enemies, an item is dropped (like with the mini-imps in RoR1). The chances for higher rarity items scales with the stacks of defiant gouge (similar to how the shipping request form does). (Also keep in mind that the enemies are still stronger the more stacks you have, that wouldn't change).
The enemies spawned would also probably have boosted health (and possibly damage) to make the item not an automatic pick.

little barn
#

!feedback

shields' whole shtick is that they regen faster than HP out of combat. In RoR2, I can't help but feel that's not really the case anymore. They take 7 whole seconds to only begin to regen, which takes another two seconds. In all this time, you are particularly vulnerable compared to just not grabbing shields. I have 3 potential solutions to this problem:

  1. make shields behave as they did in RoR1: instantly and completely regenning shields after not taking damage for 7 seconds.

  2. stacking shields LOGARITHMICALLY reduces recharge delay time.

  3. an item that, in some way, forces shields to immediately begin recharging. This could be an on-kill effect, proc, crit, healing beyond full HP, or an Equipment. ||One could go the extra mile making it a RED item, which adds shield, and explodes when shield is depleted. If the shield's explosion kills an enemy, it forces a recharge.||

I realize there may be too many options here for a single feedback poll. If you want to specifically see 1), 2), or 3), or even the spoiler as a separate poll, feel free to make it!

sturdy isle
#

!feedback give blight damage ticks a very small proc coefficient (something like 0.05-0.1) so its scales better into the late-game and also has a different utility than poison

dire frigate
#

!feedback
Add the ability to sort runs in Run History, like which played survivor, how long was the run, which ending, etc

neon sundial
#

!feedback
Void item: Neb's Paincoat
Corrupts Ben's Raincoat.
Grants a stacking damage bonus for every unique debuff you have. (Item cooldowns are not counted)

elder island
#

!feedback stop mercenary's Eviscerate from attempting to target allies, this cuts the dash short and really hurts mobility if a drone decides to be in the wrong place at the wrong time.

cloud notch
#

!feedback
what if there was a survivor who's skillset was entirely movment-based
a couple of survivors have no moves specifically for movement (mostly engineer)
so what if there was one that only had skills that allowed for it to move but also deal some damage at the same time
idk

cosmic remnant
#

!feedback

Void Reavers/Jailers/Devastators create an implosion AOE on death, that upon finishing instakills everything.

However, the ||voidling||'s implosion effect, instead instakills everything that touches it.

Visually, both attacks are identical. However, they have differing effects.

Solutions:
A: Make ||voidling||'s imposion attack not instakill you on contact, and instead let it implode
B: Make ||voidling||'s implosion attack visually different than other void enemy's implosions, to indicate it's on-contact effect

safe hollow
#

!feedback
Buffing effigy of grief/giving it a more distinct use: Whenever anything in the slow zone takes damage with a proc coefficient > 0, everything else in the zone takes 5% of the damage dealt (with a proc coefficient of 0 so it can't create an infinite loop). This damage can come from and apply to allies, so if you take damage in the area, all nearby enemies take a portion of the damage you took, but if you kill something while both you and the target are in the slow zone, you will take a portion of the damage you dealt to the target.

tawny onyx
#

!feedback Make Acrid's Blight give him 15 armor for for the duration that the blight is active per enemy. This is so that blight can be used as a more melee focused option for acrid

hoary shard
#

!feedback

Artifact of Humility
When a player collects an item, all players get a copy of it. Picking void items will give non-corrupted copies to players.

daring lantern
#

!feedback Lunar Item: Null Prevents Negative Debuffs and Positive Buffs from triggered Items have a 25%-30% chance to be prevented. (Berserker Pauldrons as example. But item's like Soldier's Syringe stay active.)

floral escarp
#

!feedback hitting a jump pad should make you immune to fall damage until you either hit the ground or use some sort of movement ability or use a double jump (ie U_Hopoo_Feather or Survivor_Mercenary double jump). there are several jump pads, such as the one next to the chopped down tree in siphoned forest or most of the cross-map jump pads in sky meadow, that take the player high enough that it hurts (quite a bit in the case of siphoned forest)

shell solstice
#

!feedback for void fields make the enemies for each wave be the same no matter what stage.(wave 1: beetles small lizards wisps
Wave 2: beetle guards clay creatures and bison
Wave 3: contractions elder lemurian geep
Wave 4: gup parent) cause right now even if you go to newt after the first stage you are fighting pretty Tanky guys

shell solstice
#

!feedback white list more items for the monsters to get in void fields. I feel like every time I go there they get the same items. Personally I think any and all items should be enabled to some capacity but Ik that’s unpopular so just add a few more

plush shuttle
#

||!feedback||
idea: Lunar Item
Chance Initiative

lunar item which throws out a d20 that rolls and does random things based on which side is facing up (it could activate either like an on-hit item or float behind you like resonance disk).
it could be as simple as healing/exploding everything for variable amounts of damage, or get as complicated as having 20 icons with different effects (maybe not as crazy as the cursed halo d20 grenade). it would also be pretty cool to look at the d20 in model preview to see what all the different icons show.
considering that bottled chaos is a thing now, a lunar item centered around randomness would be pretty cool

i just think a d20 would fit very well in this game

edit: theres alot of dice requests in this channel
.

molten scroll
#

!feedback just lost another run to enemies getting raincoat in void fields i'm going to scream please just fix this already

cosmic remnant
#

!feedback
Void items are supposed to be permanent and irrevocable. However, V_Encrusted_Key bypasses this, since it is consumed on use, and it is possible to get C_Rusted_Key after picking up V_Encrusted_Key

Solution: Add an item called (tentatively) "Remnant of Void," that automatically converts any C_Rusted_Key into V_Encrusted_Key. The remnant is generated when you use the last stack of V_Encrusted_Key, and destroyed when you get another C_Rusted_Key/V_Encrusted_Key.

harsh laurel
dark marsh
#

!feedback
add markers for void seed enemies based on percentage of void seed enemies left (25% for example)

random stream
#

!feedback
Stronger acoustic (sound) and visual feedback upon killing special enemies.

Killing an overloading worm feels just as boring as killing a magma worm, it would be much better if they had a different killing animation and sound like exploding into a cloud of lightning.

Void devastators also do not seem to be that devastating, the low pitch and slow animation upon dying makes it feel quite weak, it should be slightly louder and also have more devastating effects besides slightly bigger area of effect than the void reaver.

alpine bridge
#

!feedback

Make Effigy of Grief more useful. I’m pretty sure it is like the only lunar item I have never seen someone use. Even glowing meteorite has its uses.

A change would be to make it a debuff and a buff item, rather than just a debuff. So it could be “All characters in it’s radius have -50% movement speed and -20% armor and get +50% damage and +50% attack speed.” By characters, I mean that it includes enemies in this effect.

buoyant wigeon
#

!feedback It would be awesome if future DLCs introduced more Lunar equipment; There's only 4 in the game and no new ones were introduced by SOTV, so I think it could be explored a lot more

alpine bridge
# random stream !feedback Stronger acoustic (sound) and visual feedback upon killing special ene...

!feedback

Going off of this, a total sound revamp would be great.

The void devastator’s explosion should be way louder and have more base.

For the overloading worm, change the lighting sound to be more like a crack of actual thunder and less like a laser zap sound.

A lot of the explosions in the game sound more like a woosh rather than actual explosions. Making things, especially something like the clay dunestrider explosion, louder and more realistic would increase immersion.

A lot of the running sounds like light taps always, but it should change depending on material. For instance, it should sound like sand on abandoned aqueduct, and make it sound like stone/metal if you’re running on the massive rings on titanic plains.

These changes, and probably many that I didn’t think of, could really make it feel like you are on Petrichor V.

soft idol
#

!feedback fix the game on high ping - trying to play with my friend from another region is literally impossible, I can't even shoot or use any abilities

wooden shale
#

!feedback

Add a brief telegraph animation to Blind Pest attacks. Have them retract their tongues whilst inhaling deeply, inflating in size before spitting out the projectile and deflating again.

simple crescent
#

!feedback
On top of Argo's suggestion right above me, please give it a very distinct sound too. The entire reason Wisps are fair is because they give you a significant warning with both a line pointing at you and an incredibly distinct charge up sound. Blind Pests dont have either, unless I'm just deaf and couldn't hear it.

plush oyster
warped charm
#

!feedback

Ben's Raincoat should be blacklisted for enemies. A survivor who has leaned into status applications (or Acrid basically regardless of build) essentially automatically loses if the enemies get it with effectively 0 counterplay options.

There's nothing interesting or dynamic about the challenge it creates; it just straight up removes a huge portion of items and abilities from the game, effectively, which is especially egregious in scenarios where enemy items persist until the end of the run, like in Simulacrum

ember condor
#

Reply bumping, about Mul-t's nail gun and powerstance interactions with shurikens U_Shuriken

daring lantern
#

!feedback The Enforcer from ror1.

stone parcel
#

!feedback on switch in scorched acres the trees in the map dont spawn. only the trees in the background spawn, and it make the map kind of ugly :(

oak jasper
#

!feedback

Artificer is really missing some options in her playstyle, and I like her fire, ice, lightning theme she has going, so she should get more alt abilities.

Alt "R" Arctic Front
Summons an ice wall and launches it in a 100­° angle. The wall of ice bursts and rapidly moves away from her, damaging enemies, slowing and launching them depending on how close they were to artificer and their "mass".
This wall will be 2-3 character heights, and solid terrain, blocking attacks from players and enemies,
standing for a good 5 seconds if it takes a lot of hits up to 10 seconds untouched.
Artificer needs a true defensive ability, a not snap freeze bs, which is just thrown into dmg cycle.

Alt M2, Solar Flare
"Chargeable" a flaming "destructo" disk, while charging, creates a proportionately growing AoE around artificer that inflicts burn. upon launching (at full charge) leaves a path of fire lingering 2 secs that burns enemies. Upon hitting obstacle/enemy small explosion inflicts more burn.

Alt M1, Frost Bolt/Pulse
Will have 6 charges, launches a fast moving ball of cold particles, each one increasing an "execution" bar like old guillotine on hit. This bar shrinks overtime. Amount of "execution" is flat and scales with dmg. This will deal even less dmg than, plasma bolt, but should kill wisps in 2 bolts with the "execution" on first few stages just like each of the other M1s.

This will effect all enemies including TP bosses, but this doesnt have aoe explosion, it single target non piercing.

round frigate
#

!feedback

Allow direct entrance to planetarium after finishing void field. Charging 9 void cells just to go and charge 4 more deep void signals is no fun.

potent stirrup
#

!feedback
Make the green empathy core have a melee attack to complete the terraria reference

silk wagon
#

!feedback

Change the deep void challenge from charging beacons into a gauntlet where you fight your way through linear sequence of progressively tougher combat challenges (maybe separate island arenas with portals between them?)

junior lily
#

!feedback
Mercenary's Eviscerate should target one enemy at a time (and only enemies), deal greater damage to lower health enemies and reduce its cooldown by 1 second every time an enemy is killed.

wicked otter
daring lantern
#

!feedback Idea. Customized Color Palates. Using the existing 4 color choice options allow people to just change their color schemes.

shy wedge
#

!feedback An artifact that makes teleporters charge like the original risk of rain (and a corresponding tablet on one of the new stages) would be rather cool!

lean bluff
#

!feedback a goobo boss called goobo senior

shy wedge
#

!feedback Make the trees on Siphoned Forest have collision with loaders grapple, she can grapple the trees on other maps so it makes me sad when it goes through the trees on the new stage 1 😦

maiden silo
#

!feedback
Please make me not spawn right next to a golem (or any enemy for that matter) when I've just started my eclipse run

gentle plank
#

!feedback
glowing red points in the eyes holes* for the bandit skin ||dont know how to express myself -> pretty awkward ;-;||

worldly cloak
#

turn on streaming in the voice channels so ppl can watch when they have to wait

junior lily
#

!feedback
Allied units should be immune to being voidtouched. Thanks to the DLC items like Squid Polyp and Queen’s Gland are worse than useless, they’re actively detrimental.

pearl hare
sturdy isle
#

!feedback it would be fun if MUL-T's scrap launcher shot in a duck-foot pattern of 3 with pocket ICBM. They are described as firing "rockets" by their in-game description so it wouldn't be completely unreasonable to add a synergy.

mossy loom
#

!feedback

Lunar Item - Spite: Increases your damage by 50%(+50% per stack) for every debuff you are suffering from. Doubles the duration of all debuffs, and nullifies debuff immunity. When taking direct damage from an enemy, 5%(+5% per stack) chance of receiving a random debuff.

severe nymph
#

!feedback

When the depleted Trophy Hunters Tricorne is used with bottle of chaos, "ahoy" is replaced with "Thar be a [chaos equipment choice name]"

sage zephyr
#

!feedback

instead of making allies immune to void infestors, make them deal less damage as soon as they become voidtouched. the concept is very very interesting and i feel like it can make the game a little more challenging, but yeah current voidtouched allies deal way too much damage.

torn ravine
#

!feedback
I think it would be better that way

slim talon
#

!feedback
I think it'd be fun if there was a secret interaction between newt and tricorn.

molten elk
#

!feedback
A corrupted U_Death_MarkDeath Mark: Deal more damage the more active buffs you have. (minus the buff this provides, obviously)

real oriole
#

!feedback
Add a region role to help LFG channels

torn ravine
# torn ravine !feedback I think it would be better that way

!feedback
I explain: a lot has changed in the game since early access, so it's very difficult to play on Survivor_Artificer with R by default after the fifth stage, but with alternative R, this character revealed on the other hand, in fact, having received a unique mechanic, because of this, default R now looks very unattractive against the background of alternative.
Initially, I wanted to offer an alternative to the Shift with a completely new idea, but I was faced with the fact that it was almost impossible to come up with something that would not be stronger than the usual Shift.
I thought about what the essence of the usual Shift is, it's an effective tool with a certain disadvantage (not effective against flying enemies), against this background I remembered that we have R by default, which is not used by most players, but it's still a very cool ability, I like to use it (although I do every time I regret this).
And against the background of all these thoughts, R by default is best suited for the role of an alternative Shift, since it is just as effective, but has a disadvantage (you have to get closer to the enemy). (besides, fire and ice are an ideal alternative to each other)

hardy gorge
#

!feedback Perhaps the Void Fiend's Corrupted skills could be displayed in the Loadout screen alongside the Controlled skills, with all eight marked with the 'Selected' border?

bitter wedge
#

!feedback
make clay templars have a cooldown period after they fire their weapon for enough time so you can kill them without having to get behind cover

distant pewter
#

!feedback
some kind of Item trading beetwen players in coop

scenic frost
#

!feedback

only allow time to pass in void fields when the cell is active, incase you need to do something in a multiplayer match and can't pause

vast lotus
#

!feedback

Give every character a unique challenge to unlock a new skin

chilly crag
#

!feedback Make Newt just flat out kill you (or bring you to osp) if you try using the tricorn on him.
Feel like the shopkeep in this game isn't deadly enough, every rogue lite player should know never to mess with the shopkeep!

loud osprey
#

!feedback
Just a little nitpick but I feel you should be able to see the meteors from the Glowing Meteorite. It's already chaotic with the explosions but I feel it'd be more fun with that addition.

inland cedar
#

!feedback
Just an idea here, match attack colors/weapons of the survivors with whatever skin is equipped
For example; The default skin for mercenary is based around the color blue, but the mastery skin changes his body red, but keeps the blue glow of the sword, and attack animations. It would be pretty cool if his sword were also bright red, and changed the attack colors to match this as well.
Another example; Mul-T's mastery skin doesn't match the arms when you activate power mode, it changes the color of his arms back to yellow even though his skin is green.

Obviously these are just some ideas, it would give the mastery skins some more flash as well.

crude haven
#

!feedback
Legendary Item: Mr. Wheely.
Description: Gives wheels to Gunner Turrets and increase their attack speed by 30% (+30% per stack).
Gunner Turret movement speed is slightly faster than a Lunar Chimera Golem, Turrets teleport back to the character if the owner is too far away.
On the Engineer it increases the movement speed of Carbonizer Turrets by 2x as well as applying the attack speed, for regular immobile turrets it only applies the attack speed (To not upset the bungus God).

loud osprey
#

!feedback
Shadow Distance apparently has two High options.

crude haven
#

!feedback
Allow Carbonizer Turrets to sprint, as of now they only move at walking speed and tend to be left behind

vague hamlet
#

!feedback
*Please refer to "The Face of the Deep" on Chris Christodoulou's YT channel for the timestamps.

In phase 3 of the Voidling fight, the song loop begins from 4:36 and onward (excluding the very end).

This current loop is fine, but I think it'd be a lot better to initially include everything starting from 3:53, as it would make for a nice transition from the phase 2 track to the phase 3 track.

wind ermine
#

!feedback
while i dont really think engi's primary needs a big overhaul or an alternate skill, i do think it could profit off of improved sound effects and visual effects. maybe make the sounds punchier, and make the explosions a bit larger, and possibly a bit of camera shake? while it might not completely remove the unsatisfying-ness of it, it sure will improve it quite a bit (or at least, i think it will)

distant pewter
#

||!feedback|| make it that you get one lunar coin for every 10th completed wave in simulacrum

slim talon
#

!feedback
Void item suggestion: Noxious Potion (appears as a purple, round bottom flask with an ominous cloud wafting from the top)
Corrupts: bottled chaos
Effect: Every attack (or, for balance increase the infrequency to every other attack or more) done by the player inflicts the enemy with a stack of one random debuff (stacks of the item will increase stacks of the specific debuff)

Could be OP but bottled chaos is already kind of a meme with low cooldown equipments

hollow basin
#

New Equipment:
Shackled Infestor

Select an ally or non-boss enemy and launch a Void Infestor at them. If an enemy is infested, they become voidtouched and fight for you for several seconds. If used on an ally or yourself, the ally also gets the voidtouched buff for several seconds. Long cooldown.

karmic cloud
#

!feedback
access to multiple binds for one action

fickle girder
#

!Feedback Make the screen turn dark and your HP bar flash when you have low health with transcendence

molten elk
#

!feedback
New Equipment Idea (probably lunar): Restock one of your spent items(e.g. C_ElixirC_Delicate_WatchU_Regen_ScrapR_DioV_Pluripotent_Larva) at the cost of another random item(or $, xp, coin, something).

chilly crag
#

!feedback Red Item idea:
Repulsion Armor (didn't know what would be a good name)
Upon falling below a certain low health threshold (like the ones from elixirs and watches), become invincible for X amount of seconds. Has a cooldown of X.
Invincibility duration would probably be low and cooldown would most likely have to be high, so it isn't just a pseudo-rechargeable Dio's best friend

slim talon
#

!feedback
Considering there are now a bit more items that depend on other items/effects (bottled chaos, ignition tank, ICBM) adding an item that buffs you based on how many "inactive" items there are in your inventory might be an interesting angle, and maybe items like laser scope too if your crit rate is low. Maybe even including the used up forms of the potion, watch, and dios, though in that case it'd make more sense to make the buffs scale off of the rarity of the "useless" item (reds giving the most, greys the least).

knotty helm
#

!feedback
Make the roots on wetland aspect visible on low graphics settings

fallow arrow
#

!feedback

Soul battery

Item: Legendary

Gain 2 extra stacks for each ability (includes stackable primaries)

note: stackable primaries mean visions of heresy, artificer primary and bandit primary (bandit gets 2 extra bullets)

Edit: alright fine I forgot scrap launcher U_Death_Mark

hollow basin
#

The Void DLC already came out but if y'all ever decide to add a flying void enemy, it should definitely look like the ancient Triops shrimp.

vague hamlet
#

!feedback
Allow the Scrapper to take in "consumed" items (i.e. Empty Bottle, Broken Watch). This is solely to remove clutter from your build.

Obviously, Tonic Affliction cannot be scrapped.

EDIT: In the Scapper menu, put a "discard all consumed items" button to save time, as well as being a convenient last thing you do before leaving a Scrapper. Consumed Regen Scrap will not be discarded since they are replenished the following area.

pastel meteor
#

I don't think Xi construct should be able to go 100 feet away from the tp event like how am i supposed to even kill him w merc or any character for that matters. It's even so far that if i use all my kit i will teleport back to the map. I think the boss should only be allowed to be a certain distance away from the tp until it gets teleported back or moves closer.

fallow arrow
#

!feedback

I feel like a pretty funny but fitting alt utility for artificer would be the ability to pick monsters up and put them somewhere else, some sort of gravity magic.

It would have a low cooldown and would be useless against our final bosses.

Although repositioning the enemies in a group and blasting them with an energy ball or to put them somewhere else would just be really fun.

Edit: Oh yeah maybe this could also be used to move stationary turrets, chests and shrines to more convenient locations :O

willow spear
#

Role idea - Wungus and Bungus

Divide this community.

sharp pawn
#

!feedback
Make void seeds equally common in single and multiplayer, and make them slightly more common from what they are in singleplayer now.
Every time I play multiplayer or watch people play multiplayer they get far more void seeds than I've seen in singleplayer.

vast lotus
#

!feedback
make jump pads not cause fall damage

hazy kayak
#

!feedback
Legendary item: Chronomancer's Prosthetic
Description: Increase movement speed by 50%. While firing your M1, decrease the speed of all enemies and their projectiles in a 25m (+ 10m per stack) radius.

I saw a post (I don't remember if it was here or on the subreddit) commenting on how there was a lack of mobility-based red items, so here's my take on a possible concept. I like to think of it as pseudo-bullet-time while giving some other passive upside like H3AD-5T and Hardlight Afterburner.

eager basin
#

!feedback
On mithrix's fourth phase make him steal your items but not actually use them. To make the phase more difficult, instead make him have new attacks, more health and generally more of a threat. This would prevent mithrix literally becoming a god in his final phase. (may or may not be salty because he took my 2 alien heads and purity on eclipse)

shell solstice
#

!feedback have a small chance for lepton daisy to activate when the user is at low health (below 15%)

cosmic remnant
fickle temple
#

!feedback

increase low health threshold of U_Stealthkit and B_Genesis_Loop from 25% to somewhere around 35% so its possible to make use of them without sacrificing C_Elixir and C_Delicate_Watch

maiden prairie
plush shuttle
#

||!feedback WarMechanic||

Alchemist Suggestions
...and so they left, on the verge of a breakthrough

"The Alchemist is a technical class which excels at manipulating debuffs and item effects to enhance allies and control enemies"

First: I LOVE Engineer.
The Alchemist uses a combination of scientific instruments and exotic artifacts in order to control buffs and debuffs in unique ways. They should be a 'science' character or the engineer of buffs and debuffs, you should be able to experiment with their kit to find weird or funny things, ive listed stuff in extension.

Resource: Alchemist by using abilities will gather up to 5 Samples which start empty. Samples store all buffs and debuffs from an enemy to be reapplied through skills. This is core to Alchemist's base kit and allows you to juggle status effects between enemies and ultimately duplicate them.

Passive Experimental process: All of your buffs and debuffs last 25% longer

Primary Syringe gun: Fires a hitscan beam for 250% damage which applies your sampled effects and cycles to the next sample (empty cells do nothing). Allies receive sampled buffs on hit.

Secondary Sample: Fires a needle for 400% damage which grants 1 sample of all the enemy's buffs and debuffs and loads them to the back of your samples list (you shoot 4 empty shots before your sample loads).

Utility Blood transfusion: (10% current life) FREEZES ALL of your buffs and debuffs (yes, including spinel tonic) and STORES them in a pickup which activates after a brief delay, healing 20% of YOUR maximum health and applies all stored effects to them (includes enemies).

Special Pathogen Culturing / Overdose: INSTANTLY cycles to the next readily available sample and throw a flask which deals 300% damage and applies all sampled effects to all enemies in the area.

Extension: #ror2-feedback-discussion message
.

pearl hare
#

||!feedback||
Probably has been suggested before, but allow artificer to sprint while using Flamethrower.

hardy gorge
#

!feedback Perhaps purchased chests could turn grey like inactive turrets/drones, so that it's easier to discern at a glance if something is a fresh chest or just the backside of an open one

west ridge
#

!feedback
The void fields are not rewarding enough for their time or risk.

Each cell vent takes a minute to charge, then some additional time to travel between cells, which varies, but let's say it's a 30-second walk. That's 90 seconds total per cell vent, which gives you one item. In a game where time equals difficulty, you have to consider if that gain is worth the time. Everyone has their own pace, but in normal stages, the player can expect to collect a new item about every 30 seconds... three times as fast as they would in the void fields. The void fields are often more hazardous than normal stages, can only be visited once per run, and require the player to go out of their way to access them, so they should be at least as rewarding as the normal stages, perhaps slightly more ... definitely not three times worse. Granted, the items found there are void potentials, and include one red item if you make it to the very end, so the quality of items found in the void fields can be marginally better than normal stages, but it's still cold comfort when compared to the time that you rack up on the clock.
tldr: Relative to the monsters, the player will almost always exit the void fields weaker than when they entered (if they live to exit at all).

How can this be improved? I've considered a few options, which could be used alone or in tandem with each other:
-Slow down the pace of the clock when in the void fields. If players tend to gain items one third as fast while in the void fields, perhaps the clock could tick at one third of real-time.
-Make void cells spit out a large clump of experience when completed. This one's a little bland, but EXP is another way that survivors can grow stronger and keep pace with the growing difficulty on the clock.
-Monster kills speed up the cell. This eases the time lost, and rewards good play.
-Make void cradles spawn throughout the void fields. This would bring the item rewards up to speed in a thematically fitting way.

bold tusk
#

!feedback
Please, spawn Lunar pods in game with Artifact of Sacrifice. Currently, Lunar items cannot be obtained without visiting Bazaar Between Time, which looks like a bug. This artifact is very enjoyable! And I would like to use Lunar Items more often when playing with him.

eager basin
#

!feedback
Ok so another thing that's been said a million times but void infestors should not be able to infest squid turrets.

wicked otter
#

! feedback
lock commando behind beating the game 5 times (like merc in ror1). We need some disappointment happiesttroll

cosmic remnant
#

!feedback
gup that get killed by V_Lost_Seers shouldn't spawn children.

If void glasses can make Newt disappear, than it should also make slime disappear HuntressThink

alpine bridge
#

!feedback

Add an interactable with a chance to spawn on any stage 4 called “Constructor” that turns 2 consumed items into 1 white scrap. Lunar pools can no longer spawn on any stage 4. Allow lunar pools to spawn on Abandoned Aqueduct and Rallypoint Delta to accommodate for the change.

little barn
#

!feedback

Remove the chance of there being an "illusion of choice" scenario with the Lunar Seers.

viral pilot
# viral pilot !feedback A 'Classic' themed dlc that comes with a new 'classic' game mode. This...

!feedback
This is a continuation of my classic mode dlc idea, but could also be taken separately.

In that idea I mentioned that a possible lore reason for these classic enemies, items, and stages to be returning might be because of a time traveling survivor. I have some ideas regarding that survivor. Nothing concrete, but food for thought.

The Chronomancer as I'm going to call them could be a survivor that actively manipulates time with their abilities, something some classic items like the Time Keeper's Secret or the Unstable Watch could do but we see little of in ror2. Inspiration could be taken from characters in other games for abilities that rewind them to where they were a few seconds ago with as high hp as they had during that time or do the same to enemies but for low hp, or some kind of fast forward mechanic to temporarily increase their everything speed from movement and attack to cooldown, or maybe the ability to freeze an enemy in time or outright remove it from time temporarily to get it out of their hair. Other ideas I had were maybe they have a passive that allows a chance to not lose single use items likeC_Elixir or R_Dio on use through time shenanigans, or a defensive Schrodinger's cat ability where if they take lethal damage they have a chance to ignore that damage. Some mechanic ideas from the Weaver could even be used here with time clones.

The character's lore could be that they're one of the characters from ror1 that for whatever reason chose to use the time screwing items to relive ror1 until they discovered the events of ror2. Based on endings I would say Survivor_Bandit , Survivor_Huntress, Survivor_Engineer, or Miner would make the most sense. If you're really that determined for Survivor_Void_Fiend to not be ror1Survivor_Commando you could even use him for this too.

rich pelican
#

!feedback
captain's defensive microbots should delete blind vermins because they are as fast as projectiles (im on eclipse 4)

charred orchid
#

!feedback
i think this has been said a million of times but please make the geeps and gips that spawn from voidtouched gups/geeps not count to void seed monsters or atleast make them still voidtouched i literally had to cope and ditch a legendary chest in one run because of that cus for some reason i didn't get any mark where the last monster is

mossy loom
#

!feedback

Legendary - Foreign Pheromones: 10%(+5% per stack) chance to apply "scented" debuff for 3s(+1s per stack). Scented debuff makes this enemy be targeted by other enemies as if they were void touched. Scented enemies function as a 3rd party, as in, they are also targeted by void touched enemies.

alpine bridge
#

!feedback

Add something called a replenish station or something on sky meadows that allows you to pay the cost of a legendary chest to turn the consumed dio’s back into Dio’s Best Friend.

plush shuttle
#

||!feedback||
idea:
a "Horde of Many" which has Gup as the boss just spawns an extremely large gup which splits into smaller gups depending on how many bosses there would be normally

silk wagon
opal orbit
#

!feedback It would be really nice to decrease the deployment time of the ultimate diablo attack of captain, doesnt matter how, but its really bad in early mid and late game, it feels really weak

chilly crag
#

!feedback Remove the screenshake from railgunners alt m2, trying to hit weakpoints multiple times in a row especially with high attack speed is insanely annoying when the screen shakes like a magnitude 9 earthquake and makes it impossible to hit crits multiple times in a row

modest linden
#

!feedback
When we equip the skin for a character, it should show the character as it's skin in the character icons in the top left.

silk wagon
#

!feedback

Change the Stone Flux Pauldron so that each stack increases your armor by 100 but reduces your healing and sprint speed multiplier by half. As you pick up more pauldrons your damage reduction approaches 100% but you become unable to heal (except when entering a new stage) and your sprint is reduced to being the same speed as your walk.

turbid quail
#

!feedback

I was thinking about something that could be done to make Commencement more challenging, and I figured that, since the Void “faction” has a Boss monster, why can’t the Moon have one as well?

The idea I propose is the Lunar Chimera (Worm) and the Superior Chimera. I know that Mithrix doesn’t like worms, but the one that trapped him on the Moon does, so these were created in an attempt to appease Providence, in hopes that he’d let Mithrix escape, where he’d then take his revenge.

For the actual fight portion, the Moon Worms would function a lot like the others. Digging through the ground, and dealing impact damage to the player.

The standard one will rapidly shoot off Crippling shards, which will be related to it’s Boss item:
Punctured Starseed: 10% on hit to fire off 5 Crippling shards for 100% (+10% per stack) TOTAL damage.

The Superior one, in addition to being much stronger, on parallel with the Overloading Worm, has the ability to call in meteors that instantly shatter Shields, Barrier and Armor through the Destroyed debuff, also pertaining to it’s item:
Perfected Starseed: 10% chance to fire off a Destroying meteor that deals 150% (+25% per stack) damage.

Destroying: Neutralizes all Armor, shatters all Shields and deletes all Barrier for 10 seconds.

These bosses could really be anything, but I chose Worms mainly for the lore reason, along with the homage to the Providence fight.

Hope you guys like it.

elder island
#

!feedback
Voidtouched Elite Equipment
Diviner's Gaze
Become an aspect of the Abyss
Grants the Voidtouched elite buff, and cosmetic infestor and shader

gray harbor
#

!feedback in the lunar shop have the option to choose more things for your run like how you can choose the next stage maybe have an option to spawn an event or activate an artifact for one stage

crimson ocean
#

!feedback
Give engineer "Thermal Harpoons" ability an option to shoot randomly without selecting a target, so it would act like an ATG missile.
Could be done by making it so just clicking a button skill makes them come out without targeting, and holding it would make it work as it does now normally

silk wagon
#

!feedback

Change the Light Flux Pauldron so that your movement speed, attack speed and cooldown speed are all increased by +50%, but for each 1% of your health that you have lost, your move speed, attack speed and cooldown speed are reduced by 1%. Each stack increases the buff by another +50% and the debuff rate by another 1%.

The effect is that at full HP you have +50% buffs, at half HP you have no buffs, and when you die you have -50% buffs. Each new stack makes the effect more extreme, but at 50% health you will always be performing as if you didn't have the item.

Overall the effect is that you are much more powerful when you are undamaged, but if you drop below 50% HP you enter a downward spiral.

wanton thorn
#

!feedback

~ Simulacrum
Have some enemies spawn during when the zone heads over to a new position.
Or something/anything to do other than follow in a snails pace.

mossy loom
#

!feedback

Disclaimer: All numbers are subject to change, this post is more for the idea of the character than the exact numbers. I tried to balance it as much as possible, but I am not good with numbers.

Character - Agent: Unlocked after picking up 5 artifacts.

*"A contract? I thought we were laying low for a while." He asked, with a puzzled look on his face. The lady who sat across from him at the table did not seem familiar to him, despite his many years working as a head hunter for this company.

"Yes. But-" The woman was interrupted.

"But? That's new. Y'all are usually pretty straight forward when it comes to this. Go to place, kill target, bring back proof of kill."

"You are not hunting a human. Not this time." She continued, with an annoyed look on her weathered face.

"Then wh-" He was interrupted.

"An artifact. In a different plane. You are boarding the next shipping vessel to leave this station. Once in there, immediately proceed to the cargo bay where you'll see a yellow chest. Open it. Take the device from it. Await further instructions." After finishing her sentence, the woman handed him a card with details and stood up, walking out of the restaurant in which this meeting took place.

"Next shipping vessel, huh?" He examined the card, carefully reading each instruction.

"I hope the Contact Light has whiskey on board."*

The Agent is a fast character who specializes in speed and damage.

Passive - Adrenaline: Can triple jump and run up walls.

Primary - MP62 Machine Guns: Agile. Spray an enemy with your machine guns for 300% damage per second. (Shoots 30 times a second for 10% damage per bullet. Bullets suffer from low range, about the same as MulT nails, and damage falloff.)

Secondary - Knife Throw(3 charges, 5s cooldown each): Instantly throw a knife that deals 300% damage. On hit, knives inflict a stack of Hemophilia for 10s. (Hemophilia is a new debuff. When suffering from this, an enemy will have a 30% chance to gain a stack of Bleed every time they are hit. Hemophilia stacks and refreshes, so tossing all 3 knives at an enemy will give you a 90% chance of inflicting bleed per shot. Knife is perfectly accurate and travels infinitely, without suffering from fall off.)

Special - Headhunter(1 charge, 60s cooldown): Target a species. Deal guaranteed critical hit damage against that species, and take 50% less damage from their attacks. (For example, target a Beetle and you'll do crits against beetles and take half damage from them. High cooldown prevents it from being exploited by quickly switching between targets to get guaranteed crits and damage reduction against every enemy. Ability icon is crosshairs until you target something, then it becomes the portrait of the enemy type you choose to hunt.)

Utility - Blitz(3 charges, 5s cooldown per charge): Quickly lunge in a straight line wherever you are aiming. Gain double movement speed for 7s if you do not hit an enemy with this ability. Hitting an enemy with this ability deals 100% damage and stuns for 2s. (A quick escape or a guaranteed stun! Not for the faint of heart.)

...and so he left, looking for a new target.

...and so he vanished, having failed for the first and last time.

plush oyster
#

!feedback

New Lunar Item: Blade of Shards
+10% (+5% per stack) damage per broken item. When you drop below 20% health, 1 (+1 per stack) random stack of items breaks.

wanton thorn
#

!feedback
how about a silly complicated character that is a combination of multiple characters akin to the three vikings (hots)
-so you would have to micro manage only one, whilst other two are basically engi turret ai's.
-you could recall them to your current location or have skills that regroup them easy
-you could manually split them up or send them towards certain directions
-each character would have a different weapon and you'd cycle between them to do optimal dmg

wanton thorn
#

!feedback
Shrine of order - (but then actual order)

  • this shrine would take each of your stacks and spread them out.

End goal of this shrine?
-If you have enough duplicates before activating it, this shrine would randomize them so that you would have 1 item of each.

I mean like 1 item per item. You get me, 1 stack. OR even better spread the stacks out in numbers to represent pi 👌

graceful kestrel
#

!feedback
thought of this a while back, finally finished their moveset so i wanted to share and see how it does

Beserker

Passive : Rampage
Killing 5 enemies in quick succession (1.5 seconds) causes you to go beserk, dealing 50% extra damage and doubling your attack speed for a maximum of 5 seconds.
Killing enemies while in this state increases the time you're inside by 0.2 seconds each.

Primary : Crush
Swing two bone clubs downwards, each dealing 350% damage.

Secondary : Hook
Throw a hooked mace at an enemy, grappling them and pulling them towards you. Deals 400% damage and bleeds. 3 second cooldown

Utility : Shatter
Dash towards the nearest enemy (if no enemies, dash forwards) and punch them, dealing 600% damage and sending their body flying, dealing 950% damage upon hitting a wall or other enemy. 7 second cooldown

Special : Cyclone
Spin around in a cyclone of maces for 4 seconds, destroying everything in your path and dealing 850% damage per second. 11 second cooldown.

"And so he left... still hungry for violence."

tiny lagoon
#

Make it so that luck gives you MORE chance for a gup stage event
And no, this isn't a joke, this is genuinely something i want
!feedback

warm scaffold
#

!feedback i cannot imagine an easier way to grief a run than stacking eulogy zero. It would be cool if the chance affected only the holder and 1/? teleporter items.

steady steppe
#

!feedback i think it'd be cool if we got an artifact that acts like isaac's tmtrainer item so we can have complete chaos runs

sturdy isle
#

!feedback add spare drone parts to the enemy item blacklist. its even more unfair than unstable tesla coil and nkuhana's opinion combined.

ripe stream
#

!feedback
Alternate skills for void fiend
**1. Primary **
?H?UNGER? - Auto locking attack that sucks out the life out of enemies.
(can reduce corruption or not)
Corrupted form is a melee attack that adds corruption on kill
Can be unlocked by completing a stage without corrupting
2. Secondary
??F?EAR??? - Drop down a lingering damaging area, up to 3, consumes 20% corruption. 3 charges, 10 second cooldown
Corrupted form coats you in the damaging aura, making you deal damage to nearby enemies
Can be unlocked by reaching 40% minimal corruption
3. Utility
???W?THIN??? - Slow down time, 45 second cooldown, consumes 75% corruption
Corrupted form stops time but completely consumes your corruption bar. The duration of stopped time is proportional to the amount of corruption you had before using the move
Can be unlocked by killing the voidling on void fiend
**4. Primary **
?ECH?OES?? - shoot out small homing blasts that deal 100 damage in a burst of 3
Corrupted form makes you fire a constant long range beam that deals 100-300% damage per second
5. Secondary
?CONSUME? - charges a powerful shot that sucks in enemies and explodes after 3 seconds, dealing 2000% damage
Corrupted form shoots a shot that sucks is enemies and yourself, dealing 6000% damage to everything caught in the blast radius (including you)
Unlocked by dying to a void reaver's explosion / voidling's explosion

steady steppe
#

!feedback
i had an idea for some alternate engineer abilitites;
utility: turret shield. provides a VERY small area directly infront of the turret that covers where it aims. active constantly but only good for whatever it's facing
special: drones. as simple as it sounds, replaces turrets with up to 3-4 (5-6 with lysate) weak damage (maybe like 33%) but very mobile drones that specialize more in surviving than damage.
primary: some kind of thermal harpoon-like attack but when it hits an enemy, it grapples them and prevents them from going any further. homing only takes affect when the projectile is close to enemies. attacking again with a harpoon connect rapidly electrocutes the enemy via the cable for low but fast damage, and the harpoon disappears after a few seconds when stuck to an enemy.

sinful dock
#

!feedback
In single player when you kill mithrix and cant escape on time because you couldn't charge the rescue ship on time , it uses the vanished line that is used in multiplayer. instead of just dieing.

mossy loom
#

!feedback

DISCLAIMER: I am not good with numbers, this idea is purely for the sake of showcasing abilities. Numbers are subject to change.

Character - Avenger: Unlocked after defeating every boss in the game once.

*I miss you.

Please, come back.

...

Very well.

...

I understand what must be done.

Yes, I would like to join the mission.

Yes, I would prefer an escape pod.

...

Very well.*

The Avenger sacrifices everything in exchange for raw damage.

Passive - Scourge: Killing an enemy increases your damage, movement speed and attack speed by 1% for 10s. This effect stacks, and the stack is refreshed each time an enemy is killed. (Limit of 100 stacks for double damage, movement speed and speed.)

Primary - Torment: Fire a shotgun blast for 8x300% damage. (Her shotgun is a break action double barrel shotgun that fires both shells at once. After shooting, she will reload for 1 full second. The spread on this weapon is huge, and it suffers from limited range and harsh damage falloff. Only really useful if you are up in an enemy's face. I suggest a 0.75 proc Coefficient.)

Secondary - Oppress(1 charge, 20s cooldown): Dash a short distance forward and punch an enemy in melee range for 2000% damage. Stuns target for 5s. (A guaranteed stun on an enemy and a guaranteed 2000% damage! Nothing to sneeze at.)

Utility - Anguish(1 charge, 10s cooldown): Fire a rocket at your target that explodes when hitting a surface for 600% damage. Rocket explosion knocks you back and damages you. (Rocket goes in the direction of your crosshair. You can use it to rocket jump, or to deal massive damage.)

Special - Annihilate(1 charge, 30s cooldown): Slice a single enemy with your blade. Deal 3000% damage and inflict a stack of bleed on enemies above 50% health. Execute enemies below 50% health. Executed enemies drop a healing orb that heals you for 75% of your total health. (Does not work on final bosses or teleporter bosses, but will work on bosses that spawn during a stage naturally such as the Wandering Vagrants in Sundered Grove.)

...and so she left, grieving for someone else this time.

...and so she vanished, with a smile on her face.

desert vortex
#

!feedback

The Logbook's Run History should show "Waves Completed" instead of "Stages Completed" for Simulacrum runs.

knotty helm
#

!feedback
An an artifact that activates a random other artifact every stage ( similar to how augments work in simulacrum )
It could also make the boss augments from simulacrum happen randomly

trim bronze
plush shuttle
#

||!feedback||
balance idea:

blind pests shouldnt be outright lethal for their size and silence (if the sound wasnt designed that way, perhaps their abilities were overtuned?)
so i propose that blind pests should deal less damage and instead apply a stacking armour shred debuff every time they hit you, so the things which dont normally kill you (wisps, lemurians) get a better chance
or
blind pests can apply a poison on hit which deals their current damage over time
.

urban ore
#

!feedback
buff crit chance on railgunner. let me explain.
normally, lensmaker's glasses gives an average of +10% damage, as the difference between crit and non-crit is 100% damage, which when multiplied by the 10% chance of the glasses, is 10%, meaning that, on average, you get +10% dmg from glasses.

but on railgunner, assuming you hit all your shots, a pair of glasses only increases damage by 5%, because the difference between 200% and 210% is 5% of 200%. this means that, in effect, on railgunner, even if you hit all your shots perfectly, crit chance is exactly half as useful. i dont know how exactly you would buff crit chance on railgunner, im not a dev, i just noticed this discrepancy in the shower a week ago and havent stopped thinking about it since.

cosmic remnant
#

!feedback
Status effect icon that indicates Egocentrisism consumption time

fallow arrow
#

!feedback

General character control changes

1: The ability to crouch:

It would help early game to hide behind cover, might inspire new items such as "crouching at 50% or less HP makes you invisible" and since so many games have it, it would only feel natural to the player.

2: Melee attacks being able to be aimed:

Striking up and down would help melee characters gain a few feet of range and add a bit more room to grow. This could really help their character come alive.

3: Wall running/Wall jumping:

This would introduce another aspect of movement, say limit it to one wall jump per landing, it could help the player gain a little bit of height and would add a coolness factor to the general gameplay, you know, another way to strafe to maybe escape some imps.

long swan
#

!feedback
maybe blacklist volcanic egg from bottled chaos, it's a little out of place and random to blacklist an item like that but having egg go off randomly when you don't expect it makes the item feel really bad to use and makes it way too easy to launch right into danger

alpine bridge
west ridge
#

!feedback
The Blind Pest needs something to help it stand out.

I'm sure you've heard many people criticizing the balancing of the blind pest lately. Much of the time, they compare it to a lesser wisp. "It's the wisp, but tankier, harder-hitting, faster-firing, harder to hit, no sound cues, and yet just as common." Whether that criticism is warranted or not is neither here nor there. If players keep comparing these two enemies, they're clearly too similar.

Most enemies don't get compared to one another like this. It would be apples to oranges. "Who's stronger, imps or stone golems?" They have different jobs; one is tanky, the other is a fast rushdown. The question is rendered meaningless. Not so for the blind pest, whose niche is simply too close to the lesser wisp not to compare the two.

How can the blind pest stand out? Here are just a few possibilities, which could be used alone or in tandem with others:
-Reduce its damage greatly, but make its attacks apply poison. By the looks of it, that green spit probably should be poisonous.
-Give function to the lick. At the moment, the blind pest has a rare animation where it swoops down and licks something. This could be iconic, but not when it's so rare and doesn't seem to do anything. Perhaps the lick could apply poison and slowness for a few seconds? Maybe even cripple? I wanna fear the mighty lick.
-Reduce its health and attacking range, but increase its speed and aggression. This way, the blind pest would be less of a distant and static potshotter, and more of a slippery nuisance that pursues the player like a buzzing fly.

I understand the people who just want a nerf, but as it is right now, nerfing the blind pest across the board would make it practically become the lesser wisp. It may need a nerf as well, but first it needs a change.

sage zephyr
#

!feedback i surely love being killed because the enemies got nkuhanas and a single mending elite spawned. one more reason to update the monster item blacklist?

scenic frost
#

!feedback

add some sort of failsafe for if you fall off the edge in void fields, because you are basically dead because you will be at 1 health and the void fog will kill you

charred ermine
#

!feedback

Have the enemy logbooks show what environments they can appear in

cosmic remnant
#

!feedback
Add some cosmetic things that happen when playing Eclipse, that have no impact on gameplay

Examples:
E1: Drop pod is visibly damaged as it falls, and only upon impacting does the -50% starting health apply
E2: Teleporter "prongs" are damaged/shorter
E4: Dust trails behind enemies
E5: Sparks coming out of survivor head, representing a damaged radio(?)
E8: Survivor appears visibly damaged the more curse they have

stray notch
#

One message removed from a suspended account.

fallow arrow
#

!feedback

Item: Legendary

Grandfather clock: Each minute the in game timer passes, one delicate watch is repaired. Destruction of one watch triggers a reversal of time for the character.

Reversal of time: Heal 20% of your maximum hp and clear one debuff.

dunno, stupid idea probs :P

young cradle
#

!feedback

Egocentrism interaction with brilliant behemoth causes explosion spam any time that an orb "collides" with an object (terrain, drones, friendly minions) even though the orbs dont actually get consumed.

this is confusing because you would normally only see these explosions on an "attack" but the orbital path is not an attack, and screws with the game's intended audio/visual feedback in my opinion.
please remove this interaction, so that brilliant behemoth is only triggered by egocentrism orbs that attack an enemy

patent mulch
#

!feedback move symbiotic scorpion to the tip of Acrid's tail rather than above it

molten elk
#

!feedback
Void Daisy Idea: Periodically emit a healing pulse centered on yourself.
Instead of releasing the pulses at the teleporter(making this pointless for the final bosses), on a long cooldown release them from yourself.
The way I imagine these stacking is it shortens the cooldown and maybe increases the healing it gives slightly.
This will make it both work in bossieritos as well as help keep you and your companions/minions alive slightly more reliably.

edit: I came up with an idea I like more.
#ror2-feedback-and-ideas message

sturdy isle
#

!feedback give elite equipments thematic and strong uses. Using shared design fires a stream of missiles where you're looking, Ifrit's distinction causes a fiery explosion, her biting embrace freezes enemies close to you, etc.

plush oyster
#

!feedback
Void Item: Lockpicker’s Atlas

Killing an enemy within 10m of a chest (+5m per stack) has a 5% chance (+5% per stack) to open it automatically. Multishops remain open after this effect.
Corrupts all Ghor’s Tomes.

long swan
#

!feedback
give a short cooldown to void fiend's un-corrupted surpress, maybe like 3 seconds. I hate to suggest a nerf to something that's broken but it would at least give him a small vulnerability window once his default corruption reaches 25%, and give you a short cooldown window to encourage weaving in actual attacks rather than spamming r like your life depends on it.
would also probably fix that wierd bug where you can get 2 heals for one by spamming the button fast enough

young cradle
#

!feedback

increase radius of charge zones in void boss area OR add an item which does that (think opposite of focused convergence) to make transcendence users viable.

Currently, the charge zone is sort of small, so if you take a transcendence you feel locked out of void boss because its extremely difficult to dodge void explosions (reavers etc) and not get hit by void field ticks at the same time (especially with the change where they tick through strides of heresy).

I don't think you should be effectively locked out of a boss just because you chose to take a certain item.

molten elk
knotty helm
#

!feedback
Make egocentrism able to convert used items (but not tonic afflictions) as a last priority after every other possible item is converted.
It feels bad to have an item break and know that it could have been turned into egocentrism instead.

little barn
#

!feedback

Make the plasma shrimp quieter got damn

plush shuttle
stray notch
#

One message removed from a suspended account.

daring lantern
#

I mean thats the point the way i try to get around it is using sacrifice and swarm. I feel that sacrifice is to get you to stay in a level longer if possible. I tend to hit boss earliest I can then get portal to 98% for farming enemies

young geyser
#

!feedback

Lunar Item: saturated soup (honestly not good with naming)

Makes ALL effects applied to you last 50% longer

gleaming stump
#

!feedback

Change it it so that some artifacts reduce the amount of lunar coins earned and others increase it as a incentive to include artifacts in runs.

random stream
#

!feedback
Maybe fix the fact we can't kick people from our lobby anymore through the console.
It was our only way to get rid of trolls.

young cradle
#

!feedback

adjust egocentrism rolls

currently as far as i understand, egocentrism rolls through only unique item types, and picks from that set of items.
for example, if inventory is 9x dagger, 1 behemoth, you have a 50/50 chance between dagger or behemoth rerolling into egocentrism
the game essentially sees your inventory as [dagger, behemoth] currently.

to adjust, perhaps somewhat of a more cumulative item pool might be better.
one example is to have every 3rd item in a stack count as an additional item in the reroll pool (1-3 == 1, 4-6 == 2, etc).
in the above 9x dagger, 1 behemoth inventory, the game would now see it as [dagger, dagger, dagger, behemoth]

this would boost the viability of egocentrism, as currently the risk of rerolling your greens/reds is a tad too high for the rewards it gives you.
obviously scaling can be adjusted, so if every 3 items is too strong, maybe make it every 4 or 5

edit: bolding
edit 2: alternatively can add some sort of weighting to bias slightly towards lower rarities

gentle pebble
#

!feedback
add sex

frank axle
#

!feedback
add the calculations for item stacks (e.g. kjaro band damage when you have more than 1) like the mod

cosmic remnant
#

!feedback
Add fixed upgrade paths with Benthic Bloom. Of course, not every item should be fixed (i.e. wtf does U_Hunters_Harpoon turn into)

Feels pretty bad sacrificing one of the best items in the game and it turns your hooves into chronobaubles. This will reduce the issue, but still keep the spirit if the bloom.

Some examples:
C_Pauls_Goat_Hoof -> U_Hunters_Harpoon
C_Energy_Drink -> U_Red_Whip
U_AtG_Missile -> R_Pocket_ICBM
C_Bungus -> U_Leeching_Seed
U_Leeching_Seed -> R_Interstellar_Desk_Plant
C_LensMakers_Glasses -> U_Predatory_Instincts
C_Cautious_Slug -> U_Harvesters_Scythe
C_Crowbar -> U_Guillotine
C_Bundle_of_Fireworks -> U_AtG_Missile
U_willowisp -> R_CeremonialDagger
C_Focus_Crystal -> R_FrostRelic

true sundial
#

!feedback

Rares from green potentials in simulacrum are much too common
Chance for at least 1 rare is 48%
Chance for at least 2 rares is 18%
Chance for choice of 3 is 0.78%

Not sure how to ballance that, but more of our power should be comming from commons and greens. Simulacrum feels a bit lopsided. Lower the chance of reds from green void potentials and maybe give out more commons... Somehow.

Same issue applies to common void potentials, but to a lesser extent. I don't mind taking good commons like crit glasses or soldiers syringe over a lot of greens. The power gap between a common and an uncommon doesn't come close to the power gap between an uncommon and a red, and the probabilities just don't reflect that.

lone gate
#

!feedback

A Queen’s Gland buff suggestion.

Being near a Beetle Guard (or just having it alive) gives you a “Guarded” buff.

Guarded - X% of the damage (maybe 20% or so) is instead transferred into the nearest friendly Beetle Guard.

Basically if you get hit for 100 damage, only 80 would go to you, and the Beetle Guard takes the rest of the damage.

regal sluice
tawdry torrent
#

!feedback
Alpha constructs from B_Defense_Nucleus should inherit the aspect of the elite that they spawned from.

young geyser
#

!feedback

mimics

split nebula
#

!feedback Please nerf or remove n'kuhana's opinion from items mobs can get in simulacrum. I feel robbed of my run everytime they get it, also tesla coil if it is in there but i have never encountered it. It's when you face the healing elite units it becomes a problem.

steel wraith
#

!feedback

  1. Sprint option 2: Hold: The option to change Sprint to Hold from Toggle.
    Holding sprint automatically begins sprinting as soon as possible without needing to re-press the key if an action cancels sprint.

  2. Sprint option 3: Toggle-Constant: sprint automatically begins sprinting as soon as possible without needing to re-press the key if an action cancels sprint until the Sprint key is pressed again to disable.

Why?
many attacks, some, button combinations, and clipping objects will interrupt and stop sprinting. This means you will need to learn whats interrupts your sprint and be ready to toggle it back on without missing a beat.
And the sprint "toggle" isnt exactly best in terms of responsiveness (have to wait for animation to finish to enable sprint).
It gets more and more annoying the less patience you have over time.

lone gate
#

!feedback

A Titanic’s Knurl’s rework/buff suggestion.

Knurl is… okay to have, but its effects fall off very quickly. A mere a 40 health increase and some additional health regen (which according to wiki actually scales with player level. Go figure.)

Compare it to some other boss items. Mired Urn already provides better healing is great at any stage in the game. Knurl's effect drop of the moment you get some other healing items.

Let’s make something better.

Instead of giving you a flat health and health regen boost, the new Knurl would instead boost the stat growth of the survivor (all of the stats in fact), and then readjust the stats to match the new growth.

According to wiki, Commando starts off with 110 health and gains an additional 33 hp per level.

That would put him to 176 hp after two level ups. 242 hp after four level ups.

If the Titanic’s Knurl boosted the health growth by 15, making Commando gain 48 health per level, that would put him to 206 hp after two level ups and 302 hp after four level ups. A rather big difference, already bigger than the flat 40 max health bonus.

The numbers could be readjusted a bit, but this would make Knurl a better boss item, keep its effect subtle and somewhat as they were before… and be unique in a way that we don’t have an item that increases the base growth yet.

Yes, this would increase all of the stats that are raised by leveling up. So base health, hp regen and damage.

dull dragon
#

!feedback Give other players the ability to interact with Acrid and pat him when on multiplayer. This wouldn't have any mechanical advantage but it would be a good idea anyway because Acrid is a very good boy

sudden crane
#

!feedback have an accessibility option to have text containing item names above/near items before you pick them up. Including in command menus. I play these games half blind and it's often difficult to know exactly what I've picked up if the shape looks too similar to another item

lone gate
#

!feedback

Treasure Map - Red Item
“Leads to a hidden Scavenger’s Stash containing a lot of items and treasures.”

A red variant of a Rusted Key. Holding it will make a Scavenger’s Stash spawn on the next stages until it is consumed.

Opening the Stash will consume the item and give all players a lot of gold. It will also drop multiple items (maybe double the Scavenger’s Sack). The drop quality is equal to a normal Scavenger’s Sack.

You’re basically trading a red item for a lot of whites and greens, and maybe another red if you’re lucky.

Yes, it is single-use.

sturdy isle
#

!feedback gup should have a longer spawning animation. Often times (especially in simulacrum) gup will materialize on top of you and immediately start attacking. Normally this isn't that much of a problem until the gup is blazing and then you're suddenly at the end of run screen

plush oyster
#

!feedback

Make it so enemies cannot spawn within a certain radius of you when you start a level. An Elder Lemurian standing right on top of you as you land in a new stage is not a fun way for a run to end

normal knot
#

!feedback add a fishing minigame

merry lance
#

!feedback

Maybe there should be a cap for the cost of a reroll in the newt shop because it climbing to over 100 for a reroll isn't very nice, maybe it should cap off at like 20. (I also feel like the growing costs of it discourages people from not editing the lunar coin file)

random stream
#

!feedback

Enemies getting Dio's best friend shouldn't be immune to damage for like 5 seconds, it just allows them to get a free hit on you and makes it very hard to defend any spot.
Reduce it to 1 second or less.
(Artifact of Evolution, simulacrum and void fields)

harsh laurel
#

!feedback
Make it so we can drop items to our teammates in multiplayer. It will make the experience much more convenient and fun without being game breaking.
Thanks!

alpine bridge
pearl ember
#

!feedback
I had a really frustrating run with Void Fiend. I had gotten enough void items that I was always at 96% corruption meter. This meant that I could get only one attack off before transforming because I would change forms so quickly. I was practically softlocked for a couple stages (thankfully I was in multiplayer and could be carried) until I managed to get more void items to keep me in corruption form 100% of the time. However, being in corruption mode 100% of the time removes the usefulness of his “R” ability and the most unique aspect about Void Fiend: changing forms. I think changing his “R” to allow him to transition forms would not only allow for fewer frustrating moments like this with the character, but also provide much greater flexibility for his kit.

stray notch
warped charm
#

!feedback

Originally the lunar seer was supposed to allow you to guarantee a particular stage, with a small chance at a hidden realm. Now that we have more than 2 possible maps in each stage pool, it's pretty unreliable.

Instead of adding more pedestals and cluttering things (which would fail to solve the problem if more stages get added, anyway), what if there was only one pedestal, and the stage it showed was the next stage you'd encounter. You could then spend lunar coins to reroll the stage, with a small chance to roll a hidden realm, using the cost algorithim for rerolling lunars?

This would keep it relevant regardless of how many stage options there are, and occasionally save you a few coins when you show up and see it's already set to the stage you want. It would also make it feel a bit more like an actual peek into the future rather than just picking an option

pearl pine
#

!feedback Would be really cool if titanic knurl increased your base damage as well as your HP.

vast lotus
#

!feedback

Put grovetender in stages besides Scorched acres, because usually I avoid acres because the other maps are just better, but then I miss out on a cool boss with an interesting boss item because it's locked into a single stage

lusty flare
#

I have a passive for commando it’s called lucky gunner and it basically gives him half of a clover this lets him be the main Proc guy

tidal cargo
#

!feedback

Make Xi Construct fly lower to the ground. Like maybe add something in its AI that checks if it’s more than 15 meters above the higher survivor, and if it is, disable upward movement and encourage downward movement.

Also give Xi Construct collision so melee survivors don’t phase right through it.

Xi Construct is downright unfun to face for any survivor who doesn’t have infinite range and can’t close the gap, which means saw Mul-T and bite Acrid are completely screwed period, and other survivors have a frustrating slog ahead of them if it backs too far away to easily hit.

Currently the game is less fun with Xi Construct in it than it would be without Xi Construct, and that’s a clear sign that Construct needs adjustments.

wanton sun
#

!feedback Red Whip should only deactivate when your abilities directly damage/hit an enemy. This would let survivors like REX and Acrid use their movement abilities without losing the speed boost, as well as remove other strange interactions (e.g. scoping in as Railgunner removes the speed boost).

tidal cargo
#

!feedback
A lot of people seem to be unhappy with how the lunar coin system works, yet an overhaul would upset a lot of people who like it just the way it is. Well, Sundered Grove is a base-game map that doesn’t have an artifact tablet yet. I propose

Artifact of Rogue:
Lunar Coins drop more frequently, but you cannot use coins obtained in previous runs.

Unlisted changes for the sake of artifact description brevity: also prevents drop rate from going down each time a coin drops, and reduces the cost of lunar seers to 2, and reduces the frog petting requirement to 1. Coins gained but not spent are added to the pool for runs without this artifact.

Now people can play RoR2 as a rogueLIKE instead of a rogueLITE if they so choose, without it being forced upon them. Grinding is completely de-incentivized.

Also, new Eclipse 9 modifier:
You cannot use lunar coins obtained in previous runs.

Unlisted E9 changes for description brevity:
Petting the frog once spawns the void portal.

vast lotus
#

!feedback

Add some way to unlock the heretic as a character
The heretic is a fun character, however it is extremely inconsistent to be able to play as unless you have grinded the game A LOT or have cheated in lunar coins

I think that beating the game as heretic should unlock it, otherwise this character is practically a rare gimmick that no one uses because it's nearly impossible to consistently do so

safe prairie
#

!feedback
Titanic Knurl really needs to give a % hp bonus. 40 hp flat falls off extremely quickly (it’s why fresh meat is frowned on) and as a boss item, it should feel more impactful than it does.

pearl hare
#

!feedback
Similar vein to the previous suggestion, have Bison Steak give a % bonus to health. (10% might be good, but like all things may need tweaking.)

prisma harness
#

!feedback yo it would be cool if enemies like mithrix couldn't take spare drones parts cause as it stands currently you pretty much instantly lose if mithrix gets col droneman in the final phase

young cradle
#

!feedback

make an artifact to increase chance of or guarantee void field spawns earlier on in the game (Artifact of Void)

with the recent changes to void field spawn frequency it feels like sometimes you dont see any void fields until stage 8-10, which is fairly delayed.
an artifact would allow for more void-item based runs for those who want void items without having to play for 40+ minutes just to see one on some runs, while still keeping the tuned down void field spawning currently in place for others.

something like "every stage contains a void field" or "50% increased void field spawn chance" might be examples.

flat cypress
#

!feedback

Make Wake of Vultures able to steal the power of Voidtouched elites

turbid quail
vast lotus
#

!feedback

I see a lot of people saying to add passives to all characters, and while they don't really all need it I do think it could be a cool idea to have, and these add some flavor to the characters

Commando : Lucky Shot : Every attack has a 5% chance (unaffected by luck) to activate all on hit items regardless of their individual proc chances (does not affect either version of lens maker)

Engineer : Engineering Prowess : All turrets get a bonus effect
Gunner Turret : Can move at a slow speed
Healing Drone : Can heal 2 allies at the same time
Gunner Drone : The final shot in each burst inflicts bleed
Missile Drone : Missiles explode on hit, doing reduced damage to nearby enemies
Equipment Drone : Equipment given to the drone has a 25% reduced cooldown duration
Emergency Drone : Gain +100% move speed when an ally is below 33% HP
Incinerator Drone : +50% Flamethrower Range

frank root
#

!feedback
Editing an old suggestion I made.
Neptune's Lockpick (Lunar)-
Upside: You will be able to see what drops from chests before you open it
Downside: 8% chance to waste your money on attempt to open it
(Basically every chest becomes a shrine of chance but not as unlucky)

fading elm
#

!feedback
Commando's Phase Round shoots at an upwards angle if an enemy is close to you
Which makes it completely whiff enemies behind the one your firing at

young cradle
#

!feedback

Consistency in interactions with the Newt in the lunar shop:

Certain items that target "enemies" will hit the newt automatically, while others will not. for example, a missile launcher with a gesture will not attack newt, while items like egocentrism and razorwire will. Why?

burnt pivot
#

!feedback

with new stages and dlc I think an artifact of terrain of some sort would be cool, where it would allow you to choose what stages you want before a run maybe with some lunar cost beforehand, or just for free, prices could vary, it would just be great when your feeling like you want a specific stage one and don't want to keep dying to get there, or if you only have time for one run to mithrix and fancy killing alloy worship unit on your travel

versed sandal
#

!feedback
make elite aspects significantly more common
They aren't that OP, especially since they take an equipment slot. The majority of the time I don't even grab them since I usually already have a decent equipment or it's the glacial aspect. If you make them more common it'd be more of a feature and not just "Oh, that's something you can get?"

in my ~600 hours of playing the game I've seen elite aspects maybe 20 times? and out of those 20 times I've used them maybe 3 times where they're actually still useful at that point.

TLDR; make elite aspects more common since they aren't even that good and the rarity makes them almost not even a feature of the game

gleaming stump
#

!feedback

Make voidling give a little more coins then mithrix since it's a harder fight, similar to secret boss scav dropping more.

distant pewter
knotty helm
#

!feedback
Add active uses for elite aspects.
Fire: throw a fireball that creates napalm on the surface it collides on
Ice: the explosion the ice elites make when dying centered on yourself
Lightning: throw the lightning balls the overloading worm makes in a spread above you
Celestine: become invisible, slow all enemies in the ally invisibility radius, and apply cripple on hit
Malachite: make a malachite urchin and gain a damage increase
Perfected: become immune to knockback (mass) create shockwaves that apply cripple (design) drain (not steal) the health of enemies near you (blood) and gain movement speed (soul)
Just some ideas that could be implemented

polar drift
#

!feedback
Make crowdfunder bullets unable to be blocked by the player's body. This issue seems to be particulary annoying with acrid + some of the DLC items where you straight up lose most of your damage
see these two different videos as a demonstration

  1. my bullets blatantly being blocked when aimed at an enemy a bit below
  2. the huge increase in damage output as soon as i get into an angle where all bullets go through
    https://cdn.discordapp.com/attachments/723559673004949564/957009189710991360/acrunder.mp4
    https://cdn.discordapp.com/attachments/723559673004949564/957009449749454888/amuhdrones.mp4
alpine bridge
#

!feedback

Item Idea: Emergyency Stimulants
Rarity: Rare

Upon reaching low health, gain +20% (+5% per stack) damage, +30% (+5% per stack) attack speed, +50% (+5% per stack) movement speed, and +100 (+100 per stack) armor for 20 second. Disables all stacks of Emergency Stimulants until next stage (similar to regenerating scrap).

gleaming stump
#

!feedback

Make bens raincoat and Titantic Knurl give a small bonus to your health scaling instead of flat hp and your health is upgraded to reflect the stat

The flat hp bonus is really small and not very meaningful

kind flare
#

Idea: More Militaristic characters maybe?

vivid shuttle
#

!feedback
This is definitely not me getting salty that i've died two runs in a row because of void infesters from void cradles infesting the squid turret that it spawns.
Please make it so void infesters can't infest squid polyps, it makes the item worse than it already is.

thick topaz
viral pilot
#

Bump

maiden prairie
# gleaming stump !feedback Make bens raincoat and Titantic Knurl give a small bonus to your heal...

On this topic, make all flat health increases base health

Bison steak becomes 10(+10) base health
Infusion becomes 1(+1) base health on kill up to 40(+40) base health
Ben's Raincoat becomes 40(+40) base health
Titanic Knurl becomes 20(+20) base health

To explain why this is better, every character gains 30% of their base health on level up. Commando, with 110 health, gains 33. This change increases the amount of health you get per level up.

eager basin
#

!feedback
Items changed by Benthic Bloom/Egocentrism should be broadcasted in chat

slim torrent
#

!feedback
remove blind vermin from the game

kind flare
#

!feedback
Remove blind vermin AND blind pests.
and if not, NERF them.

scenic frost
#

!feedback
give xi construct collision, it just messes with so many characters like loader and acrid, where acrid cant jump on it, loader cant grapple onto it,

sharp mica
#

!feedback
Most of the items that summon stuff kinda suck. (Except for V_Newly_Hatched_Zoea )
B_Queens_Gland and B_Defense_Nucleus don't even come close to impacting the run in the slightest
They just act as bullet sponges and that's it, their damage is close to none after like stage 4
And as for R_Mask , the clay dunestriders and such still hurt you and inconvenience you kinda a lot.
Maybe give B_Queens_Gland and B_Defense_Nucleus some more damage or something, and as for R_Mask maybe make the ghosts not hurt you or such

hallow egret
#

!feedback

Some assorted improvements to prismatic trials

  • Add a "restart" button to the pause menu so we don't have to quit to menu to restart
  • Separate the leaderboards by character and let us record separate times for every character
  • Save a replay of each run and add the ability to watch other player's replays
plush oyster
#

!feedback

Honestly? Add a restart button in general. Good for trying to get specific challenges

dreamy vector
#

!feedback

Limit the amount of Void Seeds allowed to spawn in each stage to 1. It's really annoying to have to go back and forth between multiple void seeds to clear them, and it takes ages.

hollow basin
#

!feedback
Increase the amount of Void Cradles/Void Potentials in void seeds. There should be a proper reward for the time and difficulty in clearing them.

static hawk
#

!feedback
Allow players to influence the appearance of random difficulty modifiers such as family events and void seeds in some small way while in game. This could be done through the bazaar, shrines, or something entirely different. I would like some kind of opt in for geater difficultly/reward for when you are fishing for a specific item or are just feeling risky, OP, or merely curious mid run.

shell solstice
#

!feedback when using rail gunners left click on small/ low enemies it often hits the ground and is very inaccurate for a gun requiring no aiming. I think they should curve away from terrain in order for them to properly hit enemies. (Main example of where this would be useful is parasites and beetles when they are just spawning in

gleaming stump
gleaming stump
#

!feeback

Make hellfire tincture debuff stay applied despite bens raincoat

sage plover
#

!feedback

set a spawn condition that does not allow you to be inside the void seed upon entering a new stage. I'd rather not get backstabbed by a void elder lemurian the second I spawn in, thanks. Kinda defeats the whole purpose of the void seed as a high risk high reward scenario and instead just turns it into a cheap instakill on the run.

dense hawk
#

!feedback

Please make Commando roll an iframe :D

Edit: I don't care about Slide, you can shoot with it anyway, just Roll with iframe please and I'll be a happy Default Commando player \o/

knotty helm
#

!feedback
Because hoard of many teleporter bosses can’t drop boss items, they should drop a yellow void potential. This can also make up for the fact that they are usually harder than normal teleporter bosses.

sage fulcrum
#

!feedback
The color variation between ally beetle guards and enemy beetle guards should be much more distinct because I can’t tell the damn things apart.

inland cedar
#

!feedback
Make it possible to play Simulacrum as The Heretic in some way, whether it be directly choosing her in the character select (only for Simulacrum), or an easier way to get her lunar items in the mode itself. She is a fun character to play, and I want to try her out in Simulacrum with my friends.

loud osprey
#

!feedback
Please put in some time to check the AI Blacklist over, and add in a lot of currently run-ending items for enemies to have.
Tesla Coil was bad enough, and multiple people talked about it, yet nothing was ever done about it. With the new DLC, there's more of it now. please. the Fields is currently simultaneously the most and least consistent way to get to the separate path.
edit: better wording

wild galleon
#

!feedback
I think it would be a nice little QoL to add some effects to the projectiles of elites; specifically Mushrums and Hermit Crabs. It doesn't necessarily kill me, but sometimes it's a little suprising when I get hit by a Mushrum and it does massive damage from ignite and such.

kind flare
#

!feedback

Explosive survivor

I know artificer is basically an explosive class, but what if there were dedicated explosive survivors?

graceful kestrel
#

||!feedback||
Artifact of Solar;
Solar energy beats down on the stage every 30-60 seconds, transforming some enemies into Solar elites. Solar elites are a combination of Overloading and Blazing elites, and deal 50% of the normal burn and overloading damage.
Artifact of Lunar;
Lunar energy beams onto the stage every 30-60 seconds, transforming some enemies into Lunar elites. Lunar elites are a combination of Celestine and Mending elites, and have less health/heal less than their normal elite counterparts.

Only one can be active at a time.

probably too op but please tell give criticism

alpine bridge
#

!feedback

Family events are significantly more difficult than a regular stage, specifically the Gup and Void ones. I suggest Making family events give 2x loot from the teleporter.

hollow basin
#

Give Voidling some more mobility in its fight, like allowing it to teleport around the arena.

Currently the best way to play the fight is to find a nice piece of cover and stick to it, so if the Voidling actually moved around that'd make it much more engaging.

magic light
#

!feedback
If you use a Remote Caffeinator and the Eclipse Zero vending machine lands in a button it stay pressed

wise jasper
#

!feedback
Make an option to auto shoot m1 attacks like some kind of toggle, my hand hurts after playing long runs with some survivors like commando, huntress, bandit, etc.

kind flare
# kind flare !feedback Explosive survivor I know artificer is basically an explosive class,...

!feedback
Sorta going off of this,
The Rocketeer class.

Wielding a powerful Tocket launcher, expect to get carpet bombed by this Paratrooper.

M1 is a Rocket launcher, that I imagine has an average-slow firerate.

M2: Not really sure. Maybe a secondary for close range encounters?

Utility: He uses a jetpack that gives him say, 5-second flight?

Special: Rocket storm.
Several rockets rain down from the sky, dealing horrifying amounts of damage.
Alternatively, an ability that makes all his rockets tracking.
That's right, you have to aim with this class.

Passive:
Rocket/Missle/explosive items are generally more effecient.
(I.E. higher proc chance, better damage, etc.)

"And so they left, leaving only destruction in his wake."
"And so they vanished, leaving only a scar upon the planet."

Definitely needs more fleshing out.

hot yew
#

!feedback
It would be a major quality-of-life thing for railgunner if using the concussion device's skill while one is already out detonated the one that was out even if there's no more charges left like how it does when there's a charge remaining.

knotty helm
#

!feedback
Red item idea
Sublime Siphon
When an ability with a cooldown is used, subtract 20% (+20% per stack hyperbolic) of the length of the cooldown from all recharging abilities.
It would look like a curved tube with a wing attached and liquid flowing through.

plush shuttle
#

||!feedback WarMechanic||
New Milestone: 75 upvotes!

Survivor idea: Mech Operator

"The Mech Operator is a tactical class which possesses both reconnaissance capabilities and overwhelming firepower, but watch the fuel timer"

First: I LOVE mechs.
The Mech Operator works in tandem with Recon Drones and Walker, who is as tall as a beetle queen. Both Pilot and Walker hold separate inventories and equipment items. Walker uses a unique resource which needs to be managed, requiring you to take some time scouting before setting off to your next destination. We have loader, but I would like to see more of the technology which UES has up their sleeve.

Nanocharge: a new consumable item exclusive to the Mech Operator which replaces a small amount of items on a stage. This is core to using Walker, acting as fuel for your tanking operations. Pilot's special: Recon Drone alleviates this by scanning the contents of chests while also providing backup fire.

Disclaimer: All abilities and technicalities are ideas to clarify the concept of how I feel MO would play, and by no means should restrict what Hopoo can do. Don't like the way fuel works? It all goes down to what Hopoo thinks by the end of it.

See extension for full kit and rundown.

p.s. if you have feedback, please @ me in feedback so i can collect responses and tally changes
(This guide I frequently update, so feel free to come back every now and again to see whats new)
-> Extension: https://docs.google.com/document/d/1EcYk6qE2sjAMB7NvvH299Sm1QoDWygiAVZ8gOQzlRQM/edit?usp=sharing <-
.

hot yew
#

!feedback
Add something to do with used items like the broken delicate watch. Just, something. Right now there's no real difference between just removing the item from your inventory and having it break.

tawny onyx
#

!feedback make commando’s nade explode when they hit an enemy (like engineer’s grenades) but otherwise bounce as normal when hitting terrain

hot yew
#

!feedback
Have void fields, simulacrum, void seeds, and similar damage/damage-protection fields taken account of in fall damage resets so that you don't fall, take damage to one health, and then immediately die by being outside a safety bubble, or inside a damage one.

ancient oasis
#

!feedback
This seems to be "working as intended" but feels like a bug. Currently in the game if you have the Squid Polyp item and use a void cradle, the created squid turret will be corrupted and shoot you with a Needletick shot you can't dodge, the shot + needletick will deal enough damage to instantly kill you, 1 shot protection will kick in and then the turret will shoot you again finishing you off.
Here is a video clip showing the interaction - https://medal.tv/games/ror-2/clips/fxLzPeP9X7qJo/d1337E4TsLkh?invite=cr-MSxBS3ksMTAyNTQyNzEs
The corrupted squid turret killed 2 people within 4 seconds on rainstorm difficulty.
This makes Squid Polyp not just a bad green item, but one that will actively kill you under the right circumstances. Making me not even want to pick up the item unless I see a scrapper immediately nearby, on the off chance it will decide to kill me without me being able to do anything in response.

I understand Squid Polyp isn't a great item, but an interaction that makes a player want to avoid an item (not even pick it up for a possible scrap or 3d printer) on the chance it might kill the player should have that interaction changed.

silk wagon
#

!feedback

Let the mercenary's sword destroy weaker projectiles like lemurian fireballs and blind pest acid globs

tough heron
#

!feedback
Not sure if this has been suggested before, but it'd be nice to have an in game way to know what a status effect does. I enjoy being able to hover over items to read their descriptions when I press tab, and it could be similar to that, where you could just hover over the status effects while pressing tab and they'd have descriptions. I've been playing the game for a while and I still don't know what the grandparent status effect does, other than kill me sometimes and feel like it does nothing other times. Having descriptions would be really helpful!

hardy gorge
#

!feedback The Resonance Disc's idle model is currently capable of blocking Railgunner scope visibility. Perhaps it can be set to float above her head, or more consistently avoid the direction she is facing?

abstract urchin
#

!feedback

Give survivors a visible reward for beating Voidling.
Currently, there's no real reward for beating Voidling, and I feel as if beating it is more "special" than beating Mithrix or obliterating because of how much harder it is to do. A gold border on the character select screen after having beaten Voidling and getting that character's mastery skin would be nice, but there's plenty of other approaches for this idea.

safe prairie
plush shuttle
#

bump

cosmic remnant
#

!feedback
Quantum Flux Pauldron (void L_Light_Flux_PauldronL_Stone_Pauldron)

Doubles health and movement speed, but halves damage and attack speed

graceful kestrel
shell solstice
#

!feedback in the newt area, add a library with all unlocked items and their detailed effects. That way you have alternative to looking it up mid round

west lodge
#

!feedback
for the next potential DLC, recipe items:
certain interactibles asking for a specific list of items to combine in a new item (introducting new items, a new item tier and new variations without potential item bloating)
example: 5 squid polyps and 1 spare drone parts for cyborg squid polyps

cosmic remnant
#

!feedback
I came up with a list of void items a while ago, might try to drip-feed them into this channel

Malastine Alloy (void C_Topaz_Brooch)
Upon losing non-barrier health, gain 50% (+25% per stack) of the lost health back as barrier.

lyric peak
#

!feedback
railgunner's m1 which is supposed to be her weakest skill (since she is focused more on the actual railgun dishing out big damage) can do more damage than some of the old survivors skills, huntress' m1 for example, railgunner's m1 just first faster, deals 100% damage (almost same as huntress's, with her default at 150% and alt at 100%???) and even got the same proc coefficient, and isnt limited by the autoaim tracking, the only upside about huntress' m1s is being agile and can crit, old survivors really need some slight buffs to catch up to the recent ones, not to talk about how i feel that powercreep kinda took over even on earlier stages, which removes some of the challenge and fun from the game

cosmic remnant
#

!feedback
Pandaemonium (void R_BrilliantBehemoth)

On hit, inflict ignite (+1 stack per stack)

warm scaffold
#

!feedback A red movement speed item. Maybe increase movement speed by 50% (50% per stack) and add 1 jump (1 per stack). Or just increase movement speed by 100 or 200% with half of that per stack. But since we combine items now (Mocha) i feel like the combination with the hopoo feather would be cool, especially for void clover runs.

fast bramble
#

!feedback Add a feature to use Trophy Hunter's Tricorn for each Fuel Cell you have. It'll have a 140 second cooldown, and cooldown reduction from Fuel Cells aren't applicable. After you've used up all of your Fuel Cell charges, it'll still get fully consumed.
||Ahoy!||

maiden prairie
open hound
#

!feedback
Item
Name: fibreglass cane
Rarity: red
Class: utility, damage
In game description: increase duration of speed buffs and gain bonus damage when they are active
In depth description: increase speed buffs duration by 50% (+25% per stack) and while they are in effect, do increased an 25% (+25% per stack) damage from all sources

EDIT: slight grammar change

maiden prairie
unreal jolt
#

!feedback
polar field device is useless, rework it.

pearl ember
#

!feedback
Show stacks of void items in chat when an item is converted. It’s incredibly difficult to see how many stacks of void items you have with a lot of items.

hoary shard
#

!feedback
Mobile turrets are feeling very sad because they can't sprint with their tiny legs, and their sister standing turrets get shiny mushrooms.
I propose we convince them that they are sprinting when walking so they don't feel sad (please don't tell them they're not actually sprinting).

tldr Just make it so they work with void bungus.

plush shuttle
true sundial
#

!feedback

Red item:
Your primary attack can be used while sprinting (+15% damage per additional stack)

Long description:
Your primary attack gains becomes Agile and able to be used while sprinting. If your attack was already agile or you had this item already, gain 15% damage instead.

unreal jolt
#

!feedback
a way to play the previous versions of the game
i want my sticky bomb meta back

chilly plume
#

!feedback
Give Mults Rockets The Abillity to shoot 3 with the pocket I.C.B.M

kind flare
#

!feedback

To go along with the Rocketeer,
The Demolitions expert.

M1: Grenade Launcher. Fires a Fairly powerful Automatic Grenade Launcher, that deals less damage than the Rocketeer's Rockets, but has the fire rate to make up for it. ALT: A visibly different cannon, firing FAR more powerful shots, but with far less fire rate.

M2: Fires off an incendiary round, leaving a pool of fire in its wake.

Utility: Sort of like bandit's serrated dagger, she swings a heavy baton in a 180° arc, dealing high damage and a status effect called "Concussion".

Special: All of her explosives deal Concussion damage.

Passive: Expertise- All explosive damage AGAINST her is reduced.

"And so, she left, leaving a burning reminder of her time on the planet."
"And so, she vanished, leaving few to remember her..."

Like the Rocketeer, She needs a lot more fleshing out.

round frigate
#

!feedback Add a hard boundary that teleports anything back towards map to fix clipping into the floor and fall indefinitely to hell & softlocked from finishing to for SENDING THAT ONE SOLUS CONTROL UNIT INTO SPACE (probably can be done by setting a limit for distance between any object & origin of the map before they get tp back so that nothing can slip for the trigger for tp)

vivid shuttle
#

!feedback
There is a bug where enemies are technically not dead and are still there even though you have killed them. From my experience this bug only starts to occur when you pick up Lost-Seers Lenses V_Lost_Seers
This can leave persisting Celestine cloaking spheres, persisting blazing elite trails, and perhaps worst of all: soft-lock the void seed(s).
There have been several times where I see “1 monster(s) remaining” and when i look around for the indicator that’s supposed to be there when 3 or less monsters are alive, I see nothing.
The elite effects still be there isn’t as big a deal, but it is very frustrating to not be denied of 4+ void cradles that are in the void seed because of this bug. Sometimes even the teleporter can spawn in the void seed, which can basically end a run if you don’t have enough healing to combat the void fog.

gilded zephyr
#

I have several ideas for the Risk of Rain 2:

  1. Add possibility to watch Logbook while in game after pressing Esc (for example, to look up which achievement next I should pursue)
  2. Multiplayer Idea: add some kind of "vanishing" player, if he press Esc or just add invulnerability. Sometimes, while I'm playing with my friends I have to leave the game, and this functionality would be helpful. Or add "Pause the game" as in the Dota 2 (after pressing F9, the game pauses, untill it continued by other players or player who set to pause)
kind flare
#

use !feedback

abstract urchin
crude crest
#

!feedback
I came up with this during a run, a concept for a void item.

"Temporal Hummingbird (Humming Quail, Riftpecker, Fractured Pheasant, Quantum Quail, Void Vulture, Dimensional Roadkill, etc...)
Jumping while sprinting causes the player to blink. Corrupts all Wax Quails."

The first stack would give you a blink about the length of a quail's jump or about the distance of one of huntress' mini blinks

I imagine that the blink distance would scale off of more quails and slightly off of move speed, but besides values and numbers, I think an item like this would be fun to play and experiment with

warm trout
#

!feedback
New interactable: Hoarder's Den

A small hole in the ground surrounded by razorwire and assorted junk, with two Scavenger(?) eyes peering from inside.

Interacting with it exchanges all your consumed items (watches, elixers, Dio's) for a small amount of gold.

earnest lily
#

!feedback

So a lot of people have been asking about a medic survivor, but this is a hard concept to fulfil considering that singleplayer also exists and a pure medic survivor shouldn't make everyone else completely overpowered.
So I was thinking about what if there was an option for a medic survivor one could even take during the run on any survivor if they are lacking healing.
My idea is also based off the The Evisceration of Kur-skan the Heretic books, as there are currently the bands III to VI in the game, so at least two are missing and I think eight would be perfect and the fact that many want the heretic to have a melee option.

Keep in mind you don't have to transform into the heretic to use the ability.
Similar to void items, a stack of the alternative ability will be treated as another stack.

Talons of Heresy (Primary)
The Heretic slashes forward with her talons, dealing three instances of damage with a proc coefficient of 0.7 each. Has 4 ( + 4 per stack) charges and recharges them after 2 (+ 2 per stack) seconds.

Mandible of Heresy (Secondary)
Heretic spirals forward for 1 (+1 per stack) seconds, slashing all enemies around her, damaging them. Recharges after 5 (+ 5 per stack) seconds. The Heretic becomes intangible for the duration.

Plume of Heresy (Utility)
The Heretic envelops herself or an ally in a coat of five (+1 per stack) feathers, rapidly increasing their regeneration (6/s (+1.2 per Level) in Heretic's case [This is basically the absolute value of Heretics health decay], 6/s (+1.2 per Level) for every other survivor). One feather decays every second or when the ally is hit, reducing the damage by 100% (-10% per stack, hyperbolic). Recharges after 10 ( + 5 per stack) seconds.

Soul of Heresy (Special)
Dealing damage grants a stack of Mend. Activating the skill consumes all Mend stacks and heals you and nearby allies for 1%(+1% per stack) for each stack. Recharges after 10 (+10 per stack) seconds.

true sundial
#

!feedback

Green printers with command active in simulacrum is very powerful since you can print infinite regenerating scrap U_Regen_Scrap. Can easily get 2-15 essentially for free. Realistically this might need to be nerfed, I'd suggest disabling printers with the teleporter effect during a command wave. Even without a green printer you can probably rework half your whites in that time too, which is a little less broken but still very powerful.

kind flare
#

!feedback

"Concussion" debuff.
Causes those hit to be stunned, and "disoriented" (Their movement gets mucked up)
this Stacks btw

simple crescent
#

!feedback
Let regenerating scrap count as white scrap too. Maybe prioritize white scrap over it though since its primarily meant to be green.

In its current state its kinda bad because like. Green printers are pretty rare. And while, yeah, 5 regen scrap means a free red item on bazaar trips, when are you honestly going to get 5 regen scrap on the average run without command?

lone gate
#

!feedback

Artifact of Wraiths

Unkillable Wraiths will appear on most of the stages and chase the survivors. Avoid them at all costs! Teleporter zone is increased to give you more room to avoid them while charging the teleporter.

You’re not meant to fight the Wraiths, rather they’re meant to be obstacles to avoid while playing. At most they could be stunned to give you some breathing room.

Wraiths will not appear in the Void Fields, Void Locus and Bazaar. But they WILL appear in the rest of the stages and during the final boss fights.

fossil creek
crude haven
#

!feedback
Alternative Game Mode: Hero Mode (Itemless)
Basically an alternative game mode where items don't exist and the player level is the main source of power, of course some scaling would be needed in the Survivors side.

radiant kernel
#

!feedback

make C_Bison_Steak gives you 5% max hp(+5% max hp per stack) so it won't fall behind C_Personal_Shield_Generator too much.
i'm torn between giving you 5%+5% OR 8%+8% OR 10%+10% OR Dev/Coder decide

the point is, C_Bison_Steak right now doesn't do much and i believe more than 80% player choose C_Personal_Shield_Generator more than C_Bison_Steak right now

wanton sun
#

!feedback Healing/Emergency Drones should heal the player even when at full health (if no other allies are injured), to get better use out of items like R_Aegis and R_Nkuhanas_Opinion.

west lodge
#

!feedback
allow warbanner to spawn from activating the crab of simulacrum

mossy loom
#

!feedback

DISCLAIMER: My ideas are purely for the sake of the general concept behind it. The numbers aren't really important, I'm bad at balancing with that kind of stuff and I ask that you please look at the abilities instead of the raw numbers.

Character - Surgeon: Unlocked after picking up 20 medkits in one run.

The Surgeon supports his team by providing healing and regeneration, and debuffing enemies.

This character uses two skills for each slot, and the special swaps between combat and support modes.

Passive - Mend: All healing you receive is doubled.

Primary - (Combat) Acid Bomb: Corrosive. Fire a vial of corrosive acid from your cannon that explodes on impact for 200% damage. (Surgeon's primary is a cannon that shoots glass balls filled with liquid. The projectile has no damage fall-off, but it is affected by gravity when lobbed and cannot go very far. This projectile explodes in a small AoE upon contact with enemies or the ground. Shot once per second. Corrosive means this projectile inflicts a debuff called "Deteriorating", and it deals DoT comparable to bleed, and slows enemies by 20%. This debuff stacks like bleed and can be refreshed.)

Primary - (Support) Medicine Bomb: Fire a vial of medicine from your cannon that explodes on impact and heals all allies caught in the radius by 10% of their total health. (Same as the combat primary, in terms of projectile, except it deals no damage to enemies.)

Secondary - (Combat)Cellular De-Stabiliser(1 charge, 30s cooldown): Place a beacon that emits a forcefield and lasts 15s. Enemies within 30m are inflicted with cripple. (Basically an option to inflict a guaranteed debuff to an enemy to support your team.)

Secondary - (Support)Cellular Stabiliser(1 charge, 30s cooldown): Place a beacon that emits a forcefield and lasts 15s. Allies within the forcefield heal for 5% of their total health per second. (An AoE heal, useful for holding ground or helping out turrets and such.)

Utility - (Combat)Acidic Syringe(1 charge, 10s cooldown): Corrosive. Fire a syringe at your target that deals 600% damage. (Syringe has no damage falloff or range limit. It is the Surgeon's best ranged option for single target damage. Corrosive means this projectile inflicts a debuff called "Deteriorating", and it deals DoT comparable to bleed, and slows enemies by 20%. This debuff stacks like bleed and can be refreshed.)

Utility - (Support)Steroid Syringe(1 charge, 10s cooldown): Fire a syringe at an ally that cleanses all debuffs and heals for 100% of their total health over the course of 5s. (Works the same as the combat syringe, but only affects allies.)

Special - Swap(Instant, no cool down): Swap between combat and healing mode. (Basically MulT's swap ability except it affects ALL of your other skills. Cooldowns don't go away when swapping, so you can't use your primary then swap and then use your other primary.)

...and so he left, with a newfound passion for vivisection.

...and so he vanished, being remembered as a hero among his peers.

little barn
#

!feedback
blacklist spare drone parts for monsters as a single group of enemies can kill you instantly thanks to col droneman

minor stirrup
#

!feedback
We recieved corrupted ite,s. How about we get corrupted lunar items next? 😉

unreal jolt
#

!feedback
I know it's supposed to be absolutely horrible but please either re-rework C_Bison_Steak or just straight up remove it

I literally see it as a white scrap

native jewel
restive stream
#

!feedback
Rebind the key to skip the intro cutscene to whatever the user bound to jump (plus space?)
I use a Weird Keyboard that binds the location under my left thumb to backspace, so I usually bind backspace to jump when I'm playing games with it. Every time I launch the game I tend to forget I need to hit space instead 😆

cosmic remnant
#

!feedback
Void Aegis: Increases maximum barrier by +100% (+100% per stack)

  • Changes barrier color (maybe white?)
  • Barrier remains as a single bar. Each "pixel" of barrier is generally worth more HP, and the 1:1 conversion between health and barrier is lost.
  • Barrier decay remains at 3.33% maximum health per second. For example, if you have 100 health and full non-buffed barrier, you lose ~3 barrier per second. With the buff, you still lose ~3 barrier per second, but that 3 barrier is a smaller percentage of your total barrier, so it appears that barrier decay is less.
scarlet egret
#

!feedback

Add some sort of "kick from lobby" feature both in character selection and mid-run. This is something we truly need.

lone gate
#

!feedback

Add intractables to the final boss arenas so we can use fireworks and squids.

magic light
#

!feedback
If a item falls off the map, they spawn next to you

plush oyster
#

!feedback blazing should have a different passive effect (aka replace the fire trail). The current blazing passive only really harms melee characters.

Maybe instead they could be like the lunar ball boys and drop an AoE fire that lingers for a few moments? The bigger area means ranged characters need to watch their positioning and where they kill these

lone gate
#

!feedback

Using Executive Card should purchase the chest/multishop you're pointing at. Just as if you simply pressed the interact key.

(Yes, you still lose money as normal)

This small change would allow Equipment Drones to fly around and purchase items for us to collect.

If it's hard to make the drones use player's funds, the Executive Card could give a set amount of funds to drones holding it.

willow sage
#

!feedback
Enable players to delay the implosion from the Collapse debuff by damaging the enemy that inflicted it (and lift the debuff entirely by killing said enemy).

safe prairie
#

!feedback
Give Xi Construct's laser a heavier telegraph. The boss is cool but doesn't feel very fun to fight right now.

magic cedar
#

!feedback please 👏 remove 👏 squid 👏 polyp

gritty pilot
#

!feedback When a mobile ally gets stuck on a wall/hasn't moved outside of a certain radius from where it was previously within X seconds/minutes, teleport them to near you. Also add this to squid polyp. (originally thought of as a squid polyp buff, turned into QoL)

vague hamlet
#

!feedback
When collapsing a Void Seed, there is a small chance a purple orb will appear at the teleporter is there isn't one already.

knotty helm
#

!feedback
Make the ice elite’s death explosion killable like the mending elite’s, although with much more health to avoid making ice elites too underwhelming.

hardy gorge
#

!feedback Allow Equipment Drones to use non-combative equipment like the Radar Scanner without needing to be in the vicinity of live enemies

chilly crag
#

!feedback Singularity bands should increase in size and not damage for every stack, to emphasize on its role as crowd control and not damage dealer. it'd also fix the exponential damage exploit with blast shower

hoary gull
#

!feedback make radar item icons have color of item and general others white

pallid reef
#

!feedback
A big issue many of the older survivors face is how item dependent they are, though some like Commando is like this by design many of the newer Survivors have a lot of frontloaded damage, utility, movement or a mix of the three to get them past the first three or so stages with bad RNG which is what makes them strong.

Despite the fact that many items have been introduce that help synergize well with many older Survivors (Wungus on everyone, Ignition Tank on Arti...ect.) Items are still RNG. No matter how many items you add to help, at the end of the day you're hoping you'll get one or many of the same items in a large pool of subpar to downright bad items. Scrappers and Printers which themselves are RNG can only go so far.

This is fine however, Rougelikes/lites are designed around this but when this DLC adds enemies that are strong enough to put what came before them to shame and the newer Survivors having even stronger tools to combat them I feel like an overhaul of older survivors are needed.

Don't get me wrong, Railgunner is hella fun and Void Fiend too. But when the former has so much burst damage and a difficult but rewarding mobility skill to take advantage of and the latter having a shit ton of overlap with Artificer but better alongside having crazy synergy with Crit that makes Huntress who's Flurry skill was designed around that mechanic in mind feel like nothing...

I do hope you guys will come back and balance the old content to keep up to par as with plans of more DLC on the way, if it keeps up with the trend of SoTV I do fear powercreep start being a major problem rather than a nuisance.

dawn glen
#

!feedback
I don't really know the perfect solution to fixing this but, the void fields need to be nerfed
Before it was advised to not go to the void fields late game because of how hard it was, and so it was best to go early game

But now it's made to go late game, and that problem hasn't been fixed, and it is an absolute NIGHTMARE to go the void fields now.
Is it possible to tone down the difficulty so that going to the void fields to fight the Voidling is actually possible?
Maybe blacklist items like C_Delicate_Watch and R_Spare_Drone_Parts? I really don't know but something has to be done about this

magic light
#

!feedback
if a item fall off the map, instead give one Scrap to the player(for comedic reflief)

restive lance
#

!feedback when u beat the new boss get goobo jr as a skin for each character

severe nymph
#

!feedback
Acrid can perform both of his ranged attacks while leaping, as a delicate buff that accentuates his hit and run movement

plush shuttle
#

||!feedback WarMechanic||
what if artificer jetpack functioned like old milky chrysalis instead of how it works now?
the velocity certainly wouldn't be much (you would use hopoo feathers for burst vertical movement and dodging, which is reloaded on landing).

although i dont play artificer often (im moving on to do artificer mastery soon), it bothers me that a jetpack doesnt lift.

edit: lol no
.

novel igloo
#

!feedback
M2 Cancellable Focused Assault for Mercenary? Just to make it consistent between both shift ability

pearl hare
#

!feedback
When an engineer pings an enemy or location, have carbonizer turrets prioritize going to that location/attack that enemy.

stray notch
#

One message removed from a suspended account.

dark marsh
#

!feedback
blacklist crowbar from void fields

abstract urchin
#

!feedback

change leeching seed to heal for a very small percentage of damage dealt, in a similar way as super massive leech but not nearly as potent.

in its current state, leeching seed is underpowered and does nearly nothing on stage 5 and beyond. not only that, but it's even worse on characters who utilize large bursts of damage rather than high fire rate weapons. the fact that a single commando bullet is equal to a diablo strike or supercharge with this thing is just ridiculous.

making leeching seed heal for a percentage of damage dealt rather than an insignificant set value that doesn't scale well at all would allow it to stay powerful regardless of character or load-out, along with making it much more practical for longer runs.

another thing i want to add after writing my main point; having leeching seed heal for a percentage would also make it considerably more unique than harvester's scythe, which also outclasses leeching seed in most scenarios not only for currently healing 8x the health on a crit for the first stack, but also because it gives the user a flat 5% increased crit chance.

cosmic remnant
#

!feedback
Building off of the previous feedback, there are a bunch of items that use fixed-health values that don't scale with time/difficulty, making them near-obsolete lategame.

Here's what I can immediately think of: C_Topaz_Brooch C_Repulsion_Armor_Plate U_Leeching_Seed U_Harvesters_Scythe B_Planula although there's probably more

The medkit used to also be like this, but it got buffed with a health percentage heal alongside the fixed-value. Maybe apply this to the others?

For example, maybe make topaz brooch give 15 barrier per kill, and also 3.33% of your max health

wicked otter
#

!feedback
alternative game mode: legacy
basically RoR2 but in 2D. maybe with RoR1 maps, items and enemies

glossy pumice
#

!feedback Add more telegraphing for the Void Jailers with perhaps an obvious audio cue when spawning and/or some audio or visual cue of the tractor beam attack. As it is, they are extremely deadly at a significant range yet they are very quiet and the visuals are minimal to convey when to dodge or what is their effective range. Similarly dangerous enemies such as void implosion, malachite spawn, clay templar booty and attack wind up are very recognisable in their audio cues, I believe Void Jailers need to be announced so that the player is able to respond to them properly.

gleaming stump
#

!feedback
Swarms are frustrating because you have no chance to get a yellow. Maybe give an equal chance to get a red as yellows have for bosses. To off chance the no chance at a yellow.

severe nymph
#

! Feedback
Lunar item: Lunar Scrip. Lunar coins become much more frequent, but cost one of your items when collected. This is an item basically meant to cash out on longer runs

fallow arrow
#

!feedback

Signet of harmony

Item: Legendary

Turns half of all corrupted items into their non corrupted forms

(if you had 6 corrupted glasses you would have then 3 crit glasses and 3 corrupted ones)

this would provide crazier options for builds and would definitely rival the clover, just imagine polylute, ukulele or having both forms of tougher times

eager basin
#

!feedback
Decrease the damage that lunar chimera wisps do. It took a solid like 3 seconds for one to kill me while sprinting and trying to dodge while only 50 minutes into a run. The amount of damage they currently output is actually ridiculous.

alpine bridge
#

!feedback

I’m suggesting a rebalance to 2 items so they don’t overlap as much.

For Ben’s raincoat, turn it into an equipment that can’t be activated like executive card and aspects and remove the +100 health.

For Blast Shower, make it reset all cooldowns for abilities and items like bands, and not cleanse debuffs. Change cooldown back to 45 seconds.

west lodge
#

!feedback
Make continuous fire possible again (acrid's M2 or commando's special with brainstalks) instead of having to tap it over and over.

supple ravine
#

!feedback Give the fruits from "Directive Harvest" the same homing AI that the soda cans from the "Remote caffinator" do, at the cost of maybe them not healing as much.

alpine bridge
#

!feedback

Almost all of the survivors have the mobility skill as the Utility. To make Artificer more consistent with the rest of the survivors, as well as improve Artificer's game play, I suggest changing the Utility skill to be only Ion Surge, and make the the special be a choice between Flamethrower and Snapfreeze. Make the achievement "Artificer: Orbital Bombardment" used to unlock Snapfreeze instead of Ion Surge.

plush shuttle
gleaming sphinx
#

!feedback

Artifact of Potential
All item drops drop as orbs of potential.

Slightly weaker than command, but adds some randomness to your run while still letting you push it in the direction you want.

plush skiff
#

!feedback
In a similar vibe to tf2 Pyros airblast, make an equipment that can reflect projectiles for 3x damage with a low cooldown (20s). It is more of a defence item rather than offense and it would require some skill to reflect things like brass balls or elder lemurian fireballs, but I think it can be quite fun.
It would also blast enemies away and you in the opposite direction (when airbone) similar to rex utility, so you can push that celestine lemurian into the pit.
This would also give captain etc a tiny bit of movement (volcanic egg and chrysalis still exist tough)

true sundial
#

!feedback

Add more stages to simulacrum pls

lusty atlas
young geyser
#

!feedback
void corrupted version of spare drone parts: Bent Cog

all drones gain one of your items per stage.

Late edit: if playtesting finds that this is just absurdly powerful, you can make it so its like "drones have a chance to gain one of your items per stage"

untold wadi
#

!feedback

Suggestion: make it so that you can see your inventory while accessing a command essence

prisma harness
#

!feedback
Xi Construct's laser should be telegraphed, similar to stone titan laser, but deal more damage. That way it would feel more like a powerful attack that you can avoid rather than a little bit of damage you sorta just have to deal with.|| It's other attacks also feel somewhat underwhelming, but the laser is the easiest one to fix.||

final furnace
#

https://ibb.co/LgQGmpr Please add the description of items in the black space, it's a pain to click on every items !

glass finch
#

!feedback
Please make it so that chests cannot spawn facing off terrain. Getting a red item out of chest just for it to fall off and lose your money is a huge problem.

lone gale
#

!feedback skins for each ending

static hawk
#

!feedback
Buff beetle guard.

||Just an idea but, Maybe give him some kind ability to help the player defensively? Like redirecting a small portion of damage to himself.||

short pendant
#

!feedback
When you're aiming at an interactable that has a health cost, place a mark on your healthbar that shows where your health will be when reduced. This way, you'll be able to tell more easily if using a blood shrine or void cradle will break your watches or consume your potions once used.

turbid quail
#

!feedback
Give each of the stage ones their own unique subtitle.
As it currently stands, they are all 'Ground Zero', which while fitting since Stage 1 is the start of your run and can be seen as 'Ground Zero', it doesn't make sense for all of them to have the same subtitle.
Titanic Plains can keep 'Ground Zero', since it's an actual survivor camp, but the others could use new ones.
Maybe something like 'Polar Settlement' for Siphoned Forest, and 'Black Beach' for Distant Roost, for variety's sake

plain hemlock
#

!feedback
Artifact of Origin
How to Unlock
Complete the game by beating Mithrix/Voidling on Moonson with all other artifacts on
Effect:
Teleporter can be charged out of zone
Focused Convergence speed up works only in teleporter zone
All Boss-type enemies (both teleporter bosses and those who spawn in late game) drop items on death
Horde of Many gives items as usual (near to the teleporter, by 1+M.Shrines)
To proceed to the next stage you need to clear the whole map from enemies
(The whole effect of artifact is based on og. Risk of Rain teleporter/boss mechanics)

little barn
#

!feedback
Make elite aspects a yellow item drop from horde of many instead of an equipment. Elite aspects biggest issue is that they take up an equipment slot, by just making them items they instantly become alot more desirable to take while retaining their rarity as an easter egg item (similar to charged perforator)

urban ore
#

!feedback please in the name of all that is good let multiplayer hosts kick people. i just had two games in a row with stupid annoying selfish little brats who took everyones items and tele rushed

fiery seal
#

!feedback

make the enemies during voidlings phase 2 and 3 tankier or something, because ususally in most cases ive seen, the enemies dont add anything to the fight because you just blast through them instantly and keep shooting at voidling

untold wadi
languid delta
#

!feedback

Lunar item idea:
Salamander's Dice Cup

Upon taking damage, create 1-3 (+x per stack) AoE fields each with random color coded effects (ie stat buff/debuff, status effects, other stuff).

Fields effect players and enemies alike.

The AoE fields spawn within x-xm of the character and are 4m (+2m per stack) in diameter.

Maybe make the AoE fields move in random directions?

feral copper
#

!feedback

The Railgunners M2 deactivates Red Whip even though it's not "directly" a damage ability, if that makes sense.

shut steeple
#

!feedback

Small Commando buff: Shorten the fuse timer on grenades and allow them to explode while mid-air. Would allow for more consistency in his AoE and for band procs, and in general would make the ability more fun and interactive

silent gull
#

!feedback

void fiend alt utility
submerge
He spawns a void portal below him that he jumps into. you can move around in it and are invincible. pressing shift again or waiting 4 seconds will make him pop out of the portal and go a decent way up
in the corrputed form, when he pops out it does a small aoe for 600%
6 second cooldown

static hawk
#

!feedback
Artifact idea:

Artifact of Fear

2:00 minutes into each stage, an unlikable imp overlord spawns in to harrass you.

|| My idea is sort based on the ghost from spelunky, something dangerous that spawns in to encourage you to play faster. ||

crude haven
#

!feedback
Make Incinerator Drones fire damage be influenced by Ignition Tank.

feral dew
#

!feedback
We should get a Void aspect item! If nothing else, the Voidtouched look is far too cool to leave to enemies!
Infestor Larva
Become an aspect of the Void.
Like the other Elite items, it'd just add the Voidtouched Elite flag to your character, with all that implies.

crude haven
#

!feedback
Chest Clean-Up option on the Gameplay tab that removes already opened chests from the map.

native jewel
#

!feedback
There are numerous items that monsters can receive that are extraordinarily unfair to play against or entirely useless for them to have.

Some examples include:
R_Bens_Raincoat Ben’s Raincoat
R_Tesla Unstable Tesla Coil
R_Spare_Drone_Parts Spare Drone Parts
U_Shipping_Request Shipping Request Form

All of the above items can be given to the monsters on the current patch. I think it’s time the monster item blacklist was revisited.

Edit: fixed grammar

pearl hare
#

!feedback
Artifact of the Prismatic
Causes teleporter to instantly charge after defeating the boss.
Teleporter bosses are now significantly harder.
(Also causes the teleporter to look like how it does in the Prismatic Trials.)
||Edit: grammer.||

viral pilot
#

It's so close, so another bump

open hound
#

!feedback
I am once again suggesting that Nkuhanas be blacklisted from monsters. It’s stupid op if the enemies proc it and there is no escape. Sometimes you don’t even have chance to run.

Here’s an example:

little barn
#

!feedback
some sort of filtering for what can and cannot use your elixirs/break delicate watches, make it to where Blood Shrines and Void Cradles cannot use up those items.

pseudo aspen
#

!Feedback

So aside from wanting all the original characters back in RoR 2, even ones that got a rework into new characters (I.E sniper and han-d being railgunner and mul-t)

I've been thinking of brand new characters they could add. and one thing sprung to mind when thinking about the lore

We know Aurelionite was trapped in the gilded coast by mithrix and providence. We also know that it was still worshiped by some of the planets inhabitants Via them making statues and giving offerings in its honor. that being said... how would those worshipers feel about Aurelionite siding with the playable characters after being bested by them? Would they turn their backs on their comrades in favor of serving their banished guardian and his accompanying saviors? What if a single Lemurian, maybe even an Elder decided to turn its back against its former friends?

Perhaps the Gilded Lemurian would make a fine ally in such an unfamiliar world...

frank ibex
#

!feedback

Make it so that heretic takes on the special traits that surivors usaully have. He already gets defensive microbot(although newly bought drones and turrets don't get it) when you transform into the heretic as captain. So if you play as bandit and transform into the heretic, she will get the backstab mechanic. Loader, negate fall damage. Mercenary, expose debuff.

This would allow heretic to be more interesting to be played as.

crude haven
#

!feedback
Make so pinging an enemy will make your drones focus target that enemy if in range (And Engineer turrets).

frank ibex
#

!feedback
Make it so that we can turn off certain sound affects.

pseudo aspen
#

!feedback it would also be nice if the newly hatched zoea void companions had some kind of different color to them to better help figure out whos friend or foe. same with the queens gland beetle though to a larger extent then just a slight green tint.

also for the void companions... it would be great if the death explosion didnt friendly fire cause having like 13 stacked makes you feel like your playing a bullet hell game but literally everything everywhere wants you dead lmao

fast bramble
#

!feedback When summoning a Remote Caffeinator, the vending machine homes in on the nearest enemy as it comes down from the sky

pseudo aspen
#

!feedback

If you have an equipment drone with the recycler equipment, you should be able to command it to re-roll an item by pinging said item

little barn
sleek stag
#

!feedback Group Theme Bonus; a small passive stats bonus (similar to the difficulty modifier) applied to a full team of 4 that rewards playing as certain grouped characters so long as all 4 remain in the game. For example: "Lady's Night = Huntress, Loader, Artificer and Railgunner get X bonus for playing on the same team". Depending on the lineup, the bonus could be anything.

dull dragon
#

!feedback
Make the bandolier ammo packs either reset or reduce the "Weapons Disabled" bit of railgunners default special.

lone gale
#

!feedback ignition tank increases hellfire range happiesttroll

dire frigate
cosmic remnant
#

!feedback
Eulogy Zero is hilariously bad. It's funny, but serves basically no use.

Newt's shop gives you 5 lunars you can choose from, as well as the option to reroll them. If you're going to get lunar items, it will be from there, not from anywhere else. Also, you will ignore the vast majority of lunar items.

The only scenario where Eulogy Zero will be useful, is if it converts an item into a lunar you are actively looking for, and it doesn't convert anything else in the run. In any other scenario, it will hurt your lootpool with minimal benefit.

Some of it's conversions also just don't make sense. It'd be cool if when it converts a printer, the input item needed for that printer is also changed to lunar items, but right now it's normal items into lunars. Boss drops are all converted into a single type of lunar if it gets rolled, when I feel each item should be rolled individually. Finally, the fact it can convert guarenteed reds, such as from a legendary chest or AWU, is kinda bullshit ngl.

The benefit of the Eulogy Zero is null most of the time, and it's downside ranges from annoying to potentially run-killing, making it a worse-than-useless item to pick up. It's also just not an interesting concept.

I have no idea how to fix it, but I'd suggest completely reworking it.

cursive stump
#

!feedback
R_H3AD5T_v2 is a great item, but it isn't seen as amazing by many, for various reasons. Of course, some simply find it annoying, but what I think could help without buffing the item necessarily... is more clear visuals on the range. A decent portion of people simply do not understand the item, including me for a while, and even still now.
Think about focus crystal. Of course, the anniversary update buffed it in raw numbers, but i'd argue the bigger buff was the visual clarity. How can a player form an opinion on focus crystal without clearly knowing the range? Visuals are key to making an item feel intuitive and fun in many cases. Headstompers have some visuals, but its hard to tell just how great the range is.
So this isn't a call to buff the item. It's a perfectly fine red item. This is a call for more visuals on it. Whether that is making the AOE more noticeable when you land a hit with it, or adding a marker when you start to hold E beneath you.
||also buff its damage by 1% so you can call it a buff happiesttroll ||

molten elk
cosmic remnant
#

!feedback
Captain's diablo strike, is conceptually cool. 40,000% damage is ludicrous, but I don't think the visuals of the strike properly represents that. Having a giant weight fall from the sky after 20 seconds of buildup is neat, but seems sort of... outdated? compared to the sci-fi stuff going on with the UES Safe Travels. Visually making it more intense would be nice.

So, why not strap a rocket engine to the back of the payload? Seconds before it lands, you can see it in the sky like the droppods, until suddenly BOOM! SPLAT! KABLAM! EVERYTHING UNDER THAT THING GETS F****ING ERASED FROM EXISTANCE (if they die)! ENTIRE SCREEN TURNS BLACK FOR A SPLIT SECOND, AS STREAKS OF LIGHT FLIES ACROSS THE ENTIRE MAP! GIVE TINNITUS TO EVERYTHING NEARBY! happiesttrollhappiesttrollhappiesttroll

(purely visual)

cedar hamlet
#

!feedback

Please extend the visual effects for Mithrix's spinning pillars of death to their actual hitbox. As an Artificer using the Rocket Boost ability is impossible to see where the killzones are from higher above him, leading to being two-shot by damage that could be avoided if you could actually see where they were.

chilly crag
#

!feedback Make mobile turrets always sprint, they struggle to catch up to the player normally and so they also trigger on sprint items.

rotund pier
#

!feedback Please make it so items can teleport back up if they get sent off the edge 🙏, this is so frustrating

last siren
#

!feedback Make it so shurikens on Engineer’s m1 fire with grenades and not while it is being charge

river crane
#

!feedback Oddly Shaped Opal’s effect should linger for a very tiny amount of time after you are hit so it can have some protection against damage-over-time such as the Clay Templar, Lunar Exploder, or Lunar Wisp

molten elk
# molten elk !feedback Void Daisy Idea: Periodically emit a healing pulse centered on yoursel...
  1. BUMP
  2. !feedback
    Alternate idea for a void daisy:
    Pelagic Lotus: Slowly regenerate health while charging the Teleporter.

Holdout zones(teleporter, cell vents, pillars, etc...) emit constant low healing(1~3% max hp/s) inside the whole zone.(something like bungus throughout the whole zone) Would scale by increasing the healing amount(1~2% per stack).

This changes it from unreliable but powerful to reliable but weak, which i think fits the balance of the other purples.

Edit: A name and "in game" item description

stray notch
#

One message removed from a suspended account.

spark imp
#

!feedback
Planula healing changed to a percent hp heal
Planula is already a pretty niche item used in one build and otherwise its useless seeing as too how a 15 hp heal isnt gonna do anything against an elder lumerian
even just a 2% hp heal would be better seeing as to how the average player usually has 700-1000 hp if no shaped glass or not playing huntress/railgun when they get planula, Planula would be healing about 15-20 hp anyways but it would allow planula to actually do something later seeing as to how you than have around 1500 and about 25 hp per hit

cosmic remnant
#

!feedback
||Voidling||'s laser attack and spray attack have identical telegraphing. The two attacks are handled differently, so it's easy to prepare for a spray attack and get hitscan-instakilled. Also, it's hard to tell which player is being targeted in multiplayer. Finally, when it does its laser attack, there's minimal feedback (other than whether or not you got hit) as to whether or not you are successfully dodging it.

Add a flashing purple laser (like the stone golem/titan laser) where it is about to fire lasers. It gives feedback as to what attack it's about to do, who is getting targeted by it, and can be used as an indicator on whether or not you are moving fast enough to dodge. This is only on the laser attack, not the spray attack.

floral escarp
#

!feedback
devs: hey you guys know that item that nobody likes because it barely does anything useful at all and has 0 synergies with literally anything else in the game? well we've now made it able to kill you.
me: please make void infestors stop infesting squid polyps. they were already an insta-scrap tier item before the update, now i dont even pick them up unless there is a scrapper on the stage im currently on

maiden prairie
inland cedar
#

!feedback
When viewing survivors in the logbook, add a setting that switches between mastery skin and default skin instead of only showing the default skin preview. Nothing too crazy, just more accessibility in the logbook.

stable rampart
#

!feedback

For Loader's alternate special ||Thunderslam:

Add a modified Heavy attribute:

  • Damage increase the faster you are moving (current Heavy effect)
  • AOE increase the faster you are moving

The ability feels balanced and 'realistic' when used on the ground, but the current small AOE is jarring when slamming from height.

The max AOE doesn't need to be huge (maybe double the current one?), and could have sweet spot falloff to keep it from being too unfair.

This ties the ability into the Loader's theme of speed and acrobatic swings, rewarding players for positioning high before a slam. The cooldown is already longer than the punch so it could use an extra payoff and would not be too OP.

If having two different versions of Heavy is too convoluted, perhaps Thunder Gauntlet could also get the bonus AOE from speed.||

plush shuttle
charred orchid
#

!feedback
this is entirely not my original idea but if u guys could add an artifact of drift into the base game, which makes stages run in random order so u could potentially spawn in sundered grove or scorched acres as a first stage and randomly get a different one for each stage, it'd be amazing cus this adds (imo) even more replayability to the game!!!!! and someone alrdy mentioned it but artifact of potential is an amazing idea for an artifact as well!!!!

safe prairie
#

A general balance update would be nice where developer focus is on tweaking/reworking things that are too strong (some notable items) or regarded as weak/outclassed (Huntress), or quality of life fixes. I don’t mean like a patch that comes out a couple weeks after an update, I mean an update in itself.

Content updates are fun but I feel like older content gets left behind or even disregarded as new content gets prioritized.

still cedar
#

!feedback
A type of drone that selects a random enemy to hover over and scans it, highlighting it through walls and causing that enemy to take increased damage from all sources until it dies, before selecting a new random target.

This would add a reason to switch up which enemies you and your buddies should prioritise first.

cosmic remnant
#

!feedback
As of SOTV, there are:
3 stage 1's
3 stage 2's
3 stage 3's
3 stage 4's
but only 1 stage 5, Sky Meadows.

For the next DLC, add some more stage 5's? Or at the very least an alternate variant of Sky Meadows?

hoary gull
#

!feedback
Make an option to grab cursor not a requirement, force it only when the game is in "active" state aka when you can activate your abilities, not when paused.

burnt coral
#

!feedback
I keep instinctively thinking loaders grappling hook can reel in or out based on the scroll wheel, I imagine this wouldn't be possible to implement on consoles in an intuitive way but I can't stop wanting to grapple onto a Surface, reel in then release to launch myself with controlled momentum. Or at least stop myself from circling a flying tiny enemy I'm tethered onto

quiet plinth
#

!feedback
remove the heal enemies get when they level up, kinda annoying when the boss gains a chunk of health back mid fight for no reason

hoary gull
#

!feedback
Make a read-only api so that there can be stat overlays that don't make the game be in "modded" state

alpine bridge
# safe prairie A general balance update would be nice where developer focus is on tweaking/rewo...

!feedback

Going off of this, an update to rebalance the game seems like a must given the absurd power creep with some of the newer survivors (Captain and Railgunner notably). I think the fact that captain is still good even without having access to his utility or special speaks for itself just how OP he is. And Railgunner's damage is just beyond broken.

Some changes that I think are needed are a nerf to Captain, Railgunner, and Loader. A buff that is needed is to Commando, Huntress, and Void Fiend. The rest of the survivors are relatively balanced.

shrewd trellis
#

!feedback
Bring the dancing golem easter egg to ror2 aswell!

buoyant plinth
#

!feedback if we're having such a big argument over suppressive fire vs nades why don't the devs add an ability that let's us have both (updated with new and old debuffs and effects)

Suppressive Nader - Fires 6 stunning nades (scales with attack speed) (stacks ruin) (applies exposed) (they're impact too) (weakens) (refunds cooldown on kill) (shoots phase round lightning) (summons a beetle guard) (spawns a squid turret) (spawns a blue orb) (spawns a gold orb) (applies bleed) (applies malachite) (freezes) (immobilizes) (roots) (spawns a celestial orb) (applies hemorrhage) (applies poison) (applies blight) (applies burn) (cripples) (applies fruiting) (has +2 aoe effect) (applies stronger burn) (applies permanent armor reduction) (spawns a purple orb) (applies void fog) (applies collapse) (spawns a mending bomb) (spawns a friendly void infestor) (spawns a friendly void reaver) (spawns a friendly void jailer) (spawns a friendly void devastator) (spawns a friendly void barnacle) (gives you a bone shiv) (eradicates crowdfunder from the universe) (gives corruption) (slayer) (gives you a desperado token on kill) (heavy) (turns oni merc's sword red) (corrupts all corruptible items) (agile) (works with raincoat) (cleanses all debuffs) (gives you the hunter's harpoon buff) (regenerative) (calculation Hydrobolical) (Enters you into a frenzy) (the grenades count as missiles for the purpose of icbm, but they are like engi harpoons so they can still proc atg)

surreal wave
#

!feedback
Make the heal enemies get when leveling up to apply only outside of combat or after 2 or 3 levelups delay while in combat. This would help with fighting high hp enemies getting lots of hp back and would account for enemies left alone being able to heal a bit.

teal aurora
#

!feedback
I'm suggest nerf this V_Lost_Seers - the effect this item give, is insane. Power curve is skyrocketing to the Petrihor V with these glasses.
Even if it calculation Hydrobolical, at least 10% already huge, ability to brutally murder anything? Yes please, give me this - in meanwhile something like good'ol U_AtG_Missile yells "what" from dumpster.

Since this item considered white, rarity cannot be affected - percent math feels good, but i'm suggest add this:

Set cooldown 1-1.5s on use like V_Safer_Spaces

buoyant wigeon
#

!feedback

please please please remove spare drone parts from the scavenger item pool, OR at least give colonel droneman major nerfs to how it attacks players when specifically being used by an enemy so it is actually killable by players

lost a 60+ minute run due to colonel droneman shredding me down from full health to 0 in less than 1 second after it saw me, with no way to avoid it, dead before i could even realize it had a droneman in the first place without even going near the scavenger

yes i'm salty

bronze root
#

!feedback
Make commandos grenade explode on impact when they hit an enemy or make them be able to stick onto an enemy

vapid steppe
#

!feedback
Make it so that petting the frog doesn't spawn fireworks, it pretty much always lags and doesn't do anything else

knotty helm
#

!feedback
Make polar field device stick to any character it gets thrown at

fresh tartan
#

!feedback

Let Rex go up walls with his sprint

sharp pawn
pliant frost
mossy loom
#

!feedback

tl;dr: Buff Predatory Instincts and Harvester's Scythe to be an extra 10% crit chance, OR make them stackable in regards to increasing crit chance by 5% with each stack.

Reasoning: With more and more items that are crit dependant being added into the game, like laser scope, I don't see why our only reliable source of crits has to come from a single white item. A green item should definitely be a straight upgrade from a white item in some situations, and I feel as if this situation is no different. If the crit chance for each item is boosted to 10%, then having one of each gives you 20% which wouldn't be busted. And if the crit chance remains the same but is made stackable, then it's still balanced because it'd take 20 of one of those items to get to 100% crit chance given the fact glasses only take 10. On a sidenote, I could see this buff being applied to Shatterspleen, but I do also feel as if Shatterspleen is strong enough as is without the added crit chance.

scarlet apex
#

!feedback I think clay templars need a little nerf. Maybe cooldown between bursts or something like that? It is impossible to dodge "clay rain" when three or four templars spawn at one place.

fiery seal
#

!feedback
give voidling a better long term reward from defeating it. right now you get 10 lunar coins for a higher difficulty boss than mithrix (which also gives 10.coins)

paper temple
#

!feedback I think that the Laser Scope should grant a passive 5% crit chance with the first stack, similarly to the Harvesters Scythe, Predatory Instincts, and Shatterspleen items. All of these items function off of critical strike chance and give a small amount of it to compensate if the player has no Lens makers glasses. However, the Laser scope doesn’t give any crit chance at all, despite being an item that only provides an effect if you are already holding multiple crit chance items. In its current state, if you have no critical strike chance, the laser scope is a useless item despite being legendary rarity.

oak jasper
desert notch
#

!feedback
Artificer revolves around rotating your abilities to maximize uptime, but swapping Flamethrower for Ion Surge leaves a gap of dead time between rotating your other three abilities in the air that just feels awkward and unfun.
The simplest way I see to solve this would be to give Ion Surge a passive ability that reduces the cooldown of your M1 and M2 by around .5s. This would allow an Ion Surge Arti to reduce downtime and partially make up for the damage lost by not picking Flamethrower without drastically altering her gameplan. Flamethrower would still be stronger damage wise, but choosing between the two would be a lot more interesting.

pearl perch
sturdy isle
#

!feedback I love egocentrism but I feel it should have some other stacking factors. Maybe +5-10% damage per stack as well as very minorly reducing the time between conversions (very minorly, it should only start to be noticeable when you have around 100, so like 0.01% per stack). By the time its instant you'd already be so fargone it would barely matter. This would make it both a better offensive tool and riskier pick.

dark marsh
#

||!feedback||
!idea
portable scrap compressor (equipment)

passive equipment (similar to credit card) that gives you damage based on how much scrap you have. rarer scrap gives more damage per stack of scrap.

unlock method: recycle 50 items

compact barn
#

!feedback
Add another alternative outfit to The Huntress that makes her barefoot

main cedar
#

!feedback
Itemstats should be a regular setting in the base game! there are many people who don't know how to mod, and contacting the developer to integrate it as a turnon/turnoffable setting would be a huge QOL change! Thanks! ❤️

mossy loom
#

!feedback

Simulacrum should reward the player with 1 Lunar Coin per wave completed.

Prismatic trials should also award a number of Lunar Coins upon completion, depending on how difficult they are.

This incentivizes some people to try alternative game modes and simplifies Lunar Coin farming.

turbid vapor
#

!feedback
When the voidling escapes through a portal, show an arrow on screen to where the escape portal is located to avoid confusion and taking unnecessary damage by the void.

simple crescent
#

!feedback
can we remove abyssal depths from simulacrum? replace it with like, siphoned forest or something.
yeah sure it means no guaranteed legendary on abyssal but as it is if the crab decides it wants to go to a high area and you fuck up 1 jump you're probably dead if youre not already super mobile. that aint fun.

static hawk
#

!feedback
Give a ingame reward for skillful play.
||just As an example, something like beating a stage without dropping below the 30% health threshold, and having it give you something. This could be an item or a free blue orb(for bazzar) or something like that. ||

lusty atlas
#

!feedback Make V_Benthic_Bloom upgrade items to the same item type if possible. (Like crit glasses turning into something that does stuff with crit)

mossy loom
#

!feedback

Green Item - Heaven Cracker: All your bullets pierce the first enemy they hit. (Each additional stack increases the amount of enemies pierced. For example, at two stacks, your bullet will pierce two enemies then hit the third one behind them.)

Would love to see more Risk of Rain 1 items in this game. Especially if they get the Tougher Times treatment, where they're rebalanced for gameplay reasons. This is why I gave Heaven Cracker a slight downgrade to green item status.

silent temple
#

Hey hey in the Simulacrum menu it says "Normal" instead of "Rainstorm"

languid nimbus
#

!feedback

Small localisation error in Portuguese. On the end game stats screen, where it says "Minion damage dealt" it is now translated to "Dano causado em lacaios". Which actually means "Damage dealt to minions".
Correct localisation should be "Dano causado por lacaios"

earnest lily
# earnest lily !feedback So a lot of people have been asking about a **medic** survivor, but t...

!feedback

This is a recycled idea of my previous suggestion regarding the feedback I have gotten in #ror2-feedback-discussion.

So this is a suggestion to complete the The Evisceration of Kur-Skan the Heretic line, an in-game logbook line.

So I thought of chapters I and II, which are not present in the game.

Mandibles of Heresy (Lunar item, Heretic Series Part I, "Heretic Passive")
Feast on kills, but suffer from hunger.

Gain a decaying health regeneration buff for 200% (+50% per stack) on kill. But your health regeneration turns into health decay for 100% (+50% per stack) of your maximum health out of combat.

  • Based on original Fresh Meat
  • Heretic's heath decay after kills would be turned into health regeneration, but the outside of combat health decay is stronger.
  • Viable on every survivor

Plume of Heresy (Lunar Equipment, Heretic Series Part II)
Cover yourself in the Plume of Heresy for 8 seconds. But suffer from the influence.

Gain an attack speed, movement speed buff and defence buff for 8 seconds. Afterwards gain an attack speed, movement speed and defence debuff for 8 seconds.

  • Works well with 4 Visions of Heresy (8 second cooldown) and 2 strides of heresy (6 second duration), since the heretic has two legs and presumably 4 eyes.
  • New lunar equipment
  • Movement speed equipment
radiant kernel
#

!feedback

make Survivor_rex plant mode (self damage skill) doesn't give him max hp reduction curse on Eclipse 8

edit :
or make it works like L_Brittle_Crown or C_Roll_Of_Pennies for Eclipse 8. So you can only be inflicted with max hp reduction curse when the enemy attack you.

undone monolith
#

Bump (if you disagree, that's fair)

dawn glen
pallid lodge
#

!feedback

Make enemys unable to attain "bens raincoat" in simulcrum mode, as it prevents far too many items to make the fight doable afterwards.

ebon ice
maiden prairie
# cosmic remnant !feedback Eulogy Zero is hilariously bad. It's funny, but serves basically no us...

rework eulogy to be in a similar vein to egocentrism:
[some upside] BUT x% chance for an item to be replaced by a eulogy in a chest or printer

this would allow the item to be way more consistent, as you can actively search for the lunars knowing they'll be the euology, and if the upside is good enough, that will be a net positive. In the other direction, the downside is still a downside as at some point, all items are eulogies and you're losing out on other items that could be better for your build or survivor.

radiant kernel
#

!feedback

just a small idea, but
make you be able to shoot Survivor_Huntress ballista all at once when clicking R or M2, and shoot 1/click with M1 like usual

edit :
just a small note ballista have 3 shot/charge. what i mean is make her be able to shoot that 3 shot at once with M2 and/or R

cosmic remnant
#

!feedback
Maybe Egocentrisism shouldn't target sulfur pods?

solid tree
#

!feedback in the buff/debuff status' in the bottom left (eg for bands) it should also show the timer for H3AD-5T v2's and any other cooldown based item

maiden prairie
maiden prairie
#

!feedback

add open family events. Things like "all enemies are slightly tankier" or "all enemies are slightly faster".
This could open the doors to more general effects for enemies through statges where they have mild stat boosts instead of 32x health, and make the enemy scaling more gradual.

off the top of my head, some open family events could be
+50% health
+50% movement speed
+50% attack speed
+50% cooldown reduction

alternatively, there could also be negative effects enemies get (maybe reserved for rainstorm and drizzle)
-20 armor
-No special or utility skill use
-Dealing damage hurts the enemy (potentially a positive in evolution with razorwire)

steady wing
#

!feedback Blind Vermin need to make a little more noise when they attack. Right now it feels very cheap when you're walking along and many other enemies are making noise and then all of a sudden your character falls with barely any warning.

neat wraith
#

!feedback
Printers that spawn with items that have corrupted versions should have a small chance to be corrupted themselves and either:

  1. trade items of the original tier directly into the corrupted version of the item i.e. a leeching seed being printed directly into a plasma shrimp rather than an ATG
  2. trade void items of the same tier as the printer tier i.e. needleticks being printed into void glasses
novel epoch
#

!feedback Make the Safe Bubble when charging a node in Void Locus bigger/taller for Multiplayer games

maiden prairie
#

Regenerative scrap should be able to be used in a scrapper as if printed (meaning it gives you a green scrap and a used regen scrap).
It feels unfair to get an item that has an already rare use case and have it be completely based on luck.
Plus, I'm almost positive that green scrappers can't spawn on the first few stages, so you're getting half value from an item that is usable 10% of the time. Allowing regen scrap to be usable in scrappers would give it a more blanket use and let it be useful outside of the Bazaar

runic wolf
#

!feedback

Playing multiplayer metamorphosis is a bit strange with SOTV considering if your friends don't have railgunner they can still "get railgunner" where they just don't spawn in for the rest of the stage. Maybe blacklist her from the metamorphosis character pool for people who don't have the expansion?

earnest lily
pallid reef
#

!feedback

The cauldrons on the moon should have at least one of all rarites instead of getting maybe all White > Greens or all Red > Whites. Additionally make them not spawn identical cauldrons. A lot of people with crappy builds going into Mithrix try banking on the cauldrons to maybe patch up their build and having no whites to turn my useless Red into or a Red to turn my massive surpluss of Green Scrap into feels really bad. And since this is pretty much the "final" stage I don't think making it consistent is such a bad thing.

small star
#

!feedback

Have Mithrix call you a thief or something if you have shared design

round frigate
#

!feedback

Make commencement slightly foggy and make the rain more noticeable

atomic fjord
#

!feedback

There are a few music tracks in the game that play on multiple stages. These are:

  • Disdrometer, plays on Titanic Plain and Scorched Acres
  • Terra Pluviam, plays on Abandoned Aqueduct and Abyssal Depths
  • Into the Doldrums, plays on Rallypoint Delta and Gilded Coast
  • The Raindrop that Fell to the Sky, played on Siren's Call and Bulwark's Ambry
  • Petrichor V, played on A Moment, Fractured and A Moment, Whole (not too big a deal imo)

Would it be possible that new music tracks be composed to differentiate some of these stages from one another? I know Sundered Grove didn't have a unique song until They Might As Well Be Dead was composed for SotV. I know it's not too feasible to have new music tracks composed simply for a random update, so perhaps you could save this idea for the next major DLC.

ripe stream
mossy loom
#

!feedback

A rare "Scrapper Mk II" interactable that opens up a menu letting you scrap item scraps of higher rarities into item scraps of lower rarity.

Red Scrap ---> 5 Green Scrap

Green Scrap ---> 3 White Scrap

This gives Regenerating Scrap a use other than just for green printers. Maybe also allow the conversion of lower tier scrap back into higher tier scrap, in case you find a red item printer and have 5 green scrap but no red item.

||Edit: Fixed typo. "Intractable" to "interactable."||

pallid reef
#

!feedback

I think Cleansing Pools need another look because as it stands its crazy how often they can spawn for how niche they are.

I get the concept, being able to remove Lunars you don't want but due to how Lunars work with their "Risk VS Reward" mechanics, very rarely do you ever get a Lunar you don't want unless you're testing things out and do not know what X Lunar does. Sure there are certain cases with Egocentrism/Euology Zero where you can horde a bunch of Lunars for cheap then cash them in at a pool but it's such a specific circumstance that doesn't really make them all that worth.

I think giving Cleansing Pools more uses like being able to exchange Void Items for Pearls would make them much more desirable.

strange lintel
#

!feedback [oops I messed up the command thanks WarMechanic]

I get why Cap can't use his utility and special skills in hidden realms because of lore reasons, but it's still very unfun to play like this. Maybe a way to bypass this issue is to give Captain alt abilities that do not require support from the ship. That way, if you do plan on visiting hidden realms in a given run, just pick up these abilities instead of the ship based ones ones.

smoky mural
#

!feedback

i know we're well past the point of hopoo making significant changes to the live game, but i'll just drop this in here because moving turrets (specifically, realizing that the tradeoff is all negative - their average procs/second is the same and their dps is lower) make me cry.

just make moving turrets' beam pierce through enemies in range. this would give them a little aoe potential to differentiate them from stationary turrets, because right now the upsides (whatever they are - they scale with hoof, i guess??) are completely outclassed by the downsides (lower range, lower dps, no synergy with moving shield, no synergy with bungus, half of the movespeed items still don't affect them because they don't sprint). this would at least give them a niche for engi players that aren't masochists.

late orchid
#

!idea

Item
Crypt Tablet (name pending)
Rarity: Void (replaces R_Soulbound_Catalyst)
Effect: Using equipment reduces active skill cooldowns by 5 seconds. Reduce equipment cooldown by 2 (+1 per stack) seconds

simple crescent
#

!feedback

An idea for a rework to Cap's beacons.

Atm, Cap picks 2 beacons, say, 1 heal and 1 shock. This now means Captain has 1 heal beacon and 1 shock beacon available per stage.

My idea would have Cap pick 2 beacon types, say shock and heal again, and he would be able to drop any combo of those 2 on a stage. 2 shock, 2 heal, or one of each.

This would encourage build variety on Captain. Instead of having 2 hack beacons, a Cap could run, say, Hack/Shock, while still being able to use 2 hack beacons instead if the situation called for it.

Additionally, this system would let Lysate Cells actually work on Captain. Sincd he would have an ammo pool of 2 undetermined beacons rather than 2 predetermined ones. Lysate Cells could logically allow Captain to have extra beacons, since any extra beacons wouldnt have to also somehow be predetermined.

tawdry torrent
#

!feedback
Add more feedback for elixirs being consumed, especially when several stacks are used at once.
Maybe have a burst of red healing particles appear around the player for each one consumed or something, along with more noticeable SFX.

Burning through multiple elixirs (and watches) in an instant from something that felt like a single hit feels really bad, and happens surprisingly often. While the elixirs probably saved your life in that instance, it would still be nice to have some indication that they are actually working. At times I even wonder if elixir is actually bugged in some way because of how unreliable it appears to be.

cosmic remnant
#

!feedback
There's a decent amount of talk about adding a movement speed red, due to the lack of one. However, the issue that's being tackled with this, the general lack of movement speed items, goes a lot deeper.

C_Pauls_Goat_Hoof/C_Mocha and C_Energy_Drink are the only items in the game, that can be stacked, are practical in combat, and are practical in a run. Every single other movement speed increasing item don't fit these criteria, and are hardly considered movement speed items.

U_Red_Whip - Cannot be used in combat
U_Hunters_Harpoon - Inconsistent and unstackable
C_Warbanner - Situational and unstackable
U_Stealthkit - Situational and unstackable
E_Gorags_Opus - Equipment
L_Tonic - Equipment
B_Irradiant_Pearl - Good luck have fun

Movement speed is gatekept by a few items. While this makes sense for more 'niche' stats, like crit chance, movement speed is your primary source of survival mid-game onwards.

Another issue, is that literally every movement speed item in the game (excluding B_Irradiant_Pearl for obvious reasons) is either a white, green, or equipment. There are no red, boss, or lunar items that increase movement speed (although the latter can now decrease it). Along with a lack of item diversity, this also results in vulnerability to V_Benthic_Bloom, which can act like a lunar (albeit a very strong one) mostly thanks to how it interacts with movement speed.

How would this be fixed? Just add more movement speed items to red, boss, and lunar tiers (and maybe nerfing C_Pauls_Goat_Hoof C_Mocha C_Energy_Drink to balance?), to add diversity to the stat.

ornate axle
#

!feedback command+sacrfice+swarm simulacrum becomes very laggy around 150+ and esp so for 200 due to how many items drop which is way more than you need. even when the wave is cleared you can barely loot due to the graphics. i had 1 fps trying to get into the 210 portal with a gtx 1660ti. i think the sacrfice drop rate should be adjusted there or maybe a better way of dealing with command items graphically.

tidal cargo
#

!feedback
A lot of people seem to complain about Commencement’s pillars being boring, as well as Void Locus’ holdout zones, and a decent chunk of people complain about Void Fields as well. However, it doesn’t seem to be nearly as many as the other two, and I think the difference there is items. Getting rewarded for going around and then sitting still for a minute is a gameplay loop that some people like, but when there isn’t a reward there’s little reason to bother. It’s why so many people feel like they need to skip the pillars on Commencement, I think.

So, I propose that all non-teleporter holdout zones should drop void potentials for each player, not just the ones in Void Fields. On the moon they could be lunar Void Potentials, and in Void Locus they would be void Void Potentials.

wispy slate
#

!feedback
Please have an option to turn off the Wungus noise. It's quite loud, constant, and distracts from the gorgeous soundtrack, not to mention there's already plenty of sound effects already. Would prefer a visual indicator if anything, like leaving a trail of purple mushrooms that wilt away behind you

smoky mural
#

!feedback
just an idea for a funky new not-stolen-from-tf2 engineer special; idea is that it scales with backup mag and cooldown items like bandolier while also encouraging engineer to play around its skills, like using its shield for cover.

little barn
#

!feedback
the rare chance of getting an elite aspect item is really, really cool, but people have kinda agreed (and even as stated on most of the wikis) that often times other equipment items are better than most elite aspects

but, coincidentally, the first game i was playing of the new dlc, i got ifrit's distinction. i already had 4 ignition tanks, too, and was playing artificer. i felt like i broke the game, but in a really fun, good way

it's not because they buffed ifrit's distinction, or any of the elite aspects, and they reworked ignite which actually lowered flamethrower's damage by about 1/3, i just had an item that actually synergized, which made me realize that we dont... have a lot of those, yknow what i mean?

even just regular items, or just things characters have stock, a lot of the time there's not many items that benefit or synergise with a lot of effects in the game
especially since we've seen what happens when characters have an item that

have the devs considered adding more items that benefit different specific effects or items the players can get?
there's a number of critical hit items, shatterspleen makes bleeding enemies explode, ignition tank exists now
and if we stretch the definition plasma shrimp and pocket icbm count, but aside from those, theres a lot of debuffs, player effects and broad things in the game that just arent touched, yknow what i mean?

the devs could consider adding items that do special stuff to enemies with shield health, give buffs while you've got barrier health, make electric items (tesla coil/charged perf/uke) do something more, slow effects could get some beneficial synergy
imagine getting items that benefit having barrier health as loader?
or items that benefit void damage as void fiend?
theres a LOT of potential for really, really fun synergies and buffs that i think'd be great for the devs to pursue
status effects 2.0 update, or just a relevant dlc or something, would actually go hard as hell

sturdy isle
#

!feedback

A couple big changes for captain that would make him better suit his role as area control. I never liked how captain straddled the line between drone guy because of the passive and battlefield tactics guy because of the pylons, so these changes hope to make him more suited for the latter. (plus it frees up drone guy as a potential gimmick for a new survivor nudge nudge wink wink hopoo)

Remove his passive ability.

It's captains biggest crutch, but not even a fun one. It just happens by itself, no user input required. He doesn't need microbots, nobody does, Captain already has average health, self-sustain via pylons, and the best primary in the game, 8 pellets with 0.7 proc each. He's not the only character without movement options, he can suck it up like the rest of us.

Remove the """lore friendliness"""

Having half of your kit vanish isn't fun. It's a sorry excuse for balancing an otherwise extremely powerful survivor.

More impactful pylons

His pylons are limited both in count and their effects. They need to do more for being so hard to properly utilize. Heal beacon is underwhelming. Plain and simple. I propose giving it a bubble shield that encompasses the healing radius, either permanently or for a while after being deployed. Supply beacon should slowly recuperate charges, as well as shave some number of seconds off of all abilities in cooldown on use, so those with long-cooldown abilities could get some extra use out of it. Hack beacon is fine, but I feel should take a little longer.

Better shocking

I actually like the shock debuff. It's a nice little way to stop beefy enemies from shutting you down with whatever attack they're charging up, but both the shock beacon and tazer need a little something extra. I propose that when shocked, little short-range arcs should come out of the shocked enemy and shock nearby enemies too, enabling it to better take care of groups.

knotty helm
#

!feedback
Alt secondary for captain: flare
In game description: fire an offensive flare for 100% damage
Actual stats: the flare travels as fast as the taser but in an arc and applies burn in a small area upon impact

abstract urchin
#

!feedback

change the now outdated in-game description for huntress

on the character select screen she's described as a "glass cannon", but i feel like that description has been getting less accurate with some of the new characters that have been added since her conception. different characters can fit that description much better because their damage output outclasses hers to a significant degree while still having roughly base health and windows in which they can very easily die (such as bandit or arti, depending on how generous you are). honestly she's just kinda "glass" now, if you stick by the glass cannon description.

i feel like a much better description would be something along the lines of "a highly mobile character during combat that requires proper timing and use of her abilities in order to survive", but a more concise description could be made. i will say that huntress definitely has some pros, especially her combat mobility, but her overall damage output is definitely not one of them.

wanton sun
#

!feedback
Stunning, freezing, and shocking are mechanics that work well on smaller enemies, but are non-functional on bosses by design. While this makes sense for balancing purposes, they feel unsatisfying during boss fights; it would be nice if they at least had some effect on large enemies (other than freeze on mithrix) to not feel like deadweight.

  • All "stunning" effects (stun grenade, blast canister, etc.) apply a unique, non-stackable -15% debuff to attack speed on non-stunnable enemies
  • All "shocking" effects (power tazer, shock beacons, etc.) apply a unique, non-stackable -20% debuff to ability cooldown speed on non-shockable enemies
  • All "freezing" effects (mostly snapfreeze) apply the existing -80% movement speed debuff (used by U_Runalds_Band and R_FrostRelic) on non-freezable enemies

The specific numbers and effects are open to change, but the point is that these effects should have some unique impact on bosses (and perhaps make U_Death_Mark a bit more consistent).

neat wraith
#

!feedback
Engineer turrets could give the Engineer a fraction of whatever gold they had accumulated when they die, be it from Roll of Pennies or Brittle Crown

alpine bridge
#

!feedback

Currently, brilliant behemoth is an amazing red in theory, but in terms of stats, all it really is, is a 60% damage boost unless you get a bunch of them with benthic bloom or something. In the end, radius scales too slowly, so it doesn’t really matter. I know making damage scale with stacking would just be too OP, so I suggest making the explosions inflict fire on hit. 1) This kind of just makes sense, and 2) Almost all debuffs are on hit except for fire, and a way to apply fire in hit other than with an elite aspect would be good.

regal sluice
#

!feedback Make friendly Void enemies spawned by V_Newly_Hatched_Zoea not take Void Fog damage seeing as they are Void creatures

harsh solstice
#

!feedback - Have Defensive Microbots log unlocked upon either unlocking Captain, beating the game as Captain, or unlocking Captain: Mastery

magic light
#

!feedback
void field only pass time if you are charging a cell

cosmic remnant
#

!feedback
For some reason, this ledge in the ||frog room|| cannot be walked over, and you have to jump over it. Make it walkable.

ripe stream
#

!feedback
Adding different types of weather and time of day can be really fun and can lead to new artifacts like

Artifact of Darkness - It's always night
or
Artifact of Rainstorm - It's always raining.

I think that adding weather can make every run even more unique and memorable and through Artifacts, players can choose their favorite types of weather

mossy loom
#

!feedback

Make it so that the rain on Commencement gets worse depending on your difficulty.

Current rain for Drizzle, much more noticeable hard rain on Rainstorm, hard rain with wind and thunder on Monsoon

molten elk
#

!feedback
a buff to minions: Let minions trigger their owner's on kill effects

plush shadow
#

!feedback
Gups that die right when void cell vents are done charging should not spawn the smol gups

cosmic remnant
#

!feedback
Scrap Launcher's offset aiming (and maybe spread?) makes it way too hard to hit flying enemies. Like, I get that it shouldn't be too effective against flyers, being a relatively slow explosive projectile weapon, but if I'm aiming directly at a wisp about 15m away, I should hit that wisp no questions asked.

rich pelican
#

!feedback
blind vermins should kill themselves after being alive for too long

alpine bridge
# cosmic remnant !feedback For some reason, this ledge in the ||frog room|| cannot be walked over...

!feedback

Speaking of making things walkable, make it so I can walk up onto the bounce pads on Commencement after you finish charging the pillars. It's so stupid that there is that little vertical increase in hight, meaning you have to jump over the lip and land on the bounce pad. This is especially annoying in a god run, where your movement speed may make it difficult to land on the bounce pads.

steel wraith
#

!feedback

Survivor_Bandit both revolvers are one of the most fun and satisfying abilities in the game. Stacking charges via cells and spamming the ability will consume charges but animation cancel all shots untill the last one.
A proposed tweek would be to add a 6 charge interval.
Spamming the key will fan the hammer and fire 1-6max (depending on how many times it was pressed) shots in rapid succession.
Time to press each shot (untill 6th) is untill the animation of putting the revolver away is finished Atleast halfway.
The revolver will fire faster with more attack speed
If there are 7 or more charges. Spamming more than 6x will be ignored untill the revolver is put away and a new 6 shot interval is started
A similar effect can be reached by stacking attack speed so it wouldn't be overpowered.

This will make the revolver nearly identical to his shotgun/rifle in terms of firing so it fits his theme too

main onyx
#

!feedback having per-character keybinds so I can press r to reload with railgunner or just have separate keybinds for separate characters

frank root
#

!feedback
DLC SPOILERS:
||Make Void Allies from V_Newly_Hatched_Zoea colored differently from normal ones so that you can tell who to shoot.||

abstract urchin
gusty tusk
#

Hear me out, double crits. As in if you have 200% crit, you deal 400% damage cause it crits twice. Warframe has this and i loved that mechanic. Viable? Not really, but fun

drowsy minnow
#

!feedback

I know you guys at Hopoo probably have all the MAJOR dlc content planned and only need to make it, but on the off chance that you don't I think a cool game mode would be one when you need overpowered items and stuff to have a chance to win. I can't remember the name of it but as a kid I remember an alternate mode for a game I liked where you got powered up regular items or guns or whatever it was, it was really cool since even with the op items It was still difficult to win, something like that could be really great since it adds a new game mode or could even be a new difficulty past monsoon in the regular modes and adds a new item tier, the powered up items I'll admit would be boring since they're just like void items in which they just change a normal item but they're just a straight upgrade instead, I also don't know how it would be implement it in but hey I'm not a game developer, I don't know if this is even a good game mode by design or not

rapid perch
#

!feedback

I know this isn't the best idea, but I thought it would be cool. I thought that if you beat mithrix with the heretic once, she'll appear as a character at the start, but only in the eclipse game mode. However, if you beat mithrix with the heretic on eclipse 8, she'll become a playable character from the start in the main game. Of course this is a bad idea because of her passive and other things, but it's an idea and I thought it would be cool to share it.

topaz crag
#

!feedback

MUL-T's scrap launcher and power saw need some love. Making them strong enough to even consider picking over nailgun or rebar puncher would be seriously appreciated.

little barn
#

!feedback

Survivor_Huntress Huntress should be able to target Alpha Constructs with her lock on when they are not active. Every other character in the game can attack them with their M1 except for Huntress, who can't attack them with her M1 or M2, and you will have to waste an Arrow Rain or Ballista to hit them, unless they activate first.

(Picture for reference. Special target does not appear on inactive Alpha Constructs that are inactive.)

molten elk
#

!feedback
Make backup mags C_Backup_Magazine or a new item do something for primaries that have multiple charges.

Survivor_MULT, Survivor_Artificer, Survivor_Bandit, & Survivor_Heretic/L_Visions_of_Heresy. We have four characters that could benefit from this. We have fewer missile & ignite items than that, yet we have stuff specifically for those.

dense panther
#

!feedback

Survivor_Acrid Acrid alternate special, Poison gas, you get surrounded by poisonous gas that damages enemies inside it and slows them down while applying blight for 3 ticks per second or re-applying poison, when the player moves, you leave a cloudy trail.

how it works:
to start of, there are 2 things to know

  1. size potential: is how big it can get
  2. life span: how long it lasts

upon activation, when you use the special key, you slowly release Gas that gets bigger, it initially does less damage then it slowly deals more and more damage until the gas fades.

The longer you stay in the gas, the bigger the size potential gets, the longer it lasts

you will always have this area effect around you, somewhat like L_Helfire which takes 1.5 seconds for the gas to fully accumulate around you then when it fully accumilates, it deals 3 ticks of blight/poison per second while the cloud expands in size, then the cloud lasts 7 seconds before shrinking and fading.

while the effect is active, and you move around, you leave a trail of gas that has a shorter lifespan and size potential compared to the one that is on you, but it still slows enemies and deals the same amount of damage

it takes 11 seconds for the ability to recharge, but it recharges while you're using the gas.

cosmic remnant
#

!feedback
Ability for huntress to just shoot normally without autoaim, when no enemies are in targeting range

maiden umbra
#

!feedback
Add on a passive to engineers harpoons that targets hit by them gain a debuff that counts towards death mark which causes engineers turrets to focus those targets specifically.

For bubble shield I actually propose a light healing aura while inside to provide some teamplay utility and bump it from being barely used over harpoons. Either that OR... When enemies try to walk in they can but will take electrical damage once allowing them to be dealt with easier.

plush shuttle
#

||!feedback WarMechanic Engineer||
I was surprised when I realised that I hadn't already posted this idea. Engineer's Bubble Shield is pretty good in my opinion, however many players are of the opinion that Harpoon's are more powerful than Bubble Shield. Bubble Shield loses purpose for experienced players because staying inside the Bubble Shield wastes movement and puts careless players at a greater risk to enemies who can enter the Bubble Shield and get some attacks off.

I propose a minor change/rework which adds to Bubble Shield's most fundamental purpose of preventing enemies from attacking you, which keeps it the same while also providing more flexibility in the later game.

Idea: Recast Engineer's Bubble Shield to invert it

You should be able to recast Bubble Shield to invert it and trap enemies inside while allowing outside projectiles to shoot inwards. An Engineer cannot do the task at hand without the proper tools, and it just so happens that anything which deals damage will always be more applicable than anything which heals, controls or protects as dealing damage will always be required to pass the teleporter event. This small addition to Bubble Shield extends upon its utility by allowing you to not only protect yourself from outside enemies, but also localise enemies in a DPS zone for on-kill effects such as Gasoline or Will-of-the-Wisp for moments where protection isn't necessary. All while maintaining Bubble Shield's identity.
.

willow spear
#

!feedback - corruption mechanic, vo??id fiend

I feel that the corruption mechanic always ticking forward, not having any way to stop it other than healing is kind of annoying.

I'd prefer if maybe it filled to 100, then gave you the option to change. Having to stop what you're doing completely, just to get your range and healing stolen isn't tricky, it just sucks.

I'd completely main void fiend if it worked as such, not having to deal with being halted, just so you can be forced into an agressor state.

I do think that corruption inevitably running out and making you shift back is completely fine, though being able to manually switch after building/losing corruption would be so much better mechanically.

I generally just find myself hesitant to play him only because of that. I'd main the laddie otherwise.

rose garden
#

!feedback

Unlock the locked items that are locked from the item pool in Simulacrum C_Bundle_of_Fireworks U_Squid_Polyp R_Spare_Drone_Parts

AngryDrizzle

dense panther
#

!feedback
This may or may not happen.
having cross-save where you can save your progress in pc lets say and then have that save file on xbox or on ps4.

willow ocean
#

!feedback
In an Artifact of Command, don't get rid of the Multi-Shop Terminals because they now synergize with Executive card.

small star
#

!feedback

Have Voidlings giant death laser get blocked by terrain and Engineers shield since not everyone's going to have the vertical mobility nor be positioned in the right place at the right time to dodge it

abstract urchin
#

!feedback

please make it so that the actual model of elder lemurians correspond with where their fireball attack goes. I'm tired of dealing with an enemy that can just shoot through their entire body with a devastating attack.

scarlet wren
#

!feedback i wish artificer's flamethrower ability didn't get cancelled when using your sprint key. is it possible making it not be cancelled with sprint, or maybe it takes two taps to cancel it instead of one (cause I could see people cancelling it prematurely to escape a threat)? It can feel unreasonably punishing to lose the skill because my finger slipped.

grave ibex
#

!feedback
Remember when drones could get infested by void infestors? While people hated the mechanic in normal gameplay, some people enjoyed the mechanic and the implications of it.

To fix both sides of the issue, what if the mechanic was added to the artifact of chaos? It's the perfect place to add allies turning on you, because they already can with the artifact enabled, and most players won't need to worry about it in normal gameplay as it's locked behind an artifact.

shrewd mauve
#

!feedback

When a player dies in multiplayer, make it so their drones start following other players until the next stage

short pendant
#

!feedback
If Void Fiend can keep holding his secondary once it's fully charged, Artificer should be able to do the same with hers

dark marsh
#

!feedback
egocentrism wisps could maybe have different effects and stats based on what item egocentrism has assimilated into itself

slim torrent
#

!suggestion
Gup artifact. Makes all enemies and allies gups.

loud osprey
humble lynx
#

!feedback
Make all other items also with their own void version, so that there can be a Artifact of the Void - all items become only their void versions

random stream
#

!feedback
"[Player/Username] has been converted into Egocentrism" death message if a player dies while having Egocentrism in their inventory.

tawdry torrent
#

!feedback
Instead of activating right away, have the speed buff from Hunter's Harpoon be stored, and only activate when the player starts sprinting or uses a movement/utility skill.

Hunter's Harpoon is quite easily the worst movement item in the game currently. The nature of its buff means it's effectively impossible to get a consistent speed increase, and having your move speed randomly fluctuate never feels good, especially when you're trying to avoid enemy attacks.

The item might need to be tweaked slightly for it to work (maybe gain stacks of the buff over time rather than on kill?) but making it a brief on-demand speed boost would be far more practical than the current effect.

jade violet
#

!feedback
A more "binding of Isaac" style of progression system to encourage more playthroughs and experiencing different content.

For anyone who hasn't played Isaac, it's base progression involves a much shorter game at first, but the more you win the more the game gets harder and longer, unlocking more paths and routes the more you play and win. And once you have these paths, clearing each path as a character will unlock something, for each individual path and each character.

Although I can understand RoR2 not taking the "game gets longer with more paths" as you win and instead just opt to have every path by default - I think this game would massively benefit from the character path unlocks. Basically ror2 as of the first dlc has three paths to victory: Mithrix, Voidling, and obliterate (four if you count twisted scavenger). Since these paths are so different in terms of difficulty, most players will ignore whatever path is the hardest for them and take the path of least resistance. But if say, clearing Voidling as commando unlocked an item or skin, and then clearing mithrix as him unlocked something else, and killing Voidling as huntress unlocked something else as well. Suddenly there is a massive amount of replay value in going for all the routes as each character. Could even have difficulty matter for some of them too for extra spice.

The core of this suggestion is essentially to provide a meaning for players to go for different paths, and reward them for doing so. As it currently stands I don't see myself going for Voidling very often, why bother? Adding some extra incentive can make going for full completion on each character fun and rewarding.

steady steppe
#

!feedback give artificer a fire jet skill alternate to replace ice wall which gives the player double their sprinting speed, forces them to move in the direction they're looking (only horizontally), and deals rapid (albeit probably not huge) damage and burning to enemies the player touches. it also prevents falling while active and at the end of the move, u explode (no self damage) for probably a lot more damage than the rapid hits

harsh solstice
#

!feedback
Other than unlocking an ability on Merc & Harvester Scythe, I feel as if Prismatic Trials are missing a larger reward to have hardcore-players complete it every week. Maybe add small cosmetic changes to the Survivor they beat the trials as until the new one comes out (Ex: Destiny 2's Crown for their Guardian after they beat the weekly Nightfall)?
Personal suggestion - add protruding or floating "prismatic crystals" (the pink ones that appear during the trials) to the Survivor.

safe prairie
#

!feedback
Increase Phase Round’s projectile speed.

knotty helm
#

!feedback
Make family events more common by increasing the chance from 2% to 5%
I feel like this will keep family events rare enough to be exited over (look at d&d players rolling a natural 20) but also make them more common

severe beacon
#

!feedback
What if you added chests and stuff to the lunar bazaar so all of the extra cash you didnt use in a stage goes to more items in a run. And the cash you can also spend on lunar items for your run instead of having to use lunar coins

rich pelican
#

!feedback
Artifact idea: Artifact of revolution
Every single items in the game including Lunar, boss and void will have the same chance of spawning from chests, multishop terminals, etc
Basically what it does is equalize item rarity

willow sage
#

!feedback
Instead of having voidtouched enemies randomly inflict Collapse directly through their regular attacks, have them fire a slow-moving projectile that inflicts Collapse alongside their regular attacks in a similar manner to how the Shuriken item functions.

exotic rose
#

!feedback
Please tone down KipKips (a twisted scavengers) healing. His medkit +rejuv rack + corpsebloom combo has been near unstoppable since medkit got reworked. Maybe he just needs to lose a medkit or 2 or the corpsebloom, but him healing to full forever after one medkit proc is unfun

frank root
#

!feedback
A new move for Artificer (I don't know where it would go)
Flaming Charge - The Artificer dashes and rams the enemies in front of her, dealing 500% damage and burning any enemies along the way. Can be aimed in any direction, but goes half the distance compared to the Ion Jump.

sturdy isle
#

!feedback make engineers bubble shield deflect things like grandparent's sun, void jailer's lasso, and xi construct's laser AoE. It's frustrating plopping down your shield only to have it do nothing because of an oversight; having to keep a mental database of all the stuff that straight up ignores your shield.

pallid reef
#

!feedback
I want to talk about the new Final Boss ||Voidling|| as I honestly feel it's quite underwhelming for a new alternate 'Final Boss' that stands alongside Mithrix. (Obvious SoTV Spoilers)

Mithrix, even before the Commencement rework was a solid Final Boss I feel. Most of his moves were flashy but easy to understand that utilize many core mechanics of the game like using movement abilities or jumping as well has a gradual scale of escalation from Phase 1 to Phase 3.

||Voidling|| isn't any of this, which is fine. Making things different is all fine and good but ||Voidling|| doesn't feel new either. It's this big hitbox on interactable legs that just shoots at you. Its shots are quick but have VERY precise aiming and sometimes it does this massive laser beam attack that forces you to hide behind cover... That's basically it. You know what that sounds like? Wandering Vagrant. It just shoots and sometimes you gotta hide or you die...

Sure it's cool that it goes into a rift into the void and you have to chase it down. Then it does the same attacks but this time with random enemies thrown in.. then it runs again... then it shoots you the same way again...

There's no escalation, it feels like I'm on a goose chase than fighting some horrible creature from another dimension. I feel pumped when I fight Mithrix, ||Voidling|| feels like I'm fighting a giant Void Reaver. I don't feel anything when I dodge its attacks and attack, I feel like I'm pumping bullets into another bullet sponge just that this thing absorbs way more bullets and can kill me really quick.

sharp mica
#

!feedback
Give weather to stages
And also maybe different times of day
Weather could be rain, windy, sunny, cloudy, snow for cold maps, sandstorm for dry maps kinda.
Kinda like that “level aesthetic” mod but like in the base game
It would be really cool simple change that would add a lot of life to the stages I think ||(and maybe make sky meadows more interesting lol)||

frank root
#

!feedback
DLC SPOILERS
||Some more moves for Voidling.
Penultimate- The Voidling smashes the floor, opening the void underneath you. You can jump to avoid this portal, but if you are caught inside it you will be forced to do parkour, with the void dealing damage to you.

From the Void- The Voidling called for backup, summoning creatures of the void for assistance. (Either 3 Reavers, 2 Jailors or 1 Devastator)

Reversal Pulse- fires a large ring that will slowly go toward the player, disintegrating after 15 seconds. If the player goes between the ring, their stats are shuffled for 30 seconds. (Attack Damage, HP, Attack Speed, Luck, ect.)||

warped patio
#

!feedback
ahoy channel
text channel where all people can say is "ahoy!"

dark marsh
#

!feedback
on railgunner's m99 sniper, more attack speed should expand the perfect reload window to the left so you can actually fire sniper shots at a faster rate. less attack speed should expand the bar to the right instead

magic light
#

!feedback
A better way to control pots, so it's not random if you get one rolling in a button or not, and make a skill thing to do to reward

frank root
#

!feedback
Abandoned Aquaduct's buttons should be more singleplayer friendly. So what I suggest is when the buttons are pressed, they stay down for a certain amount of time.

cosmic remnant
little barn
#

!feedback

Revamp the special skills for Commando. Two main reasons:

Firstly, they’re both a bit dated. Secondly, neither are really that impactful to his overall damage.

Suppressive fire was never really that interesting. Before the anniversary update, it was just his primary attack but better. It’s always had a really long cooldown despite its actual effectiveness. I’m not saying it is worthless or unusable; it just never really felt special.

Frag grenades is a good design in a vacuum. For Commando to make up for his biggest weakness—Aoe—the player needs to master a skill. I’m not strictly against learning something difficult (in fact I like the concept); it’s just that this design philosophy is hardly ever used for other survivors. Example: Captain has a great primary, like Commando, so it would only make sense that his Aoe tool is difficult to use; but that’s not even remotely true. Even as someone who plays tons of Mercenary—which involves a lot of exploits—frag grenades still feel janky and abrasive.

In addition, frag grenades have damage fall-off (75% damage reduction on the outer ring). I get that it’s supposed to be another skill incentive, but it lowers the damage to slightly more than his primary attack. Compare this to Void fiend who doesn’t even have damage fall-off on any of his abilities. Both of his secondaries can proc bands with barely any effort.

gusty tusk
#

!feedback
Instant printers and scrappers <3

radiant kernel
#

!feedback

seeing how void item from DLC works, it's usually the reverse effect from the normal one.
like U_willowisp is on-death but V_Voidsent_Flame when at max health.
U_Ukulele is AoE but V_Polylute is ST.
C_Bungus when standing still but V_Wungus when you're running.

then what about Void Rose Buckler (can't think of the proper name)
increase armor by 30 (+30 per stack) while standing still for 2 sec.

note :
idk which one is better, same like Rose Buckler which is 30(+30) OR 60(+30) OR whatever dev decide

edit :
<> literally just editing from note : idk .... to current one (basically adding enter after the note :)
<> the reason i proposing this was to make you have a chance to survive / dodge when you standing still and an enemy attack you from your back
<> if this item sounds stupid, in my defense C_Roll_Of_Pennies exist
<> also just as mentioned above, it's up to Dev to decide the armor value. Personally i think it should be more than the original Buckler

alpine bridge
#

!feedback

There are a lot of quality of life mods on thunderstore that just make the game a little bit better. Faster interactables, no lunar bazaar cost, item stats, better UI, etc.

I suggest adding something like this to base game, but as option like artifacts. For instance, one to make interactables faster could be called “Relic of Speed”. As these are options, it would not force them on other players who do not want to use them, but it would make the game more streamlined in terms of multiplayer.

orchid frigate
#

!feedback
Item Increases the damage by further x% if you are far away from the enemy(mb corrupted focus) afocuscrystal

alpine bridge
#

!feedback

New Lunar Item Idea: Zenith Longbow

Damage to enemies 40 (+10 per stack) meters or farther away take +100% (+100% per stack) damage. Enemies within 40 (+10 per stack) meters take -50% (-50% per stack) damage (decreases exponentially, cannot go bellow zero)

tired orbit
#

!feedback

on console its very difficult to select items in the scraper because you have to scroll through the list of items individually, if you have a lot of items it can take a while just to scrap one thing which leaves you susceptible to enemy attacks, PC players don't have this issue because they can just move the mouse quickly to the thing they want to scrap. I think there should be a cursor that you move with the analogue stick to select items, this of course should also apply to "Command Essences" but that's less important.

stable rampart
#

!feedback

When activating the teleporter event (or Mithrix), any active gunner turrets you own should respawn in the teleporter area.

(They shouldn't spawn there when you first reach the level, as this gives away the teleporter location)

While turrets are intended to be fixed in place by design, they already jump with us between stages. If they can do that, they may as well jump to the teleporter event too and become a viable option for your money during a run.

cosmic remnant
#

!feedback
Corruption Matrix, alternate passive for Void Fiend

Alongside the corruption meter, gain a 'volatility' meter. The speed at which corruption is gained/lost over time is directly correlated to volatility. For example, at 0% volatility corruption speed will be very slow (but not zero), while at 100% volatility corruption speed will be very fast (2-3x default speed?).

Volatility naturally increases over time, although comparatively slow to corruption. 1% per second, maybe?

Any healing or damage received, instead of increasing/decreasing corruption, will instead increase/decrease volatility, losing it on heal and gaining it on damage. With a lot of healing, it's easy to stay in a form for a long period of time (although not indefinitely uinless you're using suppress). Of course, this ignores healing/damage from suppress, which will just affect corruption directly.

Upon switching forms, volatility is halved. This prevents any situation where you are constantly switching forms every few seconds. Alongside healing, this is the only way to lose volatility.

This would make it easier to stay in a form, at the cost of added complexity with having to manage a 2nd bar, alongside corruption.

magic light
#

!feedback
V_Needletick Collapse is a great effect but it lack long term damage against bleed when you have a high stack
what I suggest to counter this is instead of the collapse happen at all times after 3 seconds, if you apply another stack of collapse you increase the time of detonation for 0,1 second, so if you manage to proc 10 times in before 3 seconds you now collapse after 4 seconds instead with a increased damage too

main edge
#

!feedback

Perhaps give Voidling the option to run that gives them different moves? Like Mithrix with his needler. Maybe it. Turns its legs up and starts shooting some crazy shockwaves everywhere or.. Something.

lone gate
#

!feedback

Corrupted Armor Plates:

Add flat damage increase (somewhere around +1-+3per stack) to all attacks.

Damage from that is added after all other calculations have been done.

past kelp
#

!feedback
Item (Lunar): Shrödinger CatHopoo
You become the test subject for Professor Shrödinger
Effect: HP bar become black and show: ???/maxHP. Damage taken number will also become ???
When HP reaches 0 (of course, only the game knows this), text channel will either “Meow” or “...” every 10(or 15) minutes (cooldown reduces per stack, i cant come up with a reasonable number😢)

Meow = you revive
... = you died

+10% chance to revive per stack
(the item stacks like Tougher Times C_Tougher_Times , which means youll never reach 100% chance to revive).
Link to the update: #ror2-feedback-and-ideas message

agile zephyr
#

!feedback

Survivor_Engineer Sticking pressure mines on allies
Just imagine how fun it would be to stick a pressure mine on allies and especially TR58 Carbonizers, allowing them to carry the mines to the enemy.

long peak
#

!feedback

Captain should have an M2 that pulls enemy from the sky or “anchors” ground enemy’s ( I think anchor is a cute name for an ability heh),

Also it would be cool to have fun challenges for alt skins e.g taking the a used E_Tricorn as captain and giving it to mythrix you could keep the awesome pirates hat or just have the aspects as alt skins ( this would mean if you played 4 players you could all look different)

royal dove
#

!feedback
Equipment item! Very low cooldown, think capacitor. Could be a scope or war horn like device.
On activation, give an enemy the "Marked" debuff for 7s. Marked enemies become the highest priority target for all minions, and take 10% more damage.

Numbers aren't solid, this is just to illustrate the idea! :) This allows for better control of your minions.

velvet anchor
#

!feedback
Players that die early on and then become underpowered is probably the main problem that multiplayer faces.

My suggestion is spawning a random turret type (excluding the stationary turret) from the position that the player died. The dead player is able to control the turret. (This presents a moment of anticipation when a player dies: what turret am i gonna get? this could even include the stage 3 turret). The dead-player can now still pay for items in chests and receive their teleporter item. Items are sent straight to their actual player model and are not attached to the turret. The player will respawn at the start of a new stage with their items, and the turret will despawn.

The reason I think this would be a good change is that, the snowballing nature of multiplayer really saps the fun out of a run for the person that it happens to. This would allow players to still keep up in terms of power, while still penalising them for dying, and maintaining the challenge to their teammates who would still be down an player when it comes to the boss.

austere oracle
#

!feedback
Allow engineer to "interact" with his turret, in order to delete it, and refund a portion of the cooldown.

alpine bridge
# velvet anchor !feedback Players that die early on and then become underpowered is probably the...

!feedback

A different idea to make this more consistent, as unless the turret is the same speed as the other
players or faster and inherits items (which you say it doesn't) it will be far outclassed by the other players and not be able to reach or afford any chests before everyone else does.

I suggest just doing something as simple as, based on the number of players, "every [players alive - players dead] [insert rarity] items picked up by living player(s), dead players receive 1 [insert x rarity] item, and living player receives 0 items." An example, for instance, if there were 3 players total, and 2 were alive and 1 was dead, "every 2 green items picked up by living players, dead player receives 1 green item, and living players receive 0 items." This means that if player 1 picked up a razor wire, player 2 picked up a harvester scythe, and then player 2 picked up bandolier, the dead player 3 would receive the bandolier instead of player 2.

To accommodate for the loss items on the living players, difficulty would be equivalent to the amount of living players, not total players.

terse wadi
#

!feedback
DLC
||play a frog petting animation when you pet the frog.||

long peak
neat beacon
#

!feedback
Some shield Related items because they are my husbando mechanic.

[Granny Smith Apple Item] - H.O.T. (Heat. Oscillator. Turbine.)

+Gain 10% of your Health in shields.
+Gain 15% Damage (+15% per) based on current shields, increased up to 170% at 100% shields.

[Granny Smith Apple Item] - Guardian Shield

+Each Ally in Range reduces your Shield recharge timer by 5% (minimum 40%)
+Allies redirect 10%(+10%) of damage they take to your shields while within 16m (+8m) 
-[Hyperbolic Stacking]

[Cherry item] - Prism Shield Splitter

+Gain 15% of your Health in shields.
+Seperate shield Totals and their recharge timers.
Sources of shields are now separated into "layers", each Layer represents a unique shield source.
Taking damage effects only the first layer.
First layer is determined by from lowest combined shield base (ex 1x Transcendance < 10x Personal S.G).
Layers have separate recharge timers and cycle their order when depleted.
If at least one Layer persists, depleted layers can recharge freely.

[Blue Raspberry Item - The Necronomiconomic]

+Gain 10% of your Health in shields.
+Onkill Effects restore 10%(+10% per) Shields. 
-[Hyperbolic Stacking]
-If you haven't killed anything in 7 seconds, your shields will deplete and are disabled entirely for 15(+100%) seconds.
earnest finch
#

!feedback Since Hellfire Tincture’s burn is blocked by Ben’s Raincoat and counts towards Death Mark it should have a visible debuff icon

hollow basin
#

Each stack of Egocentrism should give a 1% boost to all base stats.

steady steppe
#

!feedback the walking turrets that Survivor_Engineer use have a REALLY hard time moving at higher speeds. i've seen then run around in circles and off ledges before trying to follow me, unable to walk in a straight line, just because i had a couple hooves and whips.
please, make their AI adjust to higher speeds more appropriately so they dont become functionally useless when the player has too much speed.

steady steppe
#

!feedback commando's left click and right click moves should be capable of prematurely detonating his grenades so we can hit air enemies easier with a bit of skill, as well as also make it not useless on slanted terrain

hexed gazelle
#

!feedback can we get a lfg-pc-New Player channel xD

dark storm
#

Mods get no bitches?

knotty helm
#

!feedback
Add a chance for the eclipse zero vending machine to be replaced with an eclipse zero smart fridge

mossy loom
#

!feedback

Commando Nades should be "cookable" as in holding the skill button starts a timer and makes the grenade explode on zero. This allows more control over where your grenade will blow up, and enables you to hit airborne targets. It also keeps the ability to just toss the nade and let it roll down terrain.

fast bramble
#

!feedback Add a feature to Queen's Gland where if you have Queen's Gland and spawn in a stage where beetle guards can spawn, have a 10% chance (+10% per stack) to recruit a random beetle guard that has spawned on the stage. This won't work on beetle guards that spawn from combat shrines and beetle guards that are summoned from beetle queens during the teleporter event, however, random spawn beetle queens that summon beetle guards can work.

boreal crag
#

!feedback
Rex shift (both types) are WAY too inconsistent with their pushing forces. Sometimes you can literaly YEET elder lemurian out into stratosphere, while most of the times, the cone can't even push small beetles away.
I've tried various methods (proximity to character, angles, if character jumps or not, if mob is rooted, slowed, or jumping) - it's all RANDOM.
This ability needs help.
On the other hand, voidfiends pushback on his M2 is far more consistent, albeit much weaker.

little barn
#

!feedback

would love a patch where we get a bunch of new vanilla loadout content or even just buffs/changes. feels amazing to try out and use different abilities and ability combinations for each survivor. theres so much to expand whilst not really changing or ruin the balance of the base game

vocal thistle
#

!feedback

Tentabauble should have a chance to apply nullify on hit rather than root. Functionally this would be the same, but it would be more thematically appropriate, seeing as how root is applied by the heretic while nullify is applied by void enemies.

EDIT: oh yeah root is applied by Rex plant special as well

swift lodge
#

!feedback tomorrow command should be replaced with a png of egocentrism that does nothing

restive stream
#

!feedback
Gummy railgunner currently wants to use the supercharge shot a little too much. Girl, our current damage scaling does not imply that you should use a charge shot on that lesser wisp...

placid hawk
#

!feedback Maybe allow Egocentrism to at least give additional damage per stack, something like +10% per stack, considering that it eventually swallows all your items yet still each individual orb deals less damage than 1 stack of collapse. Also maybe make it inflate your character's head at you stack it more and more

sage fulcrum
#

!feedback

For April Fools’ Day, all item drops should be egocentrism.

bitter vine
#

!feedback

Mm a change I would give to pressure mines is that they should not check for enemies while they are airborne if you happen to throw the mine over an enemy to have them ready to charge at a distance if they got anywhere near the enemy while airborne they explode when they touch the ground that and make the uncharged mine explode a bit larger

steady steppe
tidal mirage
#

ok so i have a character idea

agile zephyr
vivid shuttle
#

!feedback
To give Shrines of the Woods a small little buff, whenever you activate the shrine let it give off a little lepton daisy healing nova.
I don't think this would be too overpowered, as you can only use it three times and it would prove useful in situations (such as fighting AWU) where you just need a burst of healing on-demand.

little barn
main edge
young geyser
plush shuttle
hollow basin
#

!feedback
Give Mithrix unique dialogue during his final phase if he takes Egocentrism from you.

alpine bridge
#

!feedback

Ok, let’s be real, commando is kinda bad. He is at least significantly worse that most other survivors. I don’t understand why you guys never, ever buff him, but whatever. I think what he mainly lacks in comparison is DPS inconsistency, but overall he needs a total survivor rework.

Passive: Adrenalin Rush
As commando’s health get’s lower, he takes extra damage scaling up to 30% however movement speed and damage increase up to 30%

Special 1 (replaces suppressive fire): Sticky Grenade
Charges: 3
Throw a grenade that sticks to the first enemy it hits. Explodes for 400% damage after 4 seconds. 4 second cooldown.

Special 2 (replaced frag Grenade): RPG
Fire an RPG missile for 900% damage. Fire directly at target and does not home like other missiles (thermal harpoon, atg, etc.) 7 second cooldown.

maiden prairie
# magic light !feedback <:V_Needletick:946874165061910529> Collapse is a great effect but it ...

Currently, collapse feels like a more extreme tri-tip. If you hit fast, you deal more damage, and if you hit slow, you're absolutely screwed. This is both not a great design, and not too different from tri-tip. Instead, it should favor more damage dealt over how fast you hit.

Current Stats: diff +) 10% (+10% per stack) chance to collapse an enemy for 400% base damage. Corrupts all Tri-Tip Daggers. *) Collapse deals 400% per stack and activates after 3 seconds Suggested Stats: ```diff
+) 10% (+10% per stack) chance to stack 1 collapse per 100% base damage dealt. Corrupts all Tri-tip daggers.

*) Collapse deals 70% base damage per stack and activates after 3 seconds

This means a survivor hitting an enemy for 1,000% damage and proccing collapse will be much more effective than a survivor hitting for 400%.

This would also balance voidtouched enemies who apply collapse, as they would be dealing much less damage per collapse proc.
graceful kestrel
#

!feedback
add some more secrets to maps, kinda like the artifact codes
it always gives such a rush of excitement once you find something new thats hidden, but once you find all the artifact codes its really hard to get that feeling again
im not saying add more artifacts, definitely no, we have plenty
things like item unlocks or maybe a character like rex or the miner from ror1 would be really cool to see as physical secrets to find other than challenges

mossy loom
#

!feedback

Acrid's primary should regen on hit as opposed to every 3 hits. I see no reason why Loader gets barrier, a much more powerful thing than healing, on every single hit when Acrid gets heals only on the third hit. It makes Acrid's melee not very viable late game as opposed to Loader who can just face tank enemies with enough attack speed. I feel as if this change would make Acrid's primary feel much more consistant and less like a placeholder for Visions of Heresy.

weak mural
#

!feedback
can you add reconnect choice because a lot of times i disconnect out of nowhere and its ruined a good run

sage fulcrum
#

!feedback

Quick chat with options like "Help!" "Wait," and "Ready" would be really nice for multiplayer.
You could send them with the Z, X, C, and number keys, like TF2.

scenic frost
#

!feedback

i ithink this has been said, but please remove volcanic egg from bottled chaos**

it is very unfun, as you can stop your momentum completely, cant attack in it, cant use equipment in it, and if your using artifact of command can be tedious to grab an item before volcanic egg activates if you have a lot of gestures

little barn
#

!feedback
the eclipse zero vending machine should be able to trigger the pressure plates in abandoned aqueduct

hollow fulcrum
#

!feedback
Draining Chitin or Charging Chitin

Dealing damage heals 2(+2 per stack)*proc coefficient shields. First stack also gives a 5% max health shield.
Corrupts all Leeching Seeds

wide light
#

!feedback
Random survivor selection

Yes Artifact of Metamorphosis is cool but sometimes I want to just get a random survivor and jump in, without the changing every stage.

hardy gorge
#

!feedback Perhaps a toggle for Artificer's hover can be implemented on platforms other than the Switch?

hollow fulcrum
#

!feedback
Beads of Defiance

item description:
|i?/ se3e. pu|.rp』l|e;

effect:
Upon activating the celestial portal it will corrupt and turn into a void portal.

Corrupts all Beads of Fealty

west ridge
#

!feedback
Idea: Equipment item that applies the bullet-time effect (like in railgunner's polar field) to enemies mapwide for several seconds. Perhaps call it the Faulty Stopwatch or something to that effect. Muffle other sounds and play a "tick, tock" or other sound cue towards the end so that the player knows when it's about to run out.

Being able to tap the equipment key in a moment of desperation, artfully weave your way through a cloud of slowed projectiles, and take out as many enemies as you can before time goes back to normal would feel amazing.
(Plus, the polar field effect already exists, and I think it's a shame that such a unique feature isn't being utilized in other places.)

elder island
#

!feedback
Enemy Idea: Void Angler

fathom iron
#

!feedback

After releasing the attack button, mul-t should launch his power saw forward putting it on a short cooldown.

molten elk
#

!feedback
With how much further loader throws her pylon than she use to, I think it should get a range increase for how far it can arc. Also an indicator for it's range wouldn't hurt either.

warm trout
#

!feedback

Increase the volume for Having Fallen, it was Blood in-game. It's easily my favorite track but I always feel like I'm squinting my ears to hear it unless I pause the game to change my volume settings...

harsh solstice
#

!feedback I am very aware that multiple iterations of an Enforcer survivor for ROR2 are out there, but this is my take on it and takes heavy inspiration on the survivor in ROR1 and EnforcerGang's mod. This survivor's main gameplay is to be both tanky and hard-hitting in bursts with some crowd-control as well. Of course the flaws being little mobility and no integrated sustain in the kit. This character should feel like a combo of MUL-T and Captain (m1 mainly), but should still be unique enough to be a different survivor. Included is a Google Doc of all of the Enforcer's abilities and stats. Stats can be changed obviously, but the abilities (other than alternative abilities) will stay the same if edited. https://docs.google.com/document/d/1SYuqeXUJUErFIUbauwCleVI9hUOP02MzPBJ4BbDeWjY/edit?usp=sharing

desert notch
#

!feedback
Shorten the height of Ion Surge's jump when used mid-air. This makes intuitive sense, since you don't have the ground to kick off, and would allow you to make positional adjustments in stuff like teleporter fights without launching yourself out of the bubble.

cosmic remnant
#

!feedback
Void items replace one item with another. For whites and greens, the resultant item is always beneficial to having no item at all. For instance, having a V_Safer_Spaces is better than having neither V_Safer_Spaces nor C_Tougher_Times. I am not talking about whether V_Safer_Spaces or C_Tougher_Times is better.

The two red void items, V_Pluripotent_Larva and V_Benthic_Bloom, break this rule. Although generally beneficial, there are situations where picking up one of these items is detrimental, even if you didn't have the uncorrupted variant beforehand.

The concept of void items behaving like lunars isn't inherently bad, I just think it's executed poorly.

Say you are a new player to SOTV. These 'void item' things replace one of your items, and replaces it with itself. You see void items as a tradeoff, one item for another, but ignoring the tradeoff the void item is a strict upgrade. Eventually, you find a red void item, and pick it up, let's say V_Benthic_Bloom as an example. You get very unlucky, and it immediately converts your goat hooves into chronobaubles, and you die immediately after. By picking up V_Benthic_Bloom, expecting it to behave like the other void items, you inadvertently picked up a lunar.

Reworking void reds to not be lunars would require complete redesigns, which isn't practical. Instead, adding an indicator that the items behave like lunars would probably be the way to go. I will suggest two things:

1: Make the outline on void reds bluer than the other void items (but not lunar blue)

2: Add an indicator on the pickup prompt for red voids, probably just a ⚠️ icon maybe with a short "has downsides" description. Also add this icon to the actual lunars, so a new player will know it means "this item may harm my run"

lilac helm
#

Feedback: I think squid polyps being corrupted is a big nerf to an already unpopular item. Can they please be made immune to corruption? Otherwise the cost of picking up a squid polyp is too high especially for the limited benefit they provide.

green oriole
#

!feedback

This may be a bug but I feel like void fiends arm should not reappear when he enters his corrupted form when he has Royal Capacitator. His arm is gone when he has Royal Capacitator, but as soon as he enters corrupted form it comes back and goes through it.

plain valve
#

!feedback

Revert Commando's physics on his grenades. Why are they rubber now?

steady steppe
# tidal mirage ok so i have a character idea

!feedback give this man a ''totally real'' developer role for april fools day so we can see how he reacts
edit: idk if im supposed to edit this but i sent it early and had to fix a typo whoops

steady steppe
#

!feedback an actual regenerating white scrap idea:
writhing scrap. every 3 or so stages, it spawns a white scrap in the player's inventory.
now i know people may not like the idea of that because its 3 stages inbetween, but keep in mind how useful some whites are.
also, it can spawn a white scrap immediately in the player inventory when picked up so its not just a useless item upon first pickup. would also make it good for if u find a really good printer but no scrapper and dont have any items ur willing to risk the gamble on.
the stage count can be whatever the devs and u guys think is fair but honestly. given how much rarer green printers are than white, i'd love an item that grants me a little more freedom in what i build for on semi-long runs.

turbid quail
#

!feedback
Change the caps of the Mini Mushrum in their logbook icon to be more red.
On first inspection it looks like they are a completely different color, which has always thrown me, and maybe other people off.
Making the color look more red, like in the actual game, probably wouldn’t be that hard of a fix.

dawn gale
#

engi mobile turrets should get wungus heal

thanks egocentrism

rich pelican
#

!feedback
The end stat screen should show the number of lunar coins you spent, collected, and how many you ended up with.
It should look something like this

hardy sphinx
#

.

sturdy isle
#

!feedback alternate primary skill "One Tap" that gives commando a big chunky pistol with a certain number of rounds that reload after a brief cooldown, much like MUL-T's scrap launcher. I imagine it working like Half-Life 2's pistol where you can fire it as fast as you can pull the trigger, but also hold down left mouse button for slower, automatic fire. This keeps its attack speed scaling as well as enabling higher DPS for those that want to give themselves carpal tunnel (Also while reloading he needs to twirl it because yeah)

scenic frost
#

!feedback

make it so blight/poison is applied on acrids 3rd melee swing, to give a reason to do the full combo instead of sprint canceling the first hit

static hawk
#

!feedback

I think shrimp is a good start to make shield viable. Honestly it probably makes it viable by itself, but I think we only really need one more shield item to make it a complete strategy.

||
Here are some ideas, I'm not suggesting all of these should be added.

Any shield related item would grant 5% health as shield unless stated otherwise

Corrupted red whip?
While your shield is broken or recharging, gain increased damage and move speed.

Corrupted razor wire
When your shield takes damage, there is a chance to stun the attacker.

Green item, Molten Core
When your shield is broken or restored to full, you create damaging magma on the ground.

Red Item, Supercharger
When your shield is full, gain stacks of static charge. Your next attack discharges all static charges for extra damage.
||

vernal kayak
#

!feedback

Railgunner needs a lot of love.
Change her passive to allow random crits while not zoomed in, increase the scaling crit chance/damage increase while scoped. (Currently 1 crowbar is more effective than 7 crit lenses against high health enemies.) Added effect to remotely charge teleporters outside of radius. Being a sniper in close quarters... kinda not useful.

Adjust her long range sniper scope to fire adjustable munitions. Cycle between electric, explosive, bleeding, and stunning rounds.

Change her repulsor mine to be proximity detonated instead of timer. The timer can be ignored by placing a second mine, so this gives the railgunner the choice between moving herself or her enemies by removing the timer. Also, add a small amount of damage for proc rate.

Change her cryo mine to either, A) an aoe stealth field generator that can be destroyed, or B) add increased armour to staying inside the radius.

Change her overloaded shot to have infinite penetration through monsters and scenery. Her cryogenic shot explodes, leaving a field of damaging and slowing nitrogen on the ground.

Late into runs Railgunner starts plateau'ing hard. With no dedicated aoe abilities and very weak base scaling, she's more trouble than she's worth later on.

tawdry torrent
#

!feedback
R_Aegis Aegis buff/rework idea:

-Any time you are at or below 20%(+20%/stack) of max barrier, gain barrier equal to X% of ALL healing received, including regen.
-Barrier decays 50% slower while out of danger.
-(optional) Gain 2(+1/stack) armor for every 1% barrier you have.
(Listed stats and stacking effects are only suggestions and can be tweaked, naturally.)

Instead of only working when HP is full, Aegis now works regardless of current health and allows barrier to be maintained more easily, but the effect is soft-capped at 20% barrier per stack. This also works particularly well with large burst heals like medkit and elixir, which previously were almost useless with Aegis due to the full HP requirement.
With this change, Aegis retains its 'overheal' effect but will be useful more consistently and synergize with a wider pool of items, rather than purely being a "win more" item that rarely works outside of late loops when you have massive amounts of constant healing.

fringe gorge
#

!feedback
Since bison steak doesn’t heal the player anymore, it would make sense to move it from the “healing” item pool to the “utility” item pool. That way it would be consistent with infusion, psg, and topaz brooch

wicked otter
#

!feedback
add a 1% chance of Commando's grenade exploding in your face when thrown

coral ridge
#

!feedback
An item type that gives you an objective and if completed gives you another stack of the item and a new objective.

frail thicket
#

!feedback
Friend and I can't play ROR when he has the right requirements. He gets lag spikes all the time and sometimes the game freezes and crashes his PC. Please fix this!

little barn
#

!feedback

create descriptions for the equipment aspects so that you can see how it affects you

crimson lotus
#

!feedback

Playable gup (make April fools joke real)

velvet anchor
#

!feedback
Once a level of eclipse has been unlocked for a character, allow the player to enable different combinations of the debuffs.

For example, if the player has unlocked up to level 5, they could do a run with debuffs from eclipse 2, 3 and 5. This would not unlock eclipse 6.

broken ingot
#

!feedback
lunar item idea:
quick silver dagger
can use all ability's while sprinting. but... your ability's always fire when off cooldown.

candid harness
#

!feedback

a way too change your controls for specific characters could be a nice thing have maybe, i don't mind playing whit the same controls, just for some characters i would like too change some stuff do that's just me i don't know if anyone else feels this way.

hardy gorge
#

Perhaps Acrid's leap attacks could be made more reliable when attempting to attack flying enemies from the side? If Ravenous Bite is taken, Acrid's options for aerial foes become limited to its Special, with its long cooldown, and its Utilities, which are finicky enough as-is. I'd like if bonking my head on a Lunar Chimera Wisp still triggered the hitbox so I'm not just awkwardly hovering while it riddles my sternum with bullets.
[Edited to specify aerial foes rather than ranged options]

wet plank
#

!feedback
I beg, just make it so that enemies in the void fields cannot get tesla as their red item, its so frustrating because it works while they're dead, you have no area to position yourself in a way you won't get hit, and it does far too much damage. I'm so sick of dying to it everytime regardless of build and time.

little barn
#

!feedback

buff melee acrid -make his m1 apply blight/poison maybe?
since most people play hit and run with poison and poison cannot stack, it just adds a bit of consistency with his blight build so that it can stack well - and making it so that attack speed is more valuable with the blight build since it can stack the damage more efficiently without having to build purity. (which melee acrids usually use)
the power level for the poison build will be a slight buff since you can m2 or R to apply poison, but the blight build will be massively buffed

hardy gorge
#

!feedback For the memory-impaired, perhaps the icons of each of Captain's assigned Supply Beacons could be displayed over their corresponding inputs when the reticule is brought up?

sturdy isle
#

!feedback An item similar to the tricorn but for poaching elite essences off of elites. Maybe acquirable through a map secret on a level with little going for it like Scorched Acres or something.

sudden geode
#

!feedback make mithrix say ahoy back if the consumed tricorn is used during his fight

hollow basin
#

Give Ignition Tank a small chance to ignite enemies on hit. As a green it shouldn't be entirely reliant on other items and should be useful against end-bosses that don't spawn additional enemies (Mithrix, Voidlings, Twisted Scavengers, etc.).

broken ingot
#

!feedback
character idea:
archivist

unlocked by: achievement: grand collection: find 20 log book entry's

passive: research: enemies have a 20% chance to drop research tablets that when picked up gives an item that increases all stats by 2%( this resets at the beginning of a new stage)

primary: burst fire: shoot a burst of 3 shots each dealing 90% damage

secondary: chuck: expend a research tablet to throw a book that deals 500% damage

utility: jab: archivist takes out there quill and jabs an enemy dealing 200% damage and causing high amounts of knock back for both the enemy and archivist.(you can jab it at the ground to give you a big boost forwards.)

special: analyze: expend 3 research tablets, you and all allies gain 35% more armor and 750% more TOTAL damage

logbook entry: "day 7 of analyzing Beatle guard #564, he appears to be inspecting some shrubbery. wait, what's that? its engaging combat with the Beatle guard, it killed it! what was that thing? it appeared to be made of inky black/purple void like tendrils, yet oddly human. looks like I have a new research specimen.

stray notch
#

One message removed from a suspended account.

hollow basin
#

Acrid's blight stacks should spread to a nearby enemy on death so it isn't wasted time stacking it on a low priority enemy.

plucky stump
#

!feedback
granade cooking for commando´s granade and or 1 extra granade alt that makes it stick or just blow up on impact (at the cost of some damage)

cosmic remnant
#

!feedback
Give Mini Mushrums an attack indicator where their spore attack is going to land.

Pretty unfun to get instakilled by an off-screen enemy when the only choreography is 'look up'

sturdy isle
#

!feedback the post processing volume on sulfur pools shouldn't override bloom preferences

gusty tusk
#

!feedback

Change the way backup mags work on railgunner.... They're utterly useless right now since it's faster to reload than to wait and fire the second shot.

Maybe make it fire as fast as you can press the button, but, each consecutive shot adds more bloom to the bullet so you gotta wait to be more accurate?

earnest sun
#

!feedback

Artificer‘s passive should increase her movement speed. She needs some kind of Horizontal movement to be more consistent.

maiden prairie
#

All games have a tick rate, and all games have a max amount of ticks per second. I believe risk of rain is 30, but I could be wrong. Edit: looks like it's 50 because of the Unity engine.
In a lot of cases, especially in games that have increasing variables like risk of rain, it is possible to get such a massive increase that you should be attacking more times per second than the game can register. This leads to some attacks being completely removed from the equation making your dps actually go down when picking up syringes or instincts.

I'd like to fix that by making a hard cap on how much you can increase your attack speed- let's say up to 1 attack per 2 ticks.
To make sure attack speed items don't become useless past this cap, stacking any attack speed increases your raw damage instead. This is a relatively easy solution that also works on every character.

I mostly bring this up for attacks like Artificer's flamethrower and Corrupted flood especially, as they already attack very quickly and are most likely going to be the skills that hit this cap the fastest.

knotty helm
#

!feedback
Buff artificer’s ENV suit to be more lore accurate. The logs state that the ENV suit is an engineering marvel and the reason why the House Beyond has found so much more success than the other houses of the high court. Making debuffs last half as long would be accurate to the logs stating how the ENV suit can calibrate to any environment.

thin meadow
#

mods need to delete all users like @sand abyss, they keep spamming people's DMs

hollow basin
#

Item Idea:
Budding Hydrangea

Has an on-hit chance to attach a flower to an enemy, which drains them of health and heals you. Starts as a white item, and upgrades to a higher rarity each stage, dealing more drain damage to enemies and healing you for more % of your health. If you go below 50% health on a stage, its rarity decreases by a level. Extra stacks picked up grow to the rarity of Hydrangeas currently held, and extra stacks increase chance of attaching a flower to enemies. Multiple flowers can be attached to a single enemy, like sticky bombs. When this item has grown to Red rarity (Blossoming), a small amount of healing you receive is given to allies (5% per stack).

Budding Hydrangea (White) -> Blooming Hydrangea (Green) -> Blossoming Hydrangea (Red)

hollow basin
#

Lunar Item Idea:
Petri Dish

Does nothing. After charging 2 teleporters, converts into a random red item, BUT if you go below 50% health before it turns into a red item, it breaks and turns 3 of your items and your equipment into random lunars. happiesttroll

"Your C_LensMakers_Glasses has been converted into L_Eulogy_Zero."

warm trout
#

!feedback

I desperately want to love the Light Flux Pauldron but the fact that it completely ruins any abilities that utilize attack speed makes it undesirable for half the survivors that it initially seems perfectly designed for.

I propose changing Attack Speed to only affect the time between individual attacks, and add a new stat called Cast Speed that affects animation speed for abilities like Artificer's secondaries and Loader's utilities.

Keep this stat on Syringes and Mochas so they remain functionally unchanged while still buffing the Pauldron.

abstract urchin
#

!feedback

change this geyser on siphoned forest to not give you fall damage after travelling through it.

hollow basin
#

Lunar Item Idea:
Profaned Egg

Upon death, you gain each of the heresy items and are resurrected as the Heretic, and this item is consumed and turned into a Cracked Egg, which increases Heretic's passive health drain.

Resurrecting multiple times increases your passive health drain dramatically, and gives you more heresy items which increases ability cooldowns. This is a much easier and more consistent way to get to play as the Heretic without requiring a massive LunarCoin investment. There are normal and void items to resurrect you, so it's only fair that there is a Lunar equivalent.

severe nymph
#

!feedback
Some sort of way to "cash out" or "win" simulacrum. I've had runs without artifacts where I've had to stand still and tap out because I've just been able to out-kill what the director throws at me, but a sort of win condition and reward would also improve my enjoyment of the gamemode and maybe other's as well.

Aesthetically I'm thinking after wave 50, the simulacrum of a celestial portal would appear. You'd be presented with a "terminal" instead of an obelisk, and your character would obliterate by submitting their data to the Void through their terminal.

plain valve
#

!feedback

Revert Commando's grenade physics.

rancid lava
#

!feedback

red item
(insert cool name)'s quiver

Projectiles now pierce and do +10% (+10 per stack) per enemy that is pierced.

lone gate
#

!feedback

Black Belt - Red Item

Increase movement speed (stackable)
Increase jump count (stackable)
Decrease/remove fall damage. (Why would H3AD-5T v2 have a monopoly on that?)

Double tap a movement key (or press some dedicated dash button) to do a Terraria-style dash.

By Terraria style I mean:

  • The dash will not stop you after the dash is finished, just bring you down to your normal speed level. (Like Hunter's Harpoon)
  • The dash can be used mid-air.
  • Can attack during the dash.
  • You can jump after a brief period after the dash.
  • And once the dash stops, you will be sprinting after the dash unless done something else (like jump or attack), or for some reason you stop pressing the movement key.

…So basically double tap a movement key to gain a sudden burst in speed.

placid olive
#

!feedback

Make Regenerative Scrap usable on white printers instead of green ones.

The item itself is still a green one, so it still drops off bosses. But that way its way more usable since white printers are all around while green ones are sometimes really hard to find. Nothing more frustrating than having two teleporter bosses drop scrap and you wont even find a single green printer in the whole run.

zinc iris
#

!feedback
make the dlc characters usable in games where the dlc is disabled because I love the Railgunner and the dlc but when my friends want to play they don't want to play with the dlc but i still want to play the railgunner

little barn
#

!feedback

well someone really liked this idea for artificer
a good QOL/buff for her is to make her M1 charges fully replenish after using an ability. it would help her consistency and help with future playstyles/loadouts too and make her fulfill more of a combo-mage fantasy

cosmic remnant
#

!feedback
Trivergent Lens (void U_Stealthkit)

While out of both combat and danger, become cloaked. While active, gain +0% (+14% per stack) movement speed.

  • Only activates when more than 7 seconds have passed since taking damage, and when more than 5 seconds have passed since you last used an offensive skill
  • Unlike Bandit's utility and Old War Stealthkit, this item does not grant a +40% movement speed buff.
quick adder
#

!feedback

Lysate Cell's item description has an extra period while other void items do not.

maiden prairie
regal magnet
#

!feedback

I suggest some changes to the Blind Pest monster.

In me and my friends that i play the games with opinion it seems that the Blind Pest is an overall unfun monster to face, so id like to suggest some changes to it.

Suggestion 1: increase their spawn cost so they dont swarm you as much as lesser wisps while being way way stronger than lesser wisps

Suggestion 2: Lower their overall damage or give them a clear indicator of when they will attack, this is what made the wisps so much more fun and fair to play against, but the Blind Pest just seems to fire at you with no warning, and seems to do over double the damage of a lesser wisp.

These are just some suggestions i think would make them a more fun monster to face in your game, hope people like it.

mossy loom
#

!feedback

Make blind pests inaccurate because they are blind.

broken ingot
broken ingot
#

!feedback
add a creative mode where you have access to an infinite number of any item and can spawn any enemy. good for testing item combos and testing things on enemys.

hardy musk
#

!feedback
I feel that maybe the end stat screen should also show how much hp you've healed in the run and how much you've healed your allies

small star
#

!feedback

Please size down Gup's hitbox, this is genuinely unfairly long.

fathom pasture
#

!feedback

I think death causes should be more specific. Sometimes things happen so fast in the blink of an eye you don't know what killed you and the enemy to get the final blow and only that doesn't help with the confusion.

graceful kestrel
#

!feedback
i really love the idea of stationary enemies, with the alpha constructs and the void barnacles, so it'd be really nice if we got a boss similar to the early design of the xi construct.

 | Plagued Hive |

:Unholy Creation:

Spawns in: Wetlands, Sundred Grove, Sky Meadow
Boss Item: Bursting Sac (will write another feedback on this later)
HP: 1250 (450+ per level)
Abilities:
Send out a swarm of poisonous flies, that chase the player for up to 5 seconds or until death, dealing 150% damage and inflicting poison for 2 seconds on hit.

Emit a cloud of toxic gas that surrounds the Hive, dealing 1% of the survivors HP per second.

Release a wave of quickly moving Larvae, which attach to the player (up to 3 at once) and drain the player of their life, healing the Hive for 2% hp for every 1% of HP leeched from the player. Larvae detach after 10 seconds and have a chance to detach when attacking. (5%)

On death, the Hive will explode, releasing a swarm of flies and larvae, attacking the player.
//////
LOGBOOK ENTRY:
[ TRANSMISSION INCOMING ]

I am a scientist from the UES Contact Light, on a journey to discover alien species and study them. I am joined by my good friend Tharson on this adventure.
///
Today we travelled the wetlands, encountering jellyfish and beetles, until we smelled a foul odor coming from the pool of water we came from. We had to put our gas masks on after we realized this odor was toxic. Tharson is OK from this encounter.
///
Upon reaching the other side of the wall, we found a large sac, similar to the backside of a Beetle Queen. It didn't seem to be alive, so I had Tharson collect a sample of this sac. As soon as the knife touched the flesh of this sac, it burst open, releasing a swarm of poisonous flies and small larvae. I have given it the nickname; Plagued Hive.
///
After seemingly killing it, it exploded into a repulsive pile of poisonous maggots and flies. Tharson is OK from this encounter.

[ TRANSMISSION ENDED ]

wheat venture
elder island
#

!feedback
--Buff/Rework idea for Blight--
Change Acrid's Blight ability to work similar to Poison in Dead Cells. When an enemy is killed by Blight damage, it creates clouds of Blight that spread the debuff to enemies inside. The stacks of Blight that these clouds apply deal 50% of the damage of the stack that killed the original enemy, but apply an extra stack every second, scaling with attack speed.

pearl pine
#

!feedback dumb idea I had....what if Titanic Knurl made your character larger?

broken ingot
#

!feedback void item idea: U_Harvesters_Scythe
deaths scythe
all NON crits heal for 5% of total health
huge healing but gets weaker the more crit you have.
could finally take C_LensMakers_Glasses off the throne

distant pewter
gritty rose
#

!feedback
red regenerating scrap
works once in any printer per stage (including yellows)
all printers gain a 10% (+10%) chance to print 2 items

crude haven
#

!feedback
Engineer's Pressure Mines charge time should scale with attack speed since they are quite situational and get worst as the game progress and more enemies spawn, making Pressure Mines have no upside to it's alternative, the Spider Mines.

severe nymph
#

!feedback

"DIY Flamethrower" Green item tier. Stores charges similar to shuriken, but instead of shooting a shuriken it shoots a piercing gout of flame 10 meters or so. This blast of flame does little direct damage but sets enemies ablaze.

This would give the player another avenue to get burn damage beyond gasoline or ifrits, and could augment characters with weak m1s in the same manner as shuriken.

elder island
#

!feedback
Undertow: Trespass Alternative
Controlled: Harness unseen Void currents to quickly propel yourself forward and throw nearby enemies behind you.

Corrupted: Harness unseen Void currents to propel yourself upwards and pull enemies in below you, before slamming into the ground for 300%?-1000%? damage

little tree
#

!feedback

please consider giving the ignite rework another pass, as right now all it does is further buff blazing enemies (already one of the scariest elites), and nerfs it on players-- probably the exact oposite it was intended to do.

Fire was already not that strong on player's kits, mostly exclusively benefitting fast-hitting attackers through a ludicrously rare item drop(Ifrit's distinction) and gasoline, who's main strength wasnt it's fire damage but its early-game radial group damage. Now those items are significantly worse, with gas tank merely being a band-aid and requiring several to make it a semblance of how good it used to be in the first place.

Hurt most from this is poor artificer, a character who vastly relied on fire damage to carve out her niche as a strong early-game character getting severely butchered by her halved damage on what used to be her strongest skill, making the arguement on wether she's a balanced or weak far more one-sided as now she even struggles in earlygame, what used to be her central greatest advantage--which even still most people didnt consider worthwhile all the way back then.

flamethrower scaling with attackspeed also doesnt adress this as now she requires specific items to tap into even a fraction of what her strength used to be.

nimble obsidian
#

!feedback

commandos grenades explode on enemy impact

alpine bridge
#

!feedback

I'm not sure how elites actually spawn in the game, and if they spawn with an equipment to assign their aspect, but right now, aside from Silence Between Two Strikes and Ifrit's Distinction, all of the aspects kinda suck.

Reasons:
Let's get the first big issue out of the way: It's an equipment. Unless you're really desperate for a half decent equipment, I don't think that under any circumstances you would want to pick up an elite aspect instead other than "it's cool". I mean, 3999 times out of 4000, you would much rather have a disposable missile launcher, royal capacitor, recycler, executive card, or any other not terrible equipment instead. The items are just too rare and don't have enough power to them to warrant getting rid of an equipment.

Her biting embrace literally is chronobauble with the added death effect, but why would this effect matter if I'm dead?

His Reassurance is literally only good on Engineer (but why wouldn't I just use bungus?) or Captain if you're really max stacking drones. Spectral Circlet suffers from the same issue.

Ifrit's Distinction is really good as it allows the ability to apply fire on hit, which normally can only be applied through gasoline or Artificer. However, this items still comes with the issue of it's an equipment, and unless fire provides that big of a damage boost, I'd rather just kill half of a teleporter boss with a preon accumulator.

N'kuhana's Retort seems good in theory, but by the time you get it, mending enemies are so weak that you basically can one shot them all. This goes into another issue for these items, is that they are super rare, so if your are far enough into the game to get an aspect, you're already in a god run.

Silenece Between Two Strikes is good. Nothing to say.

Solution:
Make these items as 1/500 drop instead, and change them to be boss items. That way there isn't a negative to them and they're still "cool" even if it's something like Her Biting Embrace.

dawn gale
#

!feedback if oddly shaped opal and weeping fungus give a status for their passive armour / sprint requirement, maybe we could get a status/buff icon for rose buckler and energy drink

loud osprey
#

!feedback
Turning into a DLC character with Metamorphosis while the host has DLC enabled, while you don't own it yourself, seems to make you not spawn at all.

azure cairn
#

!feedback
-Don't increase their Movement speed but Have Engineer's Mobile Turrets be considered "Always Sprinting". If normal turrets best item is Bungus, Mobile's should be Wungus.
-I find that the only real sustain mobile turrets have late game is Medkits and praying for Harvester Scythe crits and that's about it.
-Also, this is so that atleast these turrets can benefit from sprint based items such as Energy Drinks, Rose Bucklers and Little Disciples etc. Unlike stationary.

keen nymph
#

!feedback
possibly add some sort of "quick chat" system for multiplayer on console, where you could bind certain messages to a button you aren't using
messages like "gather here!" or "thanks!" for example

proven plover
#

!feedback Gup -Yellow Boss item - Gooey exoskeleton that periodically protrudes spikes when enemies are too close.

cursive pilot
#

!feedback
Make the skybox on Abandoned Aqueduct higher as it is annoying to get teleported into the ground when trying to headstomp enemies, and it feels particularly low on aqueduct compared to other stages.

frigid flame
#

!feedback
basically making the propersave mod in the game, it makes it so you can rejoin a run if you exit it normally, saving it each stage, but if you die the save is delted

little barn
#

!Feedback Simulacrum's defense zone's bug/crab pathing needs to be fixed desperately. Too many times I reach stage 45 only for the defense zone bug's pathing to phase it through a wall to reach it's destination that's ontop of a ledge that is just completely unreachable. Whether it be because of your current character not having innate vertical abilities, or it phasing ontop of a ledge that's directly above the zone made you path to. Forcing a failure. It REALLY should not be able to phase through full walls to reach it's destination. Please fix so the mode is fair to play.

safe prairie
#

!feedback
Have poison/blight reduce healing/regen on afflicted targets.

Acrid can struggle against healing enemies much more than other survivors, especially noticeable on Void Barnacles in early void seeds or the Simulacrun due to their unnaturally high health regen for enemies almost out-healing poison.

worldly furnace
#

!feedback

R_WakeOfVultures is one of the only non-lunar items in the game that has the ability to actively hurt you due to taking away your healing when overloading or perfected.
(The other non lunar items that fall into this category are C_Personal_Shield_Generator [OSP], B_Queens_Gland , U_Squid_Polyp , V_Newly_Hatched_Zoea , ect, [When Friendly Fire is on or they're corrupted], and V_Benthic_Bloom [duh]). It's the first item I scrap in a scrapper and the fact that it activley hurts you as a RED is so dumb. I propose the following as a buff (for both R_WakeOfVultures and the elite equipment items)

For the Tier 1 Elites, if any are active on a player, double the user's damage. If afflicted with any Tier 2 Elite Buff, quadruple the user's damage. This damage does not stack and the Tier 2 overrides the tier 1 if both are active at the same time.

This would
A: Give a reason to pick up Celestine/Malachite effects given that compared to Ifrit's, SbTS, Shared Design, and His Reassurance; Spectral and N'kuhana's are kinda...complete garbage.
B: It would make it so that R_WakeOfVultures isn't so GARBAGE GOD I HATE WAKE OF VULTURES AAAAAA

Thank you for attending my ted talk.

whole dagger
#

!feedback add cross play

main edge
fallen basalt
knotty helm
#

!feedback
Fix lysate cells on mercenary cancelling slicing winds if you spam your special key too fast.

fluid haven
#

!feedback
Release dev notes of some sort that includes info for console update happiesttroll

sturdy isle
#

!feedback A boss item for hordes of many, maybe gives you a swarm of common enemy allies (lemurians, wisps, etc).

spark kettle
#

!feedback should make a channel on discord for the reddit r/place thats happening right now. Would be nice to collaborate together and keep risk on the canvas

willow spear
#

!idea -> Survivor concept

Semmed alright, but clearly not finished

My idea is a lunar survivor. One who's fully devout to Mithrix; much like the scavengers in a moment, whole.

Known as "The devout"

Misc - token of allegiance

Lunar items give a slight increase to your health and damage. Health regen is also increased.

(Beads of fealty have a stronger affect, due to them being a stronger bond with Mithrix)

Primary - Essence of soul

melee that does poor damage, but heals you significantly

Secondary - Essence of blood

works with ammo, shooting needles like Mithrix, and doing great damage; drains health significantly

(Backup mags double ammo count, but quadruple reload time)

Utility - Essence of design

a boost forward and a slam onto the ground with your fist, forming one of the damaging pillars alike Mithrix. But, it slows movement speed significantly for ten seconds.

Alt utility - Apparition of death

Slam down, but make the big funny death wheel attack, sending out pulses every two seconds, five times.. but, you're slowed for ten seconds and can be damaged by your own pulses

Special - Essence of mass

Charge a ball for two seconds, flinging it at enemies for a hefty 1000% damage, and slowing them to half their normal speed for five seconds.. but, be slowed to half your speed for equal time, and use 50% of your health to cast this attack

molten elk
#

!feedback

So, the elite aspects, yeah? We mostly all agree that they kinda suck, right? What if we could activate the "on death" effects on command, without dying? Yeah, we'd probably need to give Blazing, Celestine, Overloading, and Perfected some "on death" effect; but I think that's a fair trade. Wouldn't you?

These new effects could go like so:
Blazing: Leave a pool of fire where it dies for like 2-5 seconds
Overloading: Explode. Plain and simple
Celestine: Everything that was invisible gets some buff for a short period
Perfected: A Cripple nova (not 100% sure on this one, but you get the idea)

Of course there is also the option of just not giving them on death stuff either, Overloading and blazing are I think strong enough already, you're only ever going to use Celestine in co-op anyway, and Mithrix doesn't strike me as the kinda guy to think that "Perfected" can fail.

crude haven
#

!feedback
A set of alternative skills for the Void Fiend I thought of.

M2: Black Hole
Normal - Shots a sphere that charges on impact for 3 seconds before exploding dealing 1500% damage (Similar to when you kill Void Reavers, attach to enemies in case you hit one).
Corrupted - Shots a sphere that, upon impact, drags enemies towards it for 5 seconds dealing 400% damage per second.
Cooldown - 4 seconds after the sphere disappears completely.

Shift: Dive
Normal - Travel into the targeted area, being invulnerable during the effect, and gain a +20% movement buff for 5 seconds (travel speed scales with movement speed).
Corrupted - Immediately teleport into the targeted area (teleport distance increases with movement speed).
Cooldown - 5 seconds.
Note - Holding Shift allows you to better choose the targeted area similar to Artificer's Ice Wall.

R: Embrace
Normal - Gain 100 corruption and the corruption meter stays still for 5 seconds.
Corrupted - The corruption meter stays still for 10 seconds.
Cooldown - 20 seconds after returning to normal mode.

severe nymph
#

!feedback

Give twisted scavengers a burst movement option to increase tension in the fight and close off distance. This could be a simple super jump, if anything. Right now twisted scavengers absolutely eat it against long range hitscan characters like railgunner and void fiend

zenith falcon
#

!feedback

Add a light band on chests that is on when a chest is unopened, and off when a chest is opened. Would make it so at a glance from far away you can tell if a chest is open. You can already do it with shrines since the icon above disappears when they are used up, now we just need something like that for chests.

PS: I spent 15 mins making an example image but then I found out I can't post images. ;<;

gusty tusk
#

!feedback
Voice acting for Mithrix

cosmic remnant
#

!feedback
Make the cost of rerolling the lunar shop increase at a rate of N, instead of 2^N (where N is number or rerolls)

Having reroll prices able to go up into the millions makes players who hack coins (like me) feel cheaty for spending ungodly amounts of coin, while also making legitamate players basically unable to reroll beyond a few times.

steady steppe
# cosmic remnant !feedback Make the cost of rerolling the lunar shop increase at a rate of N, ins...

!feedback not to mention, in general, make more ways to farm lunar coins, like some suggestions i've seen where things like simulacrum gives a coin every 10 waves. u have no idea how much just a few extra coin earning methods would increase replayability and i guarantee less people would cheat in the coins (myself included) if they werent so hard to get casually, ESPECIALLY in multiplayer. its not like lunars are game breaking anyway so more freely being access them without spending 7 years would be cool.

crude haven
#

!feedback
Skill that self inflict damage should NOT be able to stack the Curse debuff on Eclipse8 which is the main reason Rex is the worst character in the game mode.

placid hawk
#

!feedback Survivor Concept. Still working on it

Soldier of Fortune
Passive

  • 10% chance for enemies to drop a non-expiring cache that replenishes one(+0.2 per level) Secondary charges.
    M1
    -Grandfather's Carbine:
    Shoot an assault rifle that deals 150% damage to enemies. 30 charges. DOES NOT RECHARGE AUTOMATICALLY

Once out of charges, whip your rifle's stock at enemies, dealing 300% damage. Has a 20% chance of stunning light enemies
EDIT: The Stock Melee attack can only stun enemies like Mushrums, Imps, Lemurians, Bettles and Lesser Wisps
EDIT 2: The stun duration scales with damage
M2
-Reload:
Spend 1 charge of your secondary skill to regain 30 charges of your primary after 2 seconds. Can be done up to 3 times. Can only store 3 charges.
EDIT: For clarification, "Can only store 3 charges" means that you can only have a maximum of 3 charges regardless of how many of their passive's drops you pick up. Backup Magazines would increase this maximum charge capacity
DOES NOT RECHARGE AUTOMATICALLY
Utility
-Nail Bomb:
Throw a Nail Bomb at the enemy that explodes in a 10m radius, dealing 250% damage and applying "Corrosion" to all enemies hit
EDIT: Corrosion is a debuff that acts the same as Bleed but with a few changes. 1 stack of debuff would tick for 5 seconds and only deal 10%(+10% damage). For every 10 stacks, the afflicted gains an extra stack of "Tetanus" which immediately explodes for 200% damage, consuming itself and the 10 stacks that originally applied it
Special
-Flip of a Coin:
Test your luck and flip a coin. Spend 10% of your obtained gold.

If you land heads, temporarily gain +1 Luck and "Blessing of Primas V", a status effect that give you a 10% chance of triggering a random on-death effect from one of your current items whenever you hit an enemy. Lasts 20 seconds

If you land tails, temporarily gain -1 luck and instead gain the ability to automatically reload your primary and secondary skills at no costs, lasts 20 seconds.

The result of your coin toss is never affected by your Luck stat.
EDIT: Using multiple times doesn't stack up or subtract any Luck

zenith falcon
#

!feedback

Alternate ultimate for Captain: Strike force beacon, When placed, calls in several drop pods containing commandos and drones to assist the captain. The drones types and what items the commandos have would scale based on the captain's level. We already know that there are other commandos in the game based on the dead ones around the rescue ship at the end of the game. I think it would be cool if we had the authority to call in strike squads to assist us, and it would pair well with captains' microbots. And the ability scaling with the players level would make it viable late game. The drones follow to other stages, the commandos only help for the current stage.

willow spear
severe nymph
#

!feedback

Bands cooldown presents as a circular meter next to your crosshair. The amount of available shuriken also show next to your crosshair as little pips. I do have some grievances with all relevant cooldowns, buffs and debuffs being in the extreme corners of the screen in a game that requires full attention to the game world

cosmic remnant
#

!feedback

Void Reavers implode on death, instakilling anything inside its radius.
Void Jailers do the same, but they fire the implosion like a projectile to its target.
Void Devastators are... pretty much just a reaver implosion, but bigger.

On death, a Void Devastator will implode in a large radius. Upon imploding, it fires multiple, smaller implosion bombs that instantly implode on contact with the ground. On paper, this sounds cool, but in practice, it has a lot of issues. The implosion being larger is barely noticable, and the cluster bombs don't spread out nearly enough to be a threat to anything that survived the initial implosion.

To be honest, the Jailer's implosion projectile is a lot scarier and deadlier than the much stronger Devastator's implosion cluster. A Jailer can implode you from a much farther distance away.

Some ideas:
A) Make the implosion much bigger, maybe to about the size of the teleporter radius. Also make the clusters shoot out a lot farther, and bigger.
B) Make the implosion MUCH, MUCH bigger, like Grandparent sun-attack big. However, make it also require LOS to instakill.
C) Make the implosion a cylindrical "beam," that extends a long distance (3x teleporter radius). The beam is pointed at it's target, and doesn't move once spawned.
D) Make the Devastator fire a non-damaging projectile on death, then where that projectile lands it creates the current implosion effect. Also make cluster bombs shoot farther.
E) Make the cluster bombs, instead of being a small radius of instadeath, create their own timed implosion, about the size of a Reaver implosion. Also shoot farther.

little barn
#

!feedback

I think it would be a good idea to give the option for players to exit the Void Locus after finishing all of the Void Signals via the Null Portal

alpine bridge
#

!feedback

I have noticed that often times, if you get a Dio's Best Friend, either you never use it as you don't need it, or you do use it and just die again anyways because, well, you died the first time and you're not anymore powerful. Dio's Best Friend is not a bad item, however it is sort of just an item that you say "Oh, cool...", unlike most other reds.

To fix this, so that you can actually survive if you die the first time, the consumed Dio's best friend now gives the player +50% damage, +50% attack speed, and +25% damage reduction. After the player completes the stage they died on, and the next stage after that, the item disappears (If the player dies on stage 6, the items disapears after they complete stage 7). This gives the player a chance to catch up in terms of strength to the scaling, as there is no point in a revive if everything is the same strength as they can just kill you again.

willow ocean
#

!feedback

Void Allies from Newly Hatched Zoea shouldn't take damage from void? Weird how they keep dying when im activating the deep void signals even though we're in their homeland.

pearl oyster
#

!feedback
my name
pros: spaghetti is good
cons: pizza with pineapple sucks

vague hamlet
#

!feedback
TC-280 Prototype: When it is destroyed, it will release a delayed explosion, dealing a devastating 20,000% base damage to all enemy targets within a large radius.

zinc iris
#

!feedback
the heretic should be unlockable to start with as a character by beating the game as the heretic you probably would get the 4 items to start kinda like the paradox character from enter the gungeon

pearl pine
#

!feedback now that there are so many different ways to lose your lens-maker's glasses (benthic bloom, lost seer's, and pluripotent larva), it is now difficult to assemble 100% crit chance in long runs. My suggestion: remove the non-stacking clause from the crit chance on shatterspleen, predatory instincts, and harvester's scythe. Yes, I'm sure that would impact the balance of the game, but getting 5% chance per green/yellow item isn't that big a deal and it really helps out later on when you start getting a bunch of redundant items and your glasses get corrupted or upgraded.

steady steppe
#

!feedback make it somehow possible to get all achievements even without the dlc. its kind of annoying that i'd have to pay extra money to 100% the game when its possible to use the dlc with other people in the lobby.
i dont care if its extremely out of the way to do so, and u need rng to roll into railgunner and voidling with that one artifact or something.

dreamy vector
#

!feedback nerf collapse on void enemies, i hate it when a void golem one-taps me through one shot protection

static hawk
#

!feedback unique simulacrum skins for each survivor for reaching a certain wave or something

blissful kraken
#

!feedback Make pressing literally ANYTHING bound to an action take you out of volcanic egg, it ruins bottles chaos and can completely end runs when your stuck in a flying egg unable to do anything

main goblet
#

!feedback

Make it so that the ice, fire, and void bands don't proc upon hitting aqueduct pots, sirens call vulture eggs, or rallypoint delta bombs. It's a 10/20 second cooldown, and if it hits one of those, you've wasted that proc on something that can't fight back.

scarlet egret
#

!feedback

In simulacrum, having a "Boss Augment of the Mountain" would be nice since there are no shrines of the mountain (for obvious reasons).

Having one of this in a boss wave will double the initial enemy spawns (just how the teleporter boss number is doubled) and double the void potentials spawn after beating the wave.

uncut granite
#

!feedback DISCORD SERVER: Make changes to the LFG chats to require region inside the comment, e.g.: EU, NAE, NA, NAW, OCE. This will make the LFG Chats more structured and messages that don't have region listings will be auto deleted. Cross Region play will still be possible and its no more effort than writing it normally.

lone gate
#

!feedback

Artifact of Craft

Non-equipment and non-lunar item drops are replaced with scrap.

3D printers are more common, numerous and can appear everywhere.

turbid quail
#

!feedback
Boss Augment of Gold in Simulacrum
You fight Aurelionite, and get a Boss Void Potential, with added chance for a Halcyon Seed (or you can just get the seed and a normal VP)
I thought it would be cool to see Aurelionite in Simulacrum, especially since there are already special Augments for Mithrix and Scavengers

placid palm
#

!feedback
On any platform that you play on make it so that you can see what an item gives you when you are selecting it When you have the artifact of command on.

mystic sigil
#

!feedback Brass Contraptions should not be able to launch spiked balls at you when they're frozen/stunned

desert vortex
#

!feedback

C_Crowbar Crowbar and V_Voidsent_FlameVoidsent Flame should trigger on your first hit against a target, rather than having a high-health threshold. This would remove the anti-synergy between these items when paired with drones, ghosts, teammates, and the like.

little barn
#

!feedback

honestly i really like rex as a character but it would be nice if it was a bit more consistent with its utility abilities and its primary fires-

its utility knockback is really janky and either flings the enemy to the stratosphere or its like a little fart just breezing on the enemy, it would be nice to have some more consistency

the primary fire in my opinion should have a higher projectile speed. not by much but just enough to be more consistent with some hitscan primary fires

sturdy isle
#

!feedback shrine of the bulwark: pay some amount of money to have a random artifact (out of the ones you have unlocked, need at least 3 for them to show up so you cant just get 100% command shrines) enabled for the rest of the stage. Could be really good for you, could be really bad. embrace the chaos. (maybe not sacrifice and metamorphosis, since sacrifice usually doesn't have chest spawns so you'd just be getting way more items, and metamorphosis might completely throw the game out the window unless it only affected the user of the shrine)

magic light
#

!feedback
a priority system for egocentrism, it consume white itens first and then green and red, or at least has a reduced chance to consume your legendary

visual dove
#

!feedback

Might have been mentioned before, but I think taking V_Benthic_Bloom Benthic Bloom would be easier to justify if it converted 3 individual items at a time instead of 3 entire stacks of items. It wouldn't be able to dismantle your crit-reliant build by taking all of your C_LensMakers_Glasses Glasses, for example.

neat summit
# cosmic remnant !feedback Void Reavers implode on death, instakilling anything inside its radiu...

!feedback
this one's an awesome idea i really like it goodjob
but
what if it spawned a black hole on death (not as powerful as the fortnite cube's in terms of suction ofc) that lingered around and stayed there for a bit

after, say, 5 seconds it implodes and deals ridiculous damage applying the collapse status effect around it and anything that gets past its event horizon gets nullified

OR

still keeping in the theme of black holes, these tend to grow in mass exponentially once they absorb something, so what if when a void devastator dies, all nearby void and non void enemies are sucked in?
The more enemies the larger the normal collapse-explosion radius, the more VOID enemies the larger the one shot radius

jade forge
#

!feedback some random idea for lunar perhaps? It can work the other way around (make chests cost less but red items are rarer)

willow spear
frank root
willow ocean
#

!feedback
Let us use Hunter's Tricorn on Elites for their equipment

placid hawk
little barn
#

!feedback
give blind pests a startup animation before shooting/dealing damage .
dodging them in their current state is inconsistent and they're horrible to deal with during loops

cosmic remnant
#

!feedback
Animation when Mithrix kills you.

Maybe, stage 1/3 will make him leap into the air, and stage 4 will make him kneel?

graceful kestrel
# graceful kestrel !feedback i really love the idea of stationary enemies, with the alpha construct...

||!feedback||
feedback on the Bursting Sac, boss item for Plagued Hive

Bursting Sac
Rarity: Boss
Drops from: Plagued Hive
Effects: Upon killing an enemy, have a 5% (+5% per) chance to spawn a poisonous fly that circles around the player, targeting enemies similar to Egocentrism with a 15m (+5m per) range. These flies deal damage in a formula of:
player lvl² x 2
This would equal;
(5 x 5) x 2 = 50 if the player was level 5

Flies also block projectiles if hit, and can only be hit by a projectile once before dying.

might be a little too op but also shatterspleen exists and is the same rarity so
the trollos happiesttroll

tiny lagoon
#

!feedback
obligatory request number five billion to make bottled chaos not proc volcanic egg, it's the only thing stopping this item from being great

crude haven
#

!feedback
Gunner Turrets are much weaker and less worth the investment than drones so I suggest 2 major buffs to them:

  1. Increase their base armor to compensate the fact that they are static and allow us to repair them.
  2. Upon starting the Mithix fight, teleport them into random locations of the arena so they won't just sit on spawn being useless.
hallow egret
#

!feedback

Guarantee that Newt Altar spawns on the first stage. Having to restart runs over and over until you get a newt altar spawn isn't interesting gameplay.
(FYI, Newt Altar can fail to spawn if the game picks a spawn point which is currently inaccessible, like spawning inside the cave on Siphoned Forest when the cave is closed)

plush shuttle
#

||!feedback WarMechanic||
The Bottled Chaos - Volcanic Egg argument:

Seriously guys, getting Volcanic Egg as a part of Bottled Chaos is what you sign up for when you pick up the legendary which does random things. Advocating for a blacklist of equipment effects just because you don't like what you got goes against the identity and the intent of an item which is RNG-dependent. It's like asking for Rusted Key to always drop a legendary happiesttroll. Removing effects like Volcanic Egg and Eccentric Vase increase the likelihood of rolling DML, HUD or Preon making the item even more powerful.
That aside, I can see the argument as to why Volcanic Egg would be really annoying when you have to press it without expecting it and have proposed a simple change.

Add a QoL change which allows you to instantly exit out of Volcanic Egg somehow, by holding F or something?
.

molten elk
#

!feedback
Make Bottled Chaos a Lunar and add the lunar equipment to the pool.