#ror2-feedback-and-ideas
1 messages · Page 47 of 1
!feedback
New Lunar Item idea:
Decreases debuff AND buff timers (ignite on self is shorter but warhorn, gorag's, etc would be shorter as well)
This would also effect Bands timers (but stacking in a way where it can't ever permanently remove the CD time)
!feedback
make mired urn not target barrels and pots please
idk why thats a thing
!feedback I would like if the Queen's Gland gave a different color than normal beetle guards, it gets very confusing to tell them apart.
!feedback upon death/victory, i noticed equipment is gone from score screen, mayb fix? i might be dumb and didn't see it
Here's my feedback: I don't know what you developers did but my game crashes so often now. I can't make it stop and it's annoying because sometimes I'm 50, 60 minutes into a run and suddenly BAM my game is gone. Before the DLC this NEVER happened, even when I had runs that ran for 3 hours with hundreds or maybe even thousands of animations playing all at once. This is not acceptable. This is not beta, early access content, this is really not acceptable. It really pains me because I love Risk of Rain and have tons of hours into both 1 and 2. RoR2 is one of the best games I have played ever. And yet I find it completely unplayable in this state. It's like eating a steak and suddenly it's just gone. I didn't drop the steak. I didn't let it get old and rotten. I am not ill-equipped the eat the steak! I was enjoying the steak and now it just vanished INTO THE VOID as it were. Don't release the content if it has serious, game-crashing bugs.
!feedback
!feedback it would be really cool if delicate watch, elixir differentiated between damage and health trading, meaning you can go under 25% health if you trade that health for something (shrine of blood, tincture, void fog, rex) but if the source of the >25% hp is getting hit they'll proc. That means if you touch a shrine of blood and go down to 7% youre fine, but if you get hit after that you'll lose your watches. This also carries benefits with the damage counter statistic since you can make self-damage not count towards it if they're considered two separate things, making it a bit more meaningful.
!feedback
small dumb idea that will only apply to one every three billion runs but here we go
Egocentrism orbs get an extra effect if you're carrying an elite equipment or have a buff from
- basically a very small, toned down version of the original.
So for the fire aspect you could have each orb explode for a small amount of bonus damage, electric aspect can have a mini Ukulele-like proc (only one chain, significantly reduced damage, no proc chains), perfected restores a touch of shields, ice applies a small AoE slow and so on. These are all just examples, to be clear.
These effects could also come with a short cooldown or weak/no stacking to reduce the capability of massive Egocentrism stacks to eventually overpower everything in the game by a factor of twenty, but it'd be awesome to not have that and be rewarded with unreal power if you're enough of a madlad to pull it off.
It makes Elite equipments a little more appealing and especially in combination with some other feedback in this channel regarding said equipments, it would be pretty cool.
!feedback
Pretty simple thing, have void fog not scale up in damage for the first 3 seconds after entering it, low mobility survivors have very low chance to return to safety after being launched into it by damage being effectively sentenced to death after being surprise blasted by some blazing stone golem somewhere on the other end of the simulacrum.
!feedback
make xi construct NOT back up when you approach it (or at least make it stay on the fucking ground) as it is a pain in the ass to fight as characters like loader and acrid (who mainly use melee attacks to fight enemies).
This also goes for engi as the laser melts turrets and unless you have insane damage on your build they aren't going to kill the boss quick nor efficiently
this goes for every flying boss tbh but xi construct spawns on the worst stage imaginable for movement
make egocentrism gain more stacks from rarer items ( ie: white: 1 ego, green: 2 ego, red: 3 ego etc.) so that my brilliant behemoth doesnt get taken and is equivalent to a squid polyp
!feedback
usuable item idea: a portable scrapper. when you have it you can scrap any item you want, wherever you want. (with a timer between of course)
!feedback
One message removed from a suspended account.
!feedback
generator should guarantee abyssal depths
reasons: im so fucking mad right now
!feedback add synergies to items.
example: gasoline + will-o = a fire pillar similar to kjaro's band but single hit, with the combined strength and range of ur count of both. in general more interactions where items combine effects into something a little better would make getting just 1 of an item u want in a run far better.
!feedback
Add an option to delete Command Essences instead of turning them into an item, to prevent lots of equipment drops from lagging the game when farming with Sacrifice.
!feedback
Blind Vermin I feel like embodies the 'powercreep' of SoTV as a whole as I feel like they're not very well designed enemies.
Their movement speed is INSANE. Even with multiple mobility items like Goat Hooves, Energy Drinks and having a Red Whip proc they can easily stick to players and continuously chomp at them while the player has to burn a mobility skill (if they have one) or just hope to kill it quick. Considering that these guys can spawn as early as Stage 2 and Stage 3 you'd need CRAZY RNG early on in the run to even avoid these guys.
Though they're not damaging on their own their 'in your face' nature and constant damage makes you susceptible to literally everything else while you're trying to circle around this mf's. This can easily lead to eating something like a Blind Pest shot from the back and chunking you for massive damage... though this is all assuming they're normal base enemies.
Blazing variants are a different story as due to the controversial Ignite/Burn rework that literally benefited only the enemies you could be set on fire for a crazy amounts of time as they constantly reapply it with their rapid bites.
On Eclipse they are just downright unfair as with the bonus to +40% Movespeed and and -50% Enemy Attack Cooldowns these become absolute run enders especially on non-mobile Survivors. They can stick to you more, attack you probably twice or maybe three times before you can even think about leaving your range and on E8 just become a constant source of losing Max HP for the Stage. I understand Eclipse balancing isn't a priority nor was Eclipse was ever balanced to begin with but this just sucks majority of the fun out of the mode. It's not hard, it's just cheap.
!feedback
Remove Blind vermin's legs from the game or add an option to disable thier breathing
!feedback
Hermit Crab projectiles are very hard to see on certain maps (Abyssal Depths). This makes them hard to notice among clutter and therefore avoid. This is a problem for elite types which can and will oneshot you (Overloading, Blazing, Void-touched especially).
Could we make the projectiles glow slightly based on their elite type? (Red blazing, purple void touched, blue overloading) This would alert you to the danger before you just get hit by them in the face and die.
Same thing could be done for Brass Contraptions. Their projectiles, at least, are easier to notice overall (sound), so I find the Crabs more important.
!feedback
Everyone loves purple items. Honestly, they added a new layer of depth and decision making to the game everyone enjoys. Only one issue. As most people have probably noticed, purple items have their own internal 'color' eg: Needletick is 'white' Shrimp is 'green' which is another great idea, as you dont want red replacements as common as white items.
The problem is, the red replacements right now are basically run-enders if you pick them up. Don't get me wrong, they're fun and interesting items, and pluripotent is a good take on alt revive, but benthic bloom can single handedly brick your run or your pc, whichever dies first. It feels bad to have a red rng drop get wasted on something you're better off avoiding most the times. I don't think these items should be removed outright or reworked, but at the very least, we need more red void options so every red void doesn't feel like a waste of rng.
!feedback
Remove blind pests from the game pls,
thank
!feedback
Make it so you don’t lose the Red Whip speed buff if you attack and it hits nothing. There are many survivors who use abilities purely for mobility purposes and it feels bad to be exploring the map and lose the speed buff just because you needed to use one to get to higher ground
!feedback
Artifact of Stasis. Items stop spawning after the first loop - when I think of what I'd want for challenging artifacts, I immediately think of something that throttles the amount of items you get in a run. This artifact would force your hand to cultivate the best build possible in the first loop and challenge you to see how far you can take it before scaling takes over.
!feedback
Have an option in the run history where you're able to physically see the items you collected on the character model, like how you're able to in-game
!feedback
Make 3D Printers have a different icon when using the Radar Scanner
, they use the same icon as Chests so it's easy to confuse the two and waste your time thinking it's a Chest you forgot to loot
!feedback
Increase directors cut price of blind vermin and blind pest, and disable them spawning on the first 2 stages, they're literally just upgraded wisps and beetles
!feedback
make it so when elites drop their aspect equipment, it makes a different sound than the generic drop sound - they're incredibly rare, and it's almost comedic that it plays the same sound as a generic white item or equipment drop
it doesnt need its own unique sound, but it's a 1/4000 chance of dropping - it should audibly match how rare it is to get! c:
!feedback
Perhaps the most broken idea of mine.
Artifact of Two (or maybe the Artifact of Inflation)
"Doubles most, if not all, values of the game with no sense of reason or game balance. Don't expect a normal playthrough."
That means double stats and double growths, for you and enemies!
Double exp gain, but also necessary exp to level up!
You get double gold, but chests costs are also doubled!
Skill damage, projectile count and uses are doubled!
Proc chance is doubled!
Monster spawns are doubled!
Difficulty scaling is doubled!
Chests drop TWO items, and picking an item gives you two stacks!
Healing is doubled!
Teleport charge time is doubled (or halved?), and so is the size of teleport zone!
Doubled intractables count and Director's credits!
And many more things that my single brain can't think about!
!feedback
Change commandos Frag grenades into Impact grenades. A good example would be the impact grenades from rainbow six Siege. Just make it so they explode on contact (With anything) instead of after a duration.
!feedback
Maybe have something happen when you kill the newt in the bazaar between time. It doesn't have to be positive, he could insta kill you or take items away but I've always thought that it was weird nothing happened when killing him because of how tanky he is.
!feedback
Green item: Scrap Barrier
Gain armor for each expended item you have.
(Consumed power elixers, broken delicate watches, used dios, etc)
!feedback make brass contraptions more shiny as they can be nigh invisible on wetland aspect (beige brown vs beige brown). This is not a major problem but fits with the replied feedback of making projectiles and enemies stand out (like TF2 has this rim lighting on all characters to make them visible even in darker conditions)
!feedback
Corrupted Happiest Mask (name pending), looks like a purple helmet made of some kind of exoskeleton
Your minions are immune to being Voidtouched. Minions gain 10 armor and +2%/s regen (+10 and +2% per stack) that is shared among all allies within a 15m radius (so if you place two engineer turrets together and stand near them, all 3 of you will have 20 armor and +4% regen)
No clue if these numbers would be good or not, they're just what I thought of off the top of my head. I also don't know how visually confusing this might be in-game especially when you have tons of allies standing together. The main idea is just to have something that builds power the more allies you have and would obviously make some pretty lousy items (Squid Polyps, Queen's Gland) more usable.
!feedback new void item idea:
sacrificial dagger.
this item spawns a constant knife that idly floats near the player and when something is within it's range, it flies off and starts slashing at them a few times before disappearing for a few seconds and coming back at the player's location. if it manages to kill anything, another one is spawned for a somewhat short duration. this duration can be extended by killing more enemies, and the maximum amount of daggers is 3 (scales by 2 per item)
maybe for a secondary effect, enemies killed create an ''on kill'' charge that activates the next time the player hits anything, triggering all their on kill effects (maybe with reduced efficiency so its not op, like maybe it only counts the first item in each stack or something rather than all of them) and it takes like 2-5 (whatever is more fair i guess) enemies to accomplish a charge.
!feedback
Give beetle queens a bigger collidable hitbox
It makes me cry when my acrid jump goes straight through the beetle queen and sends me to the stratosphere instead
!feedback
power tazer is boring, give me alternative.
!feedback Stop Mired Urn from targeting exploding tar pots/barrels
!feedback
Enlarged Bacteriophage - Green/Uncommon
On hit, Consume 1 copy of this item, and apply Infection. Infection deals 100% damage per second, and each tick has a 10% chance to Replicate this item and spread it to a maximum of 10 enemies (+50% per stack).
Spreading applies Inflammation, which deals 100% damage every second, and each tick has a 10% chance to Replicate this item, and spread to a maximum of 5 enemies (-50% per spread) (+50% per stack).
Killing an enemy that is inflicted with either Infection or Inflammation drops 1 copy of this item.
Stacks Hyperbolically, Stacks Hyperbolically
!feedback
Give the aspects an effect when used. Like blazing, you move faster and the trail stays for longer. Maybe for the one with half shield (i forgor its name), the balls do more damage and another quarter of hp turn to shield, leaving 1/4 health for a little bit. Just want some extra effects to make these items seem for viable for a run.
Edit: y no thumbs up option? :(
!feedback
Make aspects play the sound of their respective elite spawning when used. This allows bottled chaos and warhorn to be useful with aspects, as well as tricking your friends 
!feedback
Add a "Scoped Sensitivity" parameter to the settings for the Railgunner. Trying to snipe far away targets can be really problematic if you play on a high sensitivity, so an additional setting would alleviate that.
!feedback
Had an idea from this. Add mobile turrets too, like engi's, minus the inheritance, and still be bullets instead of the beam.
!feedback
Change commando's grenade timer to be flat rather than based on when it's hit the ground
Reasoning:
As it is right now, a tool that commando would very much enjoy and would help him scale up in strength as your skill of the character grows feels more like a random toss-up to wether or not it actually lands a hit or not due to how specific the explosion activation has become, and the changes to how tossed projectiles of that kind are.
I know the changes it got during a patch were meant to help it be more reliable but unfortunately the exact oposite became true, the skill's requirements for activation are just far too specific to be reliable in most situations.
(Edit: Additionally, the current implementation also makes it virtually unusable agaisnt flying enemies due to how bouncing currently works with the grenade, which severely limits its utility)
Suggestion:
Merely changing it to explode after a flat amount of time rather than after hitting the ground once would help it feel so much more reliable as a skill, and might also help quell those power-level criticisms people seem to have with the guy.
(Heck if youre feeling daring, you could even have the grenade be cookable for further skillcap shenanigans)
!feedback
Bosses that move a lot (like xi construct, wandering vagrant, clay dunestrider and stone titan, solus probe unit) should tend to the teleporter if they did not find a target to shoot or haven't been in combat for the past 30~ish seconds.
!feedback Display MUL-T's equipped first-slot primary on its model in character select, like how Engi's equipped mine and turret variants are visible
!feedback
Void Brilliant Behemoth:
Imploding Leviathan
All of your attacks will pull enemies into the blasts, and has small AoE .
Nerf Kipkip.... please
!feedback
!feedback
Make the trajectory locking property of jump pads disable when using additional jumps or activating movement skills, it feels pretty bad to have the character's aerial control taken away when one has already made the decision to leave the jump pad's predefined path.
Idea for next expansion, providence being revived in some weird way, the boss fight can even take place on an old beat up UES contact light, maybe since the bazaar is in between time maybe theirs some sort of secret portal that sends you back in time to fight the providence. bring back and revamp enforcer, maybe add a new character with some sort of time mechanic.
!feedback
!feedback
hi, it would be awesome if self-damaging didn't trigger debuffs or anything of the sort
for example, rex, blood shrine and hell-fire tincture in my opinion should not cause the eclipse 8 debuff
i also think that safer spaces should not be affected by self-damaging effects either - rex should not lose it everytime he uses a %hp cost ability, nor should the blood shrine remove it (for balance reasons)
if you guys id go with this idea (which would be amazing but i doubt it) since it would more or less a throwback expansion especially if it involves going back in time maybe bringing several maps back from the first game like a volcano based map and underwater map (like the first game) potentially adding several items and effects with time based mechanics if possible (however time based stuff sounds impossible to do especially within the context of multiplayer) overall though i think it would be really cool and i would love to see my boy providence in glorious 3d
!feedback
Make it so that whenever you buy a gun turret it either follows you like engi turrets do OR make it so that when you activate the teleporter, have them spawn in the radius. As of now, gunner turrets are basically useless and not very helpful; at least this way It can help during tele event, when the most help is needed.
Eulogy Zero is a good item on paper, and sometimes even in practice for unconventional runs- mostly all lunar runs or runs where you have limited lunar coins. The novelty of the item, however, stops there and does nothing to help support it as an item on its own.
The current "upside but same stat as downside" gimmick is well done in my opinion, but it has little to no effect until you reach 25% or higher, which is sad because by then you probably will have spent over 100 lunar coins in a non-command run. To change this, simply add a stat dictating
When an item is rerolled as a lunar, there is a 50% chance this item is a eulogy zero. This goes away after 100% lunar item chance has been reached
This not only fixes the scaling issue Eulogy currently has, but also makes the impact of 1 eulogy much more useful and mechanically viable. The reason egocentrism is so great comparatively, even though it works in almost the exact same way, is that it guarantees itself, not any other item. Benthic bloom can also support this, as it guarantees random changes every stage, meaning there is a very good chance that you roll a 1/20 to get a clover.
These items with very similar base mechanics work best because they create themselves, and that's how eulogy needs to be adapted to do as well.
!feedback
New update idea: The Cavern Update
- Add a new cavern-themed map with the crystals in the prismatic trials around (just suggestions)
- Add a new enemy that can fit the Abandoned Apqueduct as well: Sand Crab (from ROR1)
+Add a new Miner char (not the modded one, give the guy some tweakings)
!feedback make benthic bloom only upgrade items one at a time, rather than whole stacks
!feedback
Add lunar item called broken cork, whenever you use bottled chaos or elixir you get 2x affect from it, BUT... It seems to do nothing.
!feedback
Siphoned Forest is a great stage that I like BUT, it is WAY too big for a first stage. It's very hard to traverse when you don't have any items yet and the Blind Pests that are common on it are very hard to deal with without items as well. I would suggest moving it to a 2nd or 3rd stage.
!feedback
Voidling's homing projectiles should have their range cleaned up a bit. Currently, if you stand on top of Voidling's back, the balls will literally turn around and start hitting you.
!feedback
should have halved cooldown. 60 seconds is too much and it makes the usecase of the
still desirable but is also worse than it needs to be.
!feedback
Make captain hacking beacon hack all thee shops in a multi-shop if he has Executive card. Right now, no shops get hacked at all, which isn't really fair that that literally removes an entire intractable from hacking beacon. This also is not unbalanced, as captain can already do a similar thing with Chance Shrines.
!feedback
Make veilds (and locus if it doesn't already) work like pillars to give more room to maneuver in exchange for there being more enemies and items for more cell charging time
!feedback going off of this, give lunar pods and coins their own icon, maybe the lunar coin icon, and give void interactables (cradles, encrusted cache, void potential) their own icon
!feedback
Stop the turret-type enemies from spawning inside places that are completely unhittable. I definitely didn't get softlocked by tp inside a void seed with a void barricade spawned inside a rock and completely softlocked me)
!feedback
please make cloaking abilities like old war stealth kit or bandit's cloak throw off enemy projectiles that are supposed to track you. it doesn't make much sense that tracking projectiles can still hit you perfectly fine when using a cloak ability while enemies are considerably effected by it when used with careful positioning and timing.
make the tracking of the projectiles change to function just like monster's targeting while in a cloak, which as far as i'm aware would mean the projectiles would go to the point where the cloak began and then stay there for its duration, or just fizzle out because their lifespan ran out. i mainly want this change because enemies like void devastators and Voidling, but ESPECIALLY Voidling can very easily kill bandit during the mere seconds where he's meant to be the least vulnerable, which is during his cloak.
!feedback
Make it so if you Tricorn a Elite Boss it will drop its respective Aspect as well.
!feedback Perhaps pinging the Primordial Teleporter with M3 or the Radar Scanner can designate it with the sprite of RoR1's Divine Teleporter?
Would love to see a change in Commando's grenade. I feel it needs to be explode on impact with a enemy and possibly stun as well. As of now it is useless when the sky becomes overwhelmed with the enemy. Anyway just a though and if anyone else agrees lets (LIKE)👍 this post as much as we can and try to make a change for the better.
!feedback Give extra equipment charges the visual cooldown bar that extra ability charges get
!feedback
Provide an option to disable aim-assist on Void Fiend’s uncorrupt “Flood” ability. Nearly every other ranged attack in the game requires careful aim, which allows a player to feel more rewarded knowing it was their skill that let them hit the shot (rather than the game aiming for them). It’s also annoying when trying to aim at a specific small enemy in a crowd, and the aim assist decides you should hit a larger enemy nearby.
!feedback
Make the Happiest Mask ghost of the Clay Dunestrider not able to succ you. It’s pretty annoying to lose a run early because of an item thats meant to help you
!feedback A toggle in the logbook's model viewer for regional monster variants and unlocked survivor skins would be neat I think
!feedback
Railgunner: Frost Relic pulls back the camera based on the item's effective radius. This can often feel disorienting in combat when looking through your scope, so if possible, ignore the camera pullback when aiming.
!feedback
Make is so the engineer can basically take back his turrets and decrease the cooldown of the next deployment of his turrets. To make it more balanced, you can make it so that the health of the turret being taken is what determines how much the cooldown decreases. like 100% health turret decreases cooldown by maybe 20s. I want this because I hate leaving my turrets to slowly die in the void. They're my children when I play engineer.
!feedback
consider removing blind pests from a few levels as a whole
They really don't have a central theme other than being "that one thing that came in with SOTV that everyone hates" and i think part of why they are so annoying is that they are everywhere, or at least, there is one variant per level that features them.
I think it would be accurate to remove them from sulfur forests and replace them with wisps, as they fit more thematically.
!feedback Add Han-d to the game
!feedback
!feedback add a line-of-sight and distance check to the end of void jailer's lasso attack so that it can't literally lasso you from an infinite distance and through infinite walls. As long as it gets a bead on you while you're in appropriate range, it doesn't matter how far you run, or where you go, which is a huge oversight for something as devastating as instantly getting rooted (and subsequently blasted into oblivion). This alone makes the jailer the scariest void enemy, but not by design.
Equipment Idea:
Duct Tape
Use to repair a chosen stack of broken items within your inventory (Delicate Watch, Dio's, Potion, etc.). Consumed on use.
"A few strips of this can fix anything."
!feedback i love happiest mask with all my heart and soul, but i'd like it if the ghosts spawned a maximum distance away (like 15 meters or something) from you rather than exactly where the enemy died so they can be more directly beneficial. Currently it fills the role of a less boring ceremonial dagger, but proc based rather than guaranteed. Ghosts are absurdly strong due to their scaling but almost never get to do much of anything before dying, which is further exacerbated by crossmap autokiller items like dagger and ukulele, creating a ghost 5 miles away in some random ditch with no enemies.
!feedback Have the gunner turrets spawn around the rescue ship instead of at the base floor. That way they can help with the opening assault of chimera and in defense at the end
!feedback
turn Elite aspects into passive items like the boss drops, and increase a little the drop chance, something like 1 in 500 chance, and you can use Trophy Hunter's Tricorn to kill a elite and drop the item if you want
!feedback Make it so after the teleporter has finished, void infested enemies start taking tick damage if they stay outside of the void field for to long or make it so the enemy is no longer void infested? Missed out on three void cradles because a void lesser wisp got launched by the rocks on sky meadows, causing it to fly OOB far enough where I couldnt damage it.
!feedback or make the out of bounds player teleport work on enemies too
!feedback
just make the sky meadows death box not stupidly large. this would fix both this and the merc slam problem at once.
!feedback
Make it so you can open log-book while in a run via esc menu or something. Sometimes i just wanna check what an item does when stacked without alt tab to open a wiki.
!feedback consider adding a "high skill" projectile prediction survivor where you would need to rely on your prediction skill to land punishing attacks. I know we have artificer but she is very underpowered and i feel like we could use a survivor with abilities all based on projectiles. A bit like demoman from team fortress 2.
!feedback add a damage over time effect (similar to abandoned aqueduct) for going too far off of sky meadows. Sometimes voidtouched lesser/greater wisps get launched far off the map by flying rocks and lose agro, making them near impossible to kill.
!feedback
PLEASE LET ME GET THIS CLEARED OFF MY LOGBOOK
!feedback
Please, switch off immediate attack on spawn for mobs.
On glass you die in a millisecond when mob appears. Just due due to mob attacked with skill already activated
!feedback
Its nearly impossible to hit the Magma Worm's weak points with the Rail gunner. The creature is extremely fast and unpredictable
A more apt weak point would just be its Head, rather than its eyes.
!feedback
you should bring back Spikestrip
!feedback
Bottled chaos is very underwhelming even compared to many of the worse legendaries. To add to the chaotic aspect of it, it could apply an additional, random effect for:
- Equipment use
- Self buffs
- Debuffs against enemies
For example, adding Bleed to an enemy could also trigger a Tar debuff on them, and giving yourself a temporary Armor buff could also grant an Opal shield or Berserker's Pauldron boost
This would only apply once per instance of unique buff/debuff so that stacking bleed 500 times wouldn't apply 500 random debuffs.
Also gives it synergy with Death Mark, an item that needs a bit of help anyway
!feedback
achievements for Eclipse difficulty
Complete Eclipse 1, 2, 3, 4, 5, 6, 7, 8
but don't add for every character so you can choose your favourite character to complete, and to not be a drag to get all achievements
!feedback
void recycler
it changes an item into or out of it’s corrupted form
New Interactable:
Repair Station
Can be used to repair stacks of broken items (Watch, Potion, even Dio's) for a high gold price. Gold price increases based on how many items are in the stack and of what rarity (repairing a Dio's could cost the same or even more than a gold chest). Has a pretty rare chance to spawn.
!feedback
Lunar equipment: Ascended Dodecahedron
Picks an item on the ground like recycler. On use, has a % chance to upgrade the item to the next rarity. If it doesn’t transform the item, the item is destroyed.
Cooldown: 60 sec
Notes:
-
Like recycler’s reroll, you can only upgrade an item once. You can’t go from white to red.
-
The upgrade follows the same rule as benthic bloom when choosing the item (needs at least one tag in common)
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The chance to upgrade is affected by luck
-
Not sure on the actual percent chance for it to work, thinking 33%
!feedback
make crit goggles show on void fiend's mastery skin. They currently do not.
Defiant Gouge Buff: 
Using a shrine summons several marked enemies that are tracked via HUD. After clearing out all of the marked enemies, an item is dropped as a reward. Using multiple shrines in a single stage increases marked enemy difficulty.
More stacks increase shrine summon difficulty but also potential rarity of item.
!feedback
Make Wungus more interesting, and more of a tradeoff compared to Bungus.
- Require 1 second of sprinting to heal (exempt for ability-sprinting, like Loader's gauntlet)
- Make it scale with movement speed, with the initial sprint speed heal amount being a lot lower. Generally, this should be a nerf.
I forgot the command
Feedback!
!feedback
!feedback
Add more QoL features to the Prismatic Trial leaderboard
!feedback
FunFunFunFunFunFunFunFunFunFunFunFun
I definitely 100% believe that it is okay that Squid Polyp has a bigger downside and risk than any of the Lunar items, and furthermore, I 100% definitely for sure feel like they shouldn't be given immunity to Infestors like Engi Turrets and Drones are, and not only do I agree that it is 100% impossible to add a lore/story reason for why they are immune, but I also definitely agree that Lore and Story should always get in the way of gameplay at every opportunity, I hope that next time you make it so that void infestors can infest your character, thus instantly killing you, since it doesn't make much sense that the non-robotic survivors are immune to being infested.
The sarcasm here is entirely necessary, it's stupid that someone thought this was a good idea in the first place, and it's even stupider that despite it being reworked for Drones and Engi Turrets, it wasn't reworked for Polyps, as if somehow it was deemed that this sort of thing is okay, it's not, it ruins the game when this happens, at the very least give the Squid Turret a new attack that isn't unavoidable for when it's infested, anything but this.
!feedback
Make some new survivor in some future DLC have abilities that do group healing/support. Right now, the only healing abilities that we have that would effect this stuff are captain's healing beacons, rex's DIRECTIVE: Harvest (both of which kinda suck as far as I'm aware), and remote caffinator. Some other things could be ally buffs like gorag's opus. I feel that this would incentivize a unique playstyle for both singleplayer and multiplayer
!feedback
Give squid turrets an attack where they summon a tentacle out of the ground to hold a nearby enemy in place. They can only hold one enemy at a time and they don’t degen health while holding the enemy. This will give them a unique role in protecting you while you are focusing on scrapping/printing.
!feedback i think we can all agree collapse on void enemies is bloody stupid.
it bypasses one shot protection because the initial hit from the enemy deals some damage, and then the collapse finishes u off with 90% of ur health in damage.
please, revise how collapse works on these enemies. or at least make it able to be prevented somehow by attacking the enemy or shaking it off or something
!feedback I want to have a seperate sens for railgunner, It's way too high but if I turn down my actual mouse sens then I can barely turn around.
!feedback
make rex's root hold imps from teleporting and being unaffected, also applying with tentabauble and slicing maelstrom (hooks of heresy)
!feedback
is actually useless unless you are using engineer harpoons, or have
. Make it work on more things. It's a cool item, but it only works with very specific synergies.
!feedback **Elite Aspects ** should unlock the respective option for alternative for color options. A new customization choice "Color" which changes you from the color scheme "Default" to each elite type. (Note these only change the color, and does not give you elite at the start of your run. When you pick up a new aspect it changes to the aspect color scheme, just like default.)
!feedback Is it possible to make Artificer's Ion Surge a utility skill instead of a special? It feels outclassed by flamethrower in almost every way, with it's only real saving grace coming from utility. And with how important flamethrower is for Artificer's kit, especially with ignition now existing, I feel like the only change Ion Surge could possibly receive is being recategorized into a utility skill.
!feedback had a fun idea for a commando passive: "Stockpiler". When accessing nondeterministic items (chests, void potentials, and mystery multishops), you are more likely to receive items you already have, increasing in likelihood the more you have in a stack (eventually capping out to some reasonable value to avoid screwing yourself over). This passive would not affect items which are deterministic, such as 3D printers, revealed multishops, chance chests, and cauldrons, to avoid messing with other players' builds in multiplayer (could potentially not apply in singleplayer but i'd like it to be consistent). I feel that commando excels most with crazy extremist builds and a passive like this would play into that style of play quite nicely, as well as require a bit of commitment to utilize properly.
!feedback
Artifact of Passage: Lets you choose the next stage you go to after the teleporter event (similar to Command).
!feedback
I have an odd little idea for an interactable: a chaos shrine.
When activated, it adds a random artifact-like effect to the current stage, but players that activate it get a temporary luck boost that lasts until the teleporter event is clear, or bonus exp.
Alternatively, the reward could be given after the teleporter event, either as an extra item or a luck boost for the next stage. Either way once its clear, the shrine's difficulty modifier on the run ceases to persist unless another is found on a different stage .
Keep in mind that I only say 'Artifact-like' because it may be easier for the devs to decide to have it enable effects different from what the current artifacts do.
!feedback
If you lose any of the 4 heresy items as Heretic, its respective skill is replaced with a meme skill that makes her squawk when activated.
When Captain loses access to his Shift or R abilities (to hidden realms or from running out of charges), attempting to use them does absolutely nothing. I think it'd be fun if they still had some sort of effect, whether it be purely cosmetic or offering minor utility. For example, maybe using Captain's depleted R skill would make him dejectedly kick forward, dealing small knockback to any nearby enemies. This would also give the Lysate Cell a non-zero effect in his kit.
!feedback
captain doesnt work with lysate cell so what if. you change captains r so its a normal stack ability but without a cooldown / a separate stack counter within the beacon selector. so lysate can work with lil cappy.
!feedback
Add an alternate method to destroy void seeds. I swear to god, I don't know if I'm just unlucky or what, but i've just had three void seed encounters in a row where the final enemy has somehow glitched and I can't destroy the seed. Maybe adding an alternative method, something like shooting at that orb in the middle while within the void area, could resolve the issue of just not being able to get rid of the void bubbles
!feedback
It's kinda obvious that the newest 2 survivors that joined our ranks are "slightly" on the powercreep side with lots of damage and/or utilities in their kits. I was thinking..
Maybe now is the good time to look at the other survivors/abilities that are underperforming, or are generally skipped/avoided?
!feedback
make squid turrets spawn when you use any interactable (scrappers included)
chances are this won't even do anything anyways
!feedback
Add one red movement item, benthic bloom is cool but when it takes your goat hooves and all movement items it becomes slightly less cool
!feedback Add "Name change" to change your profile name.
!feedback squid polyps getting infected by the void makes the item untakeable pls remove
Change the PC icon (
) from Windows 10 to Windows 11
!feedback
Make it so that void items can only be obtained if you have the uncorrupted variant of that item.
!feedback
Make a void bandolier that increases cooldown but also increases damage
!feedback a void-themed family event, perhaps triggering automatically after 3 or more void cells get spawned in on a map. This event would allow much easier access to the new void boss item, which is currently nigh impossible to obtain.
!feedback
Make it so the player can't spawn by void seeds.
Please.
!feedback give voidling and void locus and actual motive for going there, because once you unlock void fiend theres no point in fighting a harder boss for the same reward, plus locus doesnt get enough visits in ANY run ever because void fields is just too boring, froggy is more interesting
!feedback
!feedback guarantee that a void seed will always spawn at least one void cradle with a corrupted item, its sad to put up with a whole void seed and get nothing out of it
Give I.C.B.M.
an active affect, like firing a missile for 150% damage every 15 seconds or so. A red item shouldn't be entirely reliant on other items to do anything (
).
!feedback
Add literally any award for defeating
.
It's currently just there to say, "Hey, I exist!"
The only reward you get is some lunar coins and bragging rights.
!feedback
Maybe a playable character, mini scav :0. Prob not tho
!feedback
void item for Frost Relic;
Shattered Globe
When attacking, gain a 5% to gain a buff, Shard
Shard stacks up to 10x (+5x per stack) and for every stack of the buff, gain a floating shard of the planet that orbits the player. These shards are randomly selected from one of the four types;
Ice, Fire, Rock, and Void
Ice freezes any enemies that come into contact with it, and slow any projectiles that come in a small radius near it Deals normal contact damage (200%)
Fire sets any enemies that come into contact with it ablaze, and reflects and projectiles that come into contact with it. Deals normal contact damage (200%)
Rock is bigger than the other shards, and can block up to five projectiles before being destroyed. Deals extra contact damage (500%)
Void deals no contact damage, but slowly pulls enemies towards it. Shooting a Void Shard will create a small implosion, dealing 700% damage to anything in its radius.
Shards last until they are destroyed.
probably op?? no clue but it sounds fun to use
also its basically egocentrism v2 
!feedback Make Rex’s plant abilities not drain their shield (or leave at least one shield) as it is Plasma shrimp is almost entirely useless on this character
!feedback make clear skies gamemode baby mode for children and babies
elaboration:
joke
morning! todays forecast calls for blue skies!
!feedback
!feedback
Make Consumed Trophy Hunter's Tricorn have a cooldown on 7 seconds. This would allow it to have some utility with on equipment activation items like bottled chaos and warhorn.
!feedback
Another idea, re-introduce the thqwib. By beating all 4 unique twisted scavs (maybe before a certain time for challenge, similar to loaders gauntlet) you unlock the thqwib!
Bump, because we need it
!feedback
If mechanical allies cannot be infested, it stands to reason that mechanical enemies like the Alpha and Xi constructs would not be able to be infested either
!feedback
Diffraction lens (void)
Corrupts all focus crystals
Increases the range of all your abilities by 10% (+5% per stack)
This range increase would affect things like commando's m1, huntress's auto-aim, acrid's melee, and damage fall-off. The increase is percentage based so that it doesn't become stupid broken or completely useless on different survivors.
This item would be particularly useful on melee survivors, making it a much greater trade-off between the increased damage that focus crystals provide and increased crowd control. This trade-off mechanic is intended to be very thematic of the void items as sidegrades. I know it's a very easy choice to pick up on most survivors, but isn't wungus too?
(Note that I am NOT suggesting a damage increase past a certain range)
!feedback
Mechanical... something. idk, can't come up with a good name.
Void SDP that removes all effects of the item except Col. Droneman, however, makes it so drones get player's items, but the items work at 80%... effiecency? is that the right word? I don't know.
!feedback
Once repaired, change the Equipment Drone's name with one that reflects what equipment you gave it. E.g., Gorag's Opus Drone, Disposable Missile Launcher Drone, Trophy Hunter's Tricorn Drone, etc.
!feedback
I know it's been said before, but Blind Pests are ridiculous. They should not have that kind of range and damage for how often they spawn on THE FIRST STAGE. It just cheapens Lesser Wisps because they're just better versions of Lesser Wisps. The director should consider them similar to Beetle Guards and spawn them accordingly
Looking at the wiki, blind pests and wisps technically deal the same total damage (blind pest has 15 base damage and fires for 100%, whereas wisps fire 3x150% bullets with 3.5 base damage, or 3x1.5x3.5 or 15.75 damage as well), but the impact of the two are drastically different. Being hit once for 15 is much more impactful than getting hit three times for 5.
With this in mind, I think blind pest's base damage should be nerfed to 10. This makes them deal less total damage, while still hitting you for much more in one hit. This makes RAP better for wisps, versus opal/spaces better on pest.
!feedback
When family events happen, have the monsters that can spawn show up in a little box in the top right like artifact of kin or void fields. Newer players may not immediately catch on to what's happening by some cryptic message in chat.
!feedback
Complete Bungus Rework Idea:
After not inputting any movement keys (or abilities that move you) for 1 second, create a burst of healing that decays over time.
- Starts when you don't touch WASD for a second, instead of being actually stationary. You can be moving, and have bungus activate.
- Healing, instead of being a constant amount of max health, now bursts on activation. After the burst of healing, the amount of healing per second quickly diminishes, to a fraction of current bungus.
- A 5 second(?) cooldown between healing bursts. You have to move and stand still again to recieve the burst.
- What this allows, is a playstyle of quickly stopping movement for a second, get a quick burst of healing, and immediately start running again. This also opens up some synergies with Wax Quail, as you can jump, and go fast while also beginning the timer for bungus.
- This is a nerf to bungus-engineer. Bungus still has healing over time, but it is a lot less than normal.
Graph is an approximation of how healing would work, versus current bungus.
!feedback
Void item.
Reaver Cakes (Crab Cakes), Corrupts Bison Steaks.
Grants +1.0 to base health regen, additional stacks grant +0.2.
Lore: How to make Reaver Cakes.
Start with the meat from One (1) deshelled Reaver leg.
Add Two (2) Alloy vulture eggs.
Add One (1) Chopped Bursting Fungus.
Mix together and cook for 10 mins at 375* F.
Garnish with Lepton Daisies.
One of my commandos said they bought a notebook containing this recipe and several others from a big white lizard using some coins they found on the ground. Recommend immediate psych evaluation.
-Squad 23-56 Commander
Bumping
!feedback
Some kind of broken/gray item synergy items.
I think gaining some kind of benefit from having them or a limited way to repair them would push breakable items into a unique strategy and build.
It feels odd to me that there are entities with 1 attack that deal 50% base damage, like gunner drones (picture attached from the wiki).
All drones need a buff, so why not just make it 100%. If that's not possible then change base damage and the skill % to make more sense.
To add to this list are wisps, pests, brass contraptions, alpha constructs, beetles, vermin, the whole gup family, hermit crab, and many, many more.
bump
!feedback
make molten perforator leave a trail of fire as you walk, and make charged perforator create a shocking zone around you as a callback to ror1 
!feedback
Dormant void seed.
Interactable that turns into a void seed when used, spawning infesters and enemies, void cradles and potentials, and creating the void damage area on use.
Basically its just a void seed that you have to opt into, allowing you to take on additional challenge for additional reward. It wouldn't replace void seeds, but spawn along side them.
My thoughts behind this are essentially that while random void seeds spawning in, and void enemies harassing you being fine, I think it can feel somewhat bad when you get no void seeds/essentially no chance at void items or too many void seeds (particularly on the same stage) that makes it randomly much more difficult. Theses things are mostly fine on their own, but an opt in version of the mechanic would aid in smoothing out the curve.
!feedback
Edit: Discord ruined my formatting :)
Have family events have their own unique cutscenes. These wouldn't have to be anything major just some enemies moving around and stuff and the event message (i.e "The air begins to smell of sweet strawberries.." appears near the bottom half of the screen). They would be Skippable just like all other cutscenes.
Some ideas are:
--Gup Family Event: Some Gup's, Geeps and Gips bouncing bouncing around
--Golem/Titan Family Event: Some Stone Golems materialize and Titans begin to rise from the ground if the director has enough credits to worldspawn them. They would turn their heads to face the camera as the cutscene fades.
--Void Family Event: A large void portal appears as a Devastator appears leading a couple Jailers and some Reavers
--Wisp Family Event: Very simple, some Wisps and Greater Wisps floating around. If the director has enough credits to worldspawn a Grovetender than one can be seen playing with some lesser wisps
--Chimera Family Event: Some broken apart chimera parts (blown apart Golems, Wisp bodies stuck in the ground) appear to reassemble themselves by seemingly magical means while the camera slowly zooms in onto the moon before fading to black. If this occurs in Locus then this will happen exactly the same minus the moon part.
--Imp Family Event: Imps and (if the director has enough credits to worldspawn them) Imp Overlords will begin to crawl out of portals, kindof like the ones they fall into when they die.
While this is not all of the family events, I just wanted to throw some ideas around.
!feedback
Make the overloading aspect have an active effect the same as the tesla coil from ror1. Or give it an on use effect of the ror1 tesla. Adding the fire trail to molten perf would make it too similar to blazing aspect i think.
!feedback
Firewalkers (Legendary item)
Sandals like those but styled like pheonix wings
Grants 15% move speed. 1.5x jump height. Upon jumping causes a blast similar to willowisp that deals 200% damage and ignites nearby enemies. Cooldown and damage scale with stacks.
(stats need to be balanced more just the concept)
!feedback
Special escape pod and teleporting effect when you achieve mastery on all characters. Would be a good incentive to pick up characters you don't normally play and get a nice reward for the die hards. Perhaps toggleable below the artifacts menu?
When survivors of the void coming to console
!feedback
Some kind of item that does nothing when you pick it up, and has 2 related items, upon having them all in you inventory, you get a big upgrade
!feedback Maybe give passive abilities to those who don't have them? Out of 13 characters, there are only 3 who do not have passives; Commando, Huntress, and Engineer (technically MUL-T too, but his multiple primaries/two equipments feature is kinda a passive)
While I'm not sure what would fit Commando and Huntress well (although their passives should probably both be particularly simple since they are the two starter characters), some kind of passive relating to owned drones would probably make sense for Engineer, similarly to how the Captain's owned drones gain his microbots
!feedback
Possible Commando passive: Gain some small stat increase per (unique?) item held.
like a 1% increase or less per
!feedback
Idea for equipment, “pocket paradox” temporarily gain all void item effects without corrupting the normal item, if you already have some items that have been corrupted, you will get the regular item back throughout the duration of the item while keeping the void item effect as well (this is OP with gesture but spindal tonic exists so be quiet)
!feedback
Void item.
Winding Bouche, Corrupts Rose Buckler
Gain Charges while sprinting, lose charges when not sprinting. Gain 1-20 Base damage depending on charges. (+5 max damage per stack)
Charge speed based on movement speed.
Lore:
One of my commandos found a strange shield when he was out scouting, said he found it in a glowing purple pot covered in stars. The shield appears to be made out of Iridescence clock gears. The material could not be identified. A winding sound can be heard from it when running while holding it.
Private, L, Said he punched a hole straight through one of those stone golems when he was running back to base camp with it. The item is now in the custody of the science division until further notice. Private L was remanded !AGAIN! for Breaking protocol by touching, and bringing, unidentified objects into the base.
Don't want a repeat of the urn incident.
-Squad 23-56 Commander.
!feedback
Alpha Constructs and Mushrums are holding the spawn cap hostage. Please do something about this.
!feedback
Cap buff, taser shoots through enemies and chains from one to another, maximum of 10 enemies chainable, this warrants a longer cooldown however.
Alpha constructs should teleport or fly around after 10 seconds out of combat. I agree that this is a bit silly that they can completely shut down a stage just because you're not nearby
!feedback
Distant Roost is noticeably more difficult to route compared to the other first stages. I suggest an additional jump geyser somewhere in the level that jumps from the second level to the top level in order to make vertical movement less annoying.
!feedback The new Green elites, Healing Elites, or whatever they're called. Seem a bit underwhelming in terms of their threat level as a support monster. I've seen their healing be very underwhelming during the later stages and times. I think that it should have a buff to be that they heal more as time goes on, because they should, rightfully, be the monster you kill quickest as they provide a large threat level, not by themselves but because they make killing other creatures nearby very hard. However, at the moment this isn't quite the case.
!feedback
New Drone: Rusted Locker Drone
A buyable drone that can spawn independently from owning any Rusted Keys. Hovers within vanilla jump height from the ground and can be opened by approaching and interacting with a Rusted Key, provides a Rusted Lockbox drop and is destroyed in exchange for the key. This is a way to exceed the 1 key use opportunity per stage cap, assuming you can keep this drone alive through enough stages to have excess keys.
!feedback
Make all of mercenary’s skills agile, if not just his secondaries
!feedback
Trophy Hunter's Tricorn is capable of executing elite enemies, doing so will give you their corresponding elite aspect.
Elite aspects aren't the best equipment in the game, so when you do get them it's only for the cool factor, like a trophy.
Also, with complete honesty: an overloading brass contraption or a blazing elder lunarian is more dangerous than most bosses in this game.
!feedback
Alpha Constructs as allies are annoying. Not in that they get in your way or anything, but in that they stay out of the way. If you kill an elite at the beginning of a stage, it'll plop down an alpha construct at that location. Problem is, you can easily fill up the cap of constructs in the very beginning of a stage and as you move further away, they just stay there. You can't replace them, because all the enemies will be focusing on you and spawning in your area, meaning that they just stay back and do nothing.
I propose that killing an elite while you have 4 alpha constructs will either kill one of the constructs and spawn a new one near you, or bring the furthest one from your location over to you.
!feedback
Fix xi constructs being stuck in the sky where mercenary can't reach them. I launched one into the skybox and I am softlocked into the teleporter event now.
!feedback
Give rose buckler +10% movement speed per stack because it is currently underwhelming and also to give more movement speed items as they are inconsistent to get in the early game
!feedback
New achievement: True Addiction
How to unlock: Escape the moon on Monsoon difficulty without taking any damage or picking up any item
!feedback
make the chat scrollable (as in you can scroll up in chat to a certain extent)
!feedback give captain a rapier alt for his taser because i would much rather have melee captain then a semi-useless weapon
!feedback There should be different Monsoon mastery skins depending on how the run is 'beaten' (i.e, Beating Mithrix, Voidling or obliterating at the monolith on Monsoon gives each character three different skins).
!feedback
Give Commando a base +1 luck, or at least passive that gives him 50% to reroll a bad outcome once (so, like... 0.5 luck)
It wouldn't change his playstyle too much, but it would help him keep up with newer characters.
!feedback I also got some fun ideas for void items
Miniature Dyson Sphere (Corrupted ver of Frost Relic) - On hit, you create an aura of fire that applies burn to nearby enemies. Each hit has the aura grow larger and tick for more damage.
Loathsome Leviathan (Corrupted Brilliant Behemoth) - Your attacks apply a poison effect that applies damage over time, which stacks indefinitely. Poison damage would probably deal percentile damage, with each stack adding to how fast it ticks per second
Compressed Corvids (Corrupted Crowbar) - You deal bonus damage to enemies when you are above 90% health.
Octopus Eggs (Corrupted Squid Polyps) - Losing 10% of your health from an enemy or an interactable summons a temporary Octopus drone that follows you around. Their health and damage scales with your levels, and each stack increases the number of Octopus drones summoned per 10% hp lost.
Moon Orchid (Corrupted Lepton Daisy) - During teleporter events, a small healing nova is released for every second the player is within the teleporter zone. Basically, the heal itself is small, but happens rapidly
War Cornucopia (Corrupted War Horn) - Receiving healing boosts your attack speed, based on the percentage of health recovered. Attack speed bonus lasts for 4 seconds after the source of healing is gone.
Gladius (Corrupted Aegis) - Dealing damage grants you a temporary barrier equal to 50% of the amount of damage dealt.
Tincture of Order (Corrupted Bottle of Chaos) - When activating an equipment, its feature is triggered twice (an additional time per stack). Equipment with passive traits have their traits provide double the effect.
Daredevil Flatworm (Corrupted Cautious Slug) - After taking damage, your attack speed temporarily increases
!feedback
Make bandit's primary agile
!feedback
ok ok, i know void Lunars seem a bit... weird. but its about the functional concept. so it may even be a complete new item. whatever. here is my idea;
void
: rerolls 1 item in your inv every 60 (- 15% per stack) seconds (rarity is kept)
!feedback
If future expansions have more alternate final bosses add a way to do all of them in a row at the end of a run in a final boss rush. Right now we can go from Mithrix to Voidling, after that we could go from Voidling to Imp Emperor if that ends up being a thing in the supposed imp expansion, then to some kind of Tar Core that may be the source of the tar afflicting the aphelians if we get a clay expansion, then to Providence if he gets added in a classic or time travel expansion like I previously suggested, or whatever order. You could add ways to randomize the chain so it isn't always the same order, and maybe even add ways to do this final boss rush in any order instead of having to always start with Mithrix (going from another boss to Mitrhix could just start in his arena instead of the typical spawn area so that the entirety of Commencement wouldn't need to be redone).
You could even add an incentive to do it. Right now you get 10 lunar coins for beating Mithrix and I believe the same for Voidling, but you have to spend 10 coins to go from Mithrix to Voidling. Just build from there. Spend 10 from the 1st final boss to get 15 at the 2nd, and increase the reward for victory by 5 for every final boss in a row. In my above example that'd be 10 if you only beat Mithrix, 15 if you then beat Voidling, 20 if you take out the Imp Tyrant, 25 if you kill the Tar Star, and 30 for taking down Providence. Etc etc until there's no final bosses left.
!feedback give enginer drones on spawn
!feedback
Make Tincture of Order the actual red, and the Bottle of Chaos the void item.
For me, Bottle of Chaos is too inconsistent to be a red, compared to how much other reds works on a run
!feedback
maybe add crossplay because there is no PvP system unless you have the PvP mod or artifact on in ror2 so there would be no disadvantage
!feedback
idea for
utility (shift)
Fire Shield, CD 8 - 10 second. (i'm bad at naming)
surround yourself with a fire shield. the fire shield will provide
with 10 - 20% max hp for 3 - 5 second. burn/ignite any enemies near you while the shield active. burn/ignite proc scale with attack speed.
note :
<> shield as in blue gauge (or pink gauge if you have
)
<> adding the bolded text
<> OR can change to burn enemies near you to burn amplify debuff (like grandparents praise the sun debuff)
!feedback
Let the Engineer have more than 3 turrets, otherwise having more than 1 Lysate cell is useless
!feedback make void enemies and seeds spawn in increasing amounts, depending on how many cradles you open or how many void items you have. this could make void enemies a persistent threat throughout your run and not determined by rng seeds
!feedback
A Way to Prevent Eulogy Zero Griefing and/or Ruining Multiplayer
--====HOW IT WORKS====--
When one player has Eulogy Zero, item-granting interactables roll two items, one normal item and one lunar. When a player holding Eulogy Zero uses one of these interactables, it has a chance to drop the second, Lunar item that was rolled, but if it had been opened by a player without Eulogy or the chance fails, the interactable will drop the first, non-Lunar item.
3D printers and Multishop Terminals roll item the same way as above, but will roll the chance to replace the item separately for each player at the beginning of the stage. If a printer or terminal succeeds on the roll for one Eulogy holder, it will display as and drop the lunar roll for ONLY that player and any others who succeed the roll, but players who fail the roll or do not hold a Eulogy will see and recieve the normal, non-Lunar drop. The reason for this is so that Eulogy holders can still do a funny and replace all their white items with transcendence or shaped glass or purity, but those without Eulogy will still be able to use these normally.
Teleporters and Alloy Worship Units will roll to replace each player's respective share of the items, eg. one player's roll succeeds on the AWU item, only their share (1 item) will be replaced.
--====WHY IT'S NEEDED====--
This change will allow Eulogy Zero enjoyers to have their fun in multiplayer lobbies without screwing up other players and prevent any intentional run griefing by those wanting to ruin other's experiences, without changing the base functionality of Eulogy. Those who regularly use the item will see no difference in the item, as the chance will just be rolled when opening a chest rather than on generation, and those who don't won't be screwed by eulogy users in multiplayer.
note: all edits to this post were simply for clarification and organization, none changed the main idea
bump
!feedback some new lunar or something that gives you negative health regen in exchange for some cost (it would be an interesting concept i think)
!feedback make it so when a allied void infester (from happiest mask) infests an enemy, you gain that enemy as an ally, as currently when a allied void infester infests an enemy it acts as if it is an enemy.
!feedback keep powercreeping the characters 
!feedback
Please speed up the charging of the portal to the next level after killing the boss of the level by 50-100%! Since the game starts to sag in terms of dynamics, when you have to wait for the charging of the portal.
!idea
New Artifact: Artifact of Time (or Artifact of Speed).
Artifact Effect: Portal no longer charges and is no longer limited to a charge area. The Portal to the next level opens immediately after killing the Boss of the level.
P.S.: I think it's a fun idea for an Artifact that doesn't conflict with the main gameplay core, and gives you the ability to add dynamics to the game as you wish.
!feedback I'd appreciate if the controls could be set on a per survivor basis, similar to what Overwtach does. Since Different survivors use their abilities differently I find myself changing my controls/sens every time I play a different hero.
!feedback hopoo please add void mastery skins for each survivor
here's a concept!!
Mercenary - Singularity
!feedback
alt secondary for captain;
Hook
Throw a hook a short distance forward pulling them towards the player and then blasting them with a shotgun for 450% damage.
or maybe just buff tazer either one is fine
!feedback
Put Strides of Heresy next to the other Heresy items in the logbook
They are part of a set, so having one separated just feels a bit weird
!feedback Put a set of Beads of Fealty in the inventories of the Twisted Scavengers, since they are not consumed upon obliterating at the Obelisk
!feedback
Safer Space's cooldown is rounded to an integer, instead of each stack decreasing cooldown evenly. This results in times where picking up another stack does literally nothing. After picking up 26 safer spaces, picking up more is useless (except for 998 stacks bringing the cooldown to 0, I think?)
Easy solution is to deintergerize the cooldown, and make each stack decrease the cooldown by a decimal instead.
!feedback
Make ignition tank not affect tincture damage on yourself
!feedback RoR is great, but some runs just give you items that make the game pretty mindless to beat. If this problem could be solved somehow, I think the game would be so much better, as the fun part for me is early/mid game where your skill still heavily affects whether you live or die.
Idea: Have some limiter on how fast mobs can die, so they dont just all explode into nothing, or have some part of their HP only affected by direct-damage.
!feedback
Remember when a bunch of people were talking about a reward for killing newt? I just had an idea, a guaranteed drop for beads of fealty. It probably wont be game changing but would help for grinding lunar coins
Edit: again, no thumbs up :P
!feedback
Make monster hurtboxes calculated locally in multiplayer. Currently, when there is even just a tiny bit of latency, attacks that use (slower moving) projectiles can be extremely difficult to hit on moving enemies due to the location of the monster and projectile not matching up 100% between clients. Playing artificer, fire bolts will often phase right through jellyfish moving to the side for instance.
!feedback
Make Commencement visible in the Planetarium, if you got there by the frog route.
(It's implied that when the void 'detains' a planet (like how Commencement implodes), it's sent to the Planetarium. In the frog route, the moon implodes, so it would make sense for it to appear there)
!feedback
add a second indicator for the enemy huntress' M2 will jump to. it can be difficult to tell whether an enemy is in range or not, so a second indicator of a different color, gray maybe, would be useful.
!feedback
Please either remove the ability for Squid Polyp to get void infested, or lower its rate of fire and projectile speed. Collapse is already super frustrating since a single stack can be deadly for any survivor, but what's worse is squids have faster attack speed and their bullets move much faster than almost every enemies projectile in the game acide for wisps or hitscan attacks, and when you open a void cradle, your squid spawns. its an extreme risk that makes this item just not worth it and its not fun to have your run ended just because of that.
!feedback when another player dies it says that they have broken your bones?
!feedback
Make Prelude in D flat major (song used on the Simulacrum character select screen) play before fighting Voidling in The Planetarium.
!feedback
Maybe add Eclipse 8 skins for characters?
Beating Eclipse at the moment just seems useless because there aren't any achievements or unlockables for actually beating each level, so adding another character skin would be cool in my opinion. You can unlock the alternate skin for a character pretty easily, and it's kinda boring to only have 2 skins for a character. Plus, having an Eclipse 8 skin would be a flex to most people and would also give people a reason to actually do Eclipse.
Ideas:
Maybe gold-plated characters or having certain pieces of the character be gold? Since if you unlock Eclipse 8 you get a gold badge.
!feedback Make the duration of Mercenary’s third M1 hitbox consistent regardless of attack speed, to better accommodate M1 extension tech
!feedback Make Esc close the in-game menus(scrappers, void potentials, etc) rather than opening the Pause Menu
!feedback
Avoid the second screen in the simulacrum menu and have high scores listed somewhere else, possibly close to the difficulty selection(?)
!feedback
tweak Bandit's passive to work like Railgunners, crit chance is instead converted to increase the damage of backstab crits, I think this would overall just encourage more use of his passive and I love it since it fits a "bandit" so well.
!feedback
Corrupted Oddly-Shaped Opal Idea
Opaline Nanites
"They harden in response to physical trauma"
Increases armor by X per stack for 7 seconds after taking damage
Not exactly sure how Opaline Nanites might stack. Could increase the armor bonus or duration or something. 7 seconds is in reference to how long Oddly-Shaped Opal takes to recharge. Metal Gear Rising: Revengeance reference in the shortened description you'd get in game
Since Bandit still benefits from having crit chance outside of his current passive, I think a better approach (and more unique than copying over Railgunner's passive) is to add "all crit chance over 100% increases crit damage"
This allows Bandit to work like the other close range survivors, while still having some bonus outside of using backstabs
!feedback
seeing how we are currently on the topic of bandit, i am once again asking for bandit crits to be a different color than normal crits so you can tell what is a skill based crit over a "haha 10 lens makers go brrrr" crit
!feedback
original music for gilded coast?
!feedback
Had an idea on this. After you beat voidling a purple portal appears and you beat the game. I think that if you have beads of fealty, a celestial portal should appear so you can fight twisted scav for boss rush, and future alternate final bosses should do this too. Of course the celestial portal beside the obliterating shrine should be removed so you cant continue the run.
!feedback
Void item,
Protector's Sash, consumes Bazerkers pauldron.
Killing 4 enemies in 1s sends you into RESOLVED. Grants 20% Block Chance, and 30 armor for 6s (+4s per stack)
Lore:
I will stand before my enemy...
I will stand for those that can't...
I will stand when others fall...
I will stand until the end...
-Lost Journal, recovered from Petrichor V.
!feedback
shattered items: all stacks of a certain shattered item will break upon picking a corresponding item
examples
peace offering:
upon leveling up or activating teleporter a flag of peace will be placed reducing damage from enemies by 10% (+ 10% per stack)
breaks from warbanners
One message removed from a suspended account.
!feedback
Could we get a range increase on how far Engineers Carboniser (Mobile) turrets can acquire targets? They dont need to shoot farther, just how far they 'sense' targets from. Its sad to actually watch them sit there and do nothing to a very much present threat.
!feedback
No idea how well/balanced this would function but im throwing it out there.
New benthic bloom: Increase the odds of getting a green/red item from chests and stuff. It keeps the same "feel" of clover/bloom (better loot/luck) while making it a much more suitable "sidegrade".
additionally, maybe take benthic bloom's current functionality (maybe nerf/tweak it a bit) and make it a lunar item. The way it works is really cool, dont get me wrong, but it can often completely shaft a run.
The way corrupted items function right now is really, really cool, but the majority of the white and green items feel like really good "sidegrades" that are at similar levels of power, with similar functions but change how the item works in a new way. Benthic bloom doesn't really do that, instead eliciting a reaction of "great now i get to have no movement items within 3 stages"
!feedback
Tweak to
Frag grenade physics:
- Slightly increase throw velocity
- Greatly reduce velocity on floor bounce
- Wall bounce velocity remains unchanged (if possible to distinguish these types of surfaces)
The current bounciness of the grenades makes the perfect throw satisfying, but less viable as a loadout choice in many situations.
This suggestion would make it easier to land a grenade on the ground in the right area at close-mid range, while still able to bounce throws around corners etc.
(This also brings the ability closer to the frag grenade of Master Chief, which I'm guessing is the inspiration for
)
!feedback
Inscribed Hitlist (lunar)
Spawn a powerful enemy. Killing the enemy will spawn 3 items (0/80/20), and consume a stack of this item. You cannot leave the stage until the enemy is killed.
The 'powerful enemy' is an elite umbra. Their survivor, items, equipment, loadout, and elite type are completely random. In the second loop beyond, it will spawn as a malachite/celestine.
- Only activates on 'normal' stages (no hidden realms, void areas, etc.)
- Can only activate once per stage
Alternate ideas:
- Guarenteed legendary drop, instead of 3 big chests
- Non-umbra target (blazing elder lemurian on stage 1, anyone?)
!feedback
The Unforgiven
Item: Green
Activating an interactable triggers your on kill effects once per second for 3 seconds (+2 per stack)
!feedback
Tricked Treater (equipment)
Passively gain (tentatively 5) random common items. Items are rerolled at the start of each stage.
- Effect is completely passive, no activation
- Items cannot be scrapped, printed, converted by
,
, or order shrine, etc (pumpkin icon in item list + separate from other stacks) - Multiple of the same item can be given
- Each Tricked Treater remembers what items it has after being dropped. Multiple Tricked Treaters have separate item pools, but each remembers its own pool.
- Works on equipment drones (synergy with
)
are blacklisted
Alternate Ideas:
- Activating it rerolls items
- Amount of items given scales with stage count
!feedback
Please make sure that the new Void item Newly Hatched Zoea, which is dropped by the Void Devastator boss, only corrupted the Yellow Boss items that give the character companions, and not absolutely all of the Yellow Boss items. These items are Defense Nucleus, Empathy Cores, Halcyon Seed and Queen's Gland.
P.S.: This would be more logical than corrupting absolutely all of the Yellow Boss items into just one item.
!feedback
Movement speed is an essential part of any RoR2 run, as once the difficulty starts scaling its practically impossible to dodge every single attack with your base movement speed. The problem is majority of movement speed items are gated behind Whites (Goat Hoof, Energy Drink, Mocha) and all movement items that are Green are too conditional to be worth (Red Whip, Hunter's Harpoon...ect.)
I think a solution to this is make Green Rarity movement speed items (and all items that are effected by movement) give a hidden innate move speed like how non-Lens Maker Crit items give a hidden 5% Crit Chance (Except Laser Scope)
For example:
(Red Whip, Hunter's Harpoon) = Gives a hidden 7% to Movement Speed
(Rose Buckler, Little Disciple) = Gives a hidden 7% to Sprint Speed
!feedback
Display the engineer turret icons on the left as the proper turret type when using mobile turrets.
bump
bump
!feedback
is a item that offers the ability to goomba stomp any poor enemy underneath you and along it also increase jump height, but the problem is the jump height bonus is always active and if you been used to the normal jump height until you get it. It'll throw you off for a bit until you get used to it.
I purpose that it gets a "Tap and hold" functionality. Tapping your jump key will do your normal jump height by default and holding your jump key gives you the head stomper jump height
!feedback
We need some kid of Void corrupted equivalent of Beads that allows you to fight a Corrupted Scavenger. The corrupted scav would be decked out in Void items like Twisted Scavs have lunars
!feedback
Artifact of Storms
Constant glowing meteorite effect
(without the darkness)
if that's too much it could just be during the teleporter event but that's less fun imo
!feedback
Disclaimer: Item Idea Feedback
||New Void Tier item: Otherworldy Dimes
While standing still, grants you a 4m (+2) aura which gives you and nearby allies 2$(+1) per second. Corrupts Roll Of Pennies||
!feedback
Void seeds present a unique threat among stages that as time goes on provides an extremely dangerous problem. This is because void enemies gain Collapse on hit, essentially 10 Common Void items, a very extreme amount of result in terms of power. Void seeds also have the chance to summon actual Void enemies that aren't as bad in comparison.
The "Void Elites" provide an extreme threat. Right now this means that running into them is highly likely to result in Run-ending territory should you get hit a single time.
In the course of a normal run, mobility isn't guaranteed nor especially fast during the 1st loop or even beyond. It stands to reason that If Void Seeds remain at their current threat level, additional chances for meaningful loot is acceptable and also balances out the difficulty of a Void Seed(s) on a level. Since Void Seeds Spawn before stage, the Director can be rated to have more credits to Spawn loot if it also spawns a Void Seed, and more loot proportionally per Void seed.
!feedback
Void Item Ideas
-Razorwire: Getting hit causes void crab legs to emerge from you within a 5m radius.
-Hunter's Harpoon: Killing an enemy decreases movement speed of entities between the player and enemy fading over 1 second.
-Lepton Daisy: Release an overgrowth of vines from the teleporter once (+1 per stack), pushing all entities away, remains to slow enemies for 5 (+5 per stack) seconds.
-Ghor's Tome: 4%(+2% per stack) chance on kill to drop a Lunar Coin?...Lunar scrap, a scrapper will combine multiple into a coin? or a printer in the Bazaar Between Time to print/craft/forge a coin...Chance on kill to drop a Void Infestor?...Activate a random void item effect on kill?...
-Old Guillotine: Deal bonus damage when backstabbing an enemy.
-Bottled Chaos: Reduce your hitbox -1 every time X...
-Hardlight Afterburner: Duplicate any item of choice, item is "used" after selection and cannot be scrapped.
-Spare Drone Parts: Gain Col. Crabman. Players gain crab 'legs' and 'arms'. Legs allow players to scale all(not really everything) surfaces. Arms have a 10% chance to pickup dropped items and will trade items with other arms within range.
-Interstellar Desk Plant: On kill, plant a seed that grows into harmful vines or carnivorous plants within small range for 15 seconds.
-Happiest Mask: Void Infestors now work for you upon sight, and will infest enemies.
-H3AD-5T v2: Reverse gravity by jumping, send out explosions periodically when player has been airborn for 30+seconds.
-Halcyon Seed: Interups the growth of Aurelionite during the teleporter event. Aurelionite is 100% damage, +200% speed, -25% health -75% size, has a small regenreating shield.
Bump 
!feedback going off of a recent top feedback about Engineer's turrets
Pinging an enemy should make your allies automatically target that specific enemy. Since currently it has zero singleplayer usage aside from "wait what is that thing in the distance"
!feedback
Item Idea: Reaver Core - Void Happiest Mask
Chance on kill to create a nullification sphere that expands for 1(+1/stack) second(s) before collapsing and detaining enemies inside.
!feedback
please tone down the void fields a bit, difficulty rn is wack and just full-on RNG on whether you get insta-killed by elder lemurians or gup in the small zone you get to not die.
Either that or please add another consistent way to get to Void Locus (not Planetarium, got Mithrix for that).
!feedback
Trophy Hunter's Tricorn should be able to be used on Elites of any type. They do drop an item, though rarely, after all. The Elite Aspects also aren't as ridiculous in comparison to many Boss Items, so this should be fine.
!feedback
For an item in direct competition with
and
, the new void boss item
seems pretty weak.
All the void allies do really is slow/root enemies occasionally, and implode on death. Admittedly, this area denial isn't that noticeable, and I'd much rather have some of the other boss items.
tl;dr buff 
!feedback
A new Item Tier: Prismatic.
Prismatic items come in pairs, and do not function on their own. Inside special chests, you will gain a single component, with one of two categories: Rarity and Typing.
Rarity is self explanatory, the White, Green, and Red.
Typing involves what category of item it is(Attack, Speed, AoE, Utility, Healing.)
These special chests will drop one Prismatic Crystal, with it's type or rarity in the description.
When two shards are brought together at a Providence Shrine(random spawn, like every other shrine), both type and rarity, they create a Prismatic Mass. The prismatic mass will change item every time a new stage passes.
Examples:
White Shard+Attack Shard = Crit Glasses. This then changes into a Soldier Syringe next Stage, ect.
Red Shard+Health Shard= Rejuvenation Rack. Next stage it becomes N'ukahunas Opinion.
Prismatic Items shine rainbow.
!feedback
(Voided)Spare Drone Parts --> Pot of Monster Limbs
Description:
-A Void Barnacle attaches itself to all players.
-All Players shields regen +25% faster
-All Players move speed -25%
-Players gain a claw arm. Players have a 10% chance on hit to activate the arm which reaches out and claws nearby enemies for 300% damage. 3 meter Radius. (Claw arm protrudes from armpit region.)
-Players gain crab legs. Crab legs automatically flick enemies within 3 meters. (Crab legs are similar to the legs of Void Reavers, protrude from the players legs and are slightly curled until attacking.)
New Void Item:
Annulled Oracle
Replaces the guaranteed green item after a teleporter event with a void potential, allowing you to choose 1 of 3 items of random rarity. Has a small chance to spawn a void infestor during the teleporter event. Replaces all Wake of Vultures.
"Something lurks in the depths of the eternal ocean, and we have earned its attention."
!feedback
New lunar item idea: .50K Aether Express
Looks like a few large-caliber pistol rounds, with one opened up and overflowing with violet-tinted gunpowder.
All your projectile attacks (missiles, non-hitscan bullets like REX's primary, Engi's grenades, XQR smart rounds, Artificer's nanobomb and ice spear) fly faster... BUT non-missile attacks also gain recoil.
I think the added recoil would be very interesting to play with on certain characters like REX or Railgunner, as enough stacks of this item could allow them (or any class with Visions of Heresy) to hover/fly using their primary attack. Of course, it can still be disruptive if you're just shooting at enemies. It'd also help if you just want your grenades, ATGs or bombs to fly faster if they're far away.
!feedback
Lunar item concept
Frail Vessel
“Eternal life… but you’d best not break it.”
Aesthetically looks like a creepy jar with light flowing out of its cracks
Provides the player with an extra life
Upon reviving, spawns a large Egocentrism-like orb that pursues the player through terrain, like a buffed Void Jailer death ball
Not sure on how its speed would be calculated, probably is tied to the player’s sprint speed and moves at a % of that, increasing per stack
Instantly assimilates the player on contact, guaranteed killing them similar to a void enemy explosion
Additional stacks increase the size and speed at which the death ball moves, but also provides the player with additional extra lives
The orb causes music to become distorted/puts a filter over the players screen when it’s nearby, to help prevent unfair deaths
!feedback
Void Lunars
Void lunars have a chance to spawn from Lunar Pods when a void seed is present, will spawn from Void Cradles if they are affected by Eulogy Zero, or can appear in the Bazaar Between Time after a void seed has been cleared.
-Ascendant Shrimp-
Void/Lunar
Shields downtime (time before recharge begins) becomes 50%(+50%/stack, diminishing returns) faster, but converts all health into shield.
Corrupts all Transcendence.
-Fogbrew-
Void/Lunar/Equipment
60 sec. cooldown
Can ONLY be used before clearing the teleporter, cannot be used in "safe" areas like Bazaar and A Moment, Fractured.
Decrease ALL stats by 25?-50?% for 20 seconds. After the effect ends, chance to remove one Tonic Affliction if present, OR gain a stack of What Doesn't Kill You.
VFX: While active, a purple filter is placed on the screen, and the edges are slightly blurred. Faint unintelligible whispers can also be heard while active.
--What Doesn't Kill You--
Increase all stats by 5%
!feedback
Scale more HP into sim and less mobs in later waves. Dps scaling is far too high and fps drops are significant with higher mob count.
!feedback radar scanner buff
Upon activating it, if you have line of sight of a chest, it will tell you what rarity item it contains, line of sight of a shrine of chance tells how many tries it takes for BOTH items to come out and for equipment barrels it tells you if the equipment heals, damages, movement or utility.
This would be fair because only the person who activates it can see whats inside, its 45 second cool down is pretty okay just to be disappointed in seeing a green in a big chest and it only lasts for as long the scan is active.
This would make the radar scanner wanted and would help speed up gameplay past it telling you where things are.
!feedback
Green item: Longbow - increases projectile range and speed by 20% (+10%)
Corrupted: Crossbow - Near-instant projectile speed but range is limited to 50 meters. Projectiles deal 3% extra damage per 10 meters travelled. (+3%)
!feedback
Red Item: XM198 Multiplex
Duplicates your attacks
Essentially if you shoot one bullet, this item makes it 2 bullets, and adds an extra bullet per stack
!feedback
it would be cool if ICBM have had synergy with mul-t's scrap launcher.
!feedback
Make Hunter's Harpoon not give as much movement speed, and increase duration.
!feedback
Make every Acrid's third primary attack poisonous.
!feedback
Add a rare Void Shrine of the Mountain, which spawns Voidtouched bosses, void enemies, and a ton of Void Infestors during the teleporter event. Completing this rewards Void Potentials instead of regular green/yellow items.
!feedback
Make Essence of Heresy unactivatable if there are no enemies with ruin stacks
!feedback
At the moment Acrid feels less like a melee survivor and more like a ranged survivor with a bad primary.
Looking at the other melee survivors, each has a way to deal with the issues of close range.
has the ability to use mobility to pick fights with his i-frames, double jump, and cooldown reduction through expose
has her passive of free barrier on hit to stay in combat for longer than most other survivors
Acrid has neither the mobility to get in and out as needed like merc or the survivability to stay in melee for long like loader. 6 seconds for his leap with no cooldown reduction is a very long time and his only means of staying power is the regenerative on his third attack or alternate m2.
I’m not sure what the exact fix is, but in my opinion it might be to make all 3 of his primary attacks (or at least just attack 1 instead of 3) have the regen property. This makes his melee combat more sticky and lets him top off health by swinging at his enemies. On one hand this might be too much, but on the other there’s a character who can press R to restore 25% of their max health sooooo…
!feedback
please for the love of god add opinion to the universal ban list
my 2 hr godrun just ended because a scavenger decided to have both power elixer and also opinion at the same time
!feedback
Item idea: Green Item - Fighters Spirit
Think the melee version of the shuriken added in the dlc
Rough Stats: Activating your primary skill also launches one melee strike that occurs independently that deals 400% damage (+100% per stack) base damage. Effects the closest enemy within a radius of 13 (same as focus crystal). You can hold up to 3 (+1 per stack) strikes which all reload over 10 seconds.
The look would be some kind of ghostly arms with clenched fists that hover over/behind the shoulders of the survivor.
This item would increase the offensive output of melee survivors, while giving range-focused survivors (i.e. commando, railgunner) defensive options for monsters that swarm in and crowd the player.
*yes the tesla coil already exists and is arguably better, but "Fighters Spirit" would be a more common find as a green item, and would be different enough as it emphasizes single-target damage over AOE
!feedback
Remove all the Alaskan servers from the game
!feedback
Void Shurikens (name tbd)
Activating your Primary skill also throws a shuriken that deals 200% (+50% per stack) base damage. Reload 1 shuriken per enemy killed. You can hold up to 3 (+1 per stack) shurikens.
(damage may need to be adjusted)
!feedback
make con lentidud poderosa progress with each pillar you've done
so on the moment you hit the final pillar, the beat instantly drops
One message removed from a suspended account.
||!feedback WarMechanic||
Void Item Idea: Metallergic Reactor Core (Spare Drone Parts)
All of your mechanical allies (engineer turrets included) coagulate together and form a ravenous ball of friends / drone abomination which rolls along the ground shooting at enemies in its path, prioritising your targets. This is the main idea.
All assimilated drones are visibly being compressed together by a purple force and appear damaged but with lights still functioning. I'm not sure how it would work, it could either exist as one unit or act like Xi Construct and be made up of multiple units. Synergy with Empathy Cores with the amount of allies it could collect.
Each drone / turret would be given something like some Akira-style metal appendages in the form of an impaling tentacle / claw arm which swipes at anything nearby, with the ball itself being aggressive and could deal weight damage based on all the drones it has eaten. All drones could also get some aggressive junkyard weapons like shotguns or grenade launchers? Maybe something void related like barnacle balls or laser beams? TRACTOR BEAMS? Up for discussion in feedback.
The abomination makes happy noises and has a purple holographic happy face that appears on the outside to impress you! Too bad you can't join in the ball of best friends...
||before anyone questions it: the name is a play on words with 'Metallurgy' - a science associated with metals which also sounds similar to 'Thaumaturgy' - magic, with allergic reactions that drones would have to being literally crushed together and being turned into the thing at the end of the game Inside||
.
Bump
Bump
!feedback please for the love of god add a steam workshop for this game
!feedback Green item: Unseasoned Patty
Upon killing an enemy, if you have no stacks of Seasoning, if the enemy was on fire and not a Blazing elite, or if the enemy was a Glacial elite with at most 2 debuffs, or if the enemy had at least 400% (-50% per stack, hyperbolic) more max HP than you, or if the enemy was within 20m (+4m per stack) of the teleporter and within 2m of a boss with at most 50% (+25% per stack, hyperbolic) health, while you have at least 5 (-1 per stack) other green items in your inventory, excluding Regenerating Scrap, Fuel Cells, Bandoliers, Predatory Instincts, unless there are at least 3 Predatory Instincts in your inventory, and Ghor's Tomes, gain 10 (-10% per stack, hyperbolic) stacks of Seasoning, and cause the enemy to drop a spherical Ethereal Bubble with a base volume of 14,137m³ (+6,442m³ per stack). All enemies standing within the Ethereal Bubble will receive 1 stack of Seasoning every 0.00555556 minutes, unless the enemies have more than 23 stacks of Seasoning. Each stack of Seasoning active on the stage increases the base volume of the Ethereal Bubble by 200m³ per stack. Killing enemies within the bubble grants you an instant 20 stacks of Seasoning, unless the enemy's health decreased from 100% to 0% in under 1.3 seconds (-10% per stack, hyperbolic.) All allies standing within the Ethereal Bubble will lose 1 stack of Seasoning every 0.000277778 seconds, and will receive +3% attack speed. Activating a Shrine of Combat, as long as you interact with no other objects afterward, will cause the next barrel you open to have exactly 75 (does not scale) gold coins (scales with attack speed). Increases max HP by 5 (+2 per stack, scales with luck unless your equipment is Remote Caffeinator or Ifrit's Distinction). Grants immunity to Fruiting (scales with attack speed). (Credit to @brisk hemlock for the magnificent idea)
!feedback
Please blacklist monsters from getting Bens raincoat, mainly for simulacrum. This item just outright Thanos snaps the usefulness of MANY items, and even survivors.
!feedback
Egocentrism should have a longer targeting range, it can be frustrating to need to be so close to enemies for it to fire sometimes.
!feedback
Captain doesn't have a separate model for his mastery skin, unlike every other survivor aside from Acrid and himself. He still looks good as a simple recolor, but I have an idea to remove that difference. Simply put, take his hands out of his jacket sleeves, and have the coat rest on his back. I think this is a simple and effective difference to make him just cooler looking all the while not being a radical change to the appearance.
!feedback
The Second Chance
In-game Text: Revive a fallen survivor to 80% of maximum health. Consumed on use and only one may exist.
Rarity: Rare
Effect: Shows the location of fallen survivors on the HUD. On use, revives a nearby survivor for 80% of their max health, making them invulnerable for 3 sec. Disappears when used and only one may be present in the match. This item only shows up in multiplayer.
Disclaimer: Apologies if an idea like this exists already. Just an idea I wanted to put out there. Also, if the devs want to use this model or base their own version of this item on my design, you guys have my blessing! ^_^
!feedback
New Void item: Impervium Barnacle
When interacting with an object, plant a defensive barnacle that increases armor and generates a temporary barrier on nearby allies while slightly reducing the movement speed and damage output of nearby enemies. The barnacle does not directly attack enemies. Corrupts all Squid Polyps.
!feedback
New Interactable: Shrine of Creation
Cost: 50% HP
Transforms all void items back into their non-void counterparts. Creates a Void seed at some location on the map so that the teleporter in its radius and spawns 30 void/voidtouched enemies. Spawns no void interactables.
The shrine would look “void themed” except with an inverted color scheme. When used, the screen will shake like at the start of a teleporter event and a message would display in chat that says something like “Your emptiness has been filled. These actions have angered the void.” (Not a perfect quote, but an idea)
This appears only on Sky Meadows.
!feedback void item tier idea; corrupted equipment!
just as an example (seriously please do not vote based on this example, it's just to make the idea of void equips less ambiguous since the equipment tier is the least meddled with in this respect):
corrupted goobo; symbiotic sludge
on use, temporarily encases the player in itself and turns them into a temporary new survivor with high mobility and good damage. this is basically like transforming into heretic, but not permanent (unless u stack gesture and fuel cells i guess)
picking up any corrupted equipment makes it so u are unable to collect the normal version of said equipment without it corrupting as well, even if u pick up another equipment first. only that equip type is permanently locked out for u, so if u pick up corrupted goobo then a normal jade, it doesnt corrupt jade.
this would also mean u could turn more of the same equip into corrupted versions for other players, but that'd also lock them out of the normal version if they pick it up.
!feedback
Make benthic bloom give +1 items per stack instead of +3. Because it is +3, if it ever duplicates itself, that basically guarantees that within 1-2 stages your entire inventory will be red items.
Egocentrism, a similar item, is good because it effects can be outran, however benthic bloom basically changes all of your items as not only does benthic bloom go by item stack instead of individual items, but it also scales absurdly fast if you have any more than 1 stack of benthic bloom.
||!feedback WarMechanic||
I'd love to see the return of Ancient Scepter from RoR1 into a future DLC, yet having a non-stackable legendary in a game where all items infinitely stack kinda sucks. So how about reintroducing Ancient Scepter as an Equipment Item?
It makes perfect sense when considering other passive/consumable equipment such as Executive Card or Trophy Hunter's Tricorn, letting you use it when you feel that your base kit with a boost is enough to take on threats you encounter while still being able to swap it out if you change your mind later on.
You could even extend upon the equipment idea by changing it to cast an extra ability specific to each survivor, although this is a feedback in of itself.
.
!feedback
Remove or heavily scale back Commando's damage falloff on his M1.
!feedback
So...we all agree that Benthic Bloom
shud be Lunar, right? I personally think that Clover doesnt need its corrupted version. But this results in the fact that theres only one legendary void item in the game.
So here is my idea:
Name: Diviner’s Discretion
Description: Gain 1 stack for every 5% of your HP lost. When you reach 50 stacks (+25 per stack), fire 50 ink-like projectiles constantly for 150% dmg (+100% per stack) (Like the Ink Shot from Void Barnacles) home in on the enemies. Taking dmg while firing these inky projectiles wont gain u any stacks
Corrupts all Nkuhanas Opinion
!feedback
Increase Huntress's base dmg
Shes weak af after the update
!feedback
So currently we only have mastery skins for beating mithrix/ obliterating on monsoon i thought it would be nice to have 3 types of alt skins
Mastery (Beat Mithrix or Obliterate on Monsoon) Changes the colour palette on survivors and adds accesories
Lunar (Beat Eclipse 8) Changes the survivor’s colour palette to Commencement’s colour palette (Blue and White) along with other accesories (to do with space and stuff)
Void (Beat Voidling on Monsoon) Changes the survivor’s colour palette to the Void’s Color palette (Black and Purple) and adds Void-themed accessories (On void fiend this changes purple to black and vice versa as well as giving him accesories)
!feedback
Not sure why this hasn’t been added even in a small patch, as it seems like a relatively popular idea given that I’ve seen this same suggestion like 10 times, but please blacklist bens raincoat and spare drone parts on enemies (scavengers included). Actually, just fix the item blacklist to be updated for the new survivors of the void DLC.
It seems like a massive issue that has been suggested a bunch and you guys still have not done anything about it. I mean, many of the ideas in this chat are just cool fan creations, but this is a legitimate issue that needs fixing.
I know coding is hard, and I imagine that you guys at Hopoo spend many hours working on this game, but this is one of the times where I think it should just be fixed so we don’t see like 80 more of these same suggestions.
!feedback
Also add tesla coil and teddy bears to the blacklist, no reason why they should still be on there
!feedback I think using a portion of the old Commencement map in the Simulacrum could be a neat idea, along with other general stage variants
!feedback
Give huntress and commando unlockable passive abilities.
This way they can stay simple for new players, but can become stronger and stay relevant as players unlock more powerful characters without power creeping old abilities.
!feedback
New Character Idea
Adolescent Beetle Queen
A summoner type survivor
Basic attacks could be varied but the main ones could be a slash with her claws,a slam attack like the beetle guards that creates tremors if she is on the ground ,or an acid ball attack for a ranged attack
The movement ability could be limited flight that starts with a fast launch in one direction and slows down over time. This could be used with the primary attacks like slam, as in if you're in the air,you could slam back down to the ground.
As for a special ability, summonable drones, the regular beetle enemies, beetle guards,or healer beetles. You'd have to choose which types you're going into the game with before hand though,and make it to where they randomly get up to 5 of your items.
As for a passive,it may be OP,but a pheromone thing where it has a 5% chance to turn Non Boss enemies friendly for the stage. May need to get a better passive.
!feedback add more wisps and blind pests
!feedback
ban @hardy olive for suggesting this bullshit
!feedback as much as I hate vermin and pests balance wise ||(please nerf them)||, I would like to see a boss in the same enemy family.
!feedback
New Void Item
Wax Frog
While sprinting, jumping will propel you backwards.
A reverse wax quail, basically.
!feedback make Scorched Acres purple so we can see the teleporter particles easier (also because purple is a cool color)
!feedback make the top of engi's bubble shield have collision so it's some sort of mobility
!feedback void items should contribute to the "incorruptible" achievement since they quite literally corrupt your items, plus it would make the challenge considerably more challenging since all it takes to carry you into the endgame is a single polylute
||!feedback||
More character ideas. Would a character who could infect the minds of monsters and control them be fun?
!feedback
Halve Spare Drone Parts stats
SDP no longer gives you col. droneman
col. droneman is a unique drone you can buy on Sulfuric Pools. which buffs the whole ally teams with different buffs
!feedback
I would like to see more passive equipment like the Executive Card (and kinda Gnarled Woodsprite) in future updates and dlc! I think it would provide a good contrast in playstyle. (a lunar passive equipment could be very very cool)
!feedback
pls nerf voidling seeking projectile this isnt a cover shooter please game please
!feedback
Right now, it seems like the stage variants are for aesthetics and where and where lunar pools spawn had no rhyme or reason to it.
I suggest giving every stage something special.
Stage 1 doesn’t get anything as it’s stage 1.
Every stage 2 will have some way to get Runald’s and Kjaro’s bands.
Every stage 3 will have a cleansing pool
Every stage 4 will have a legendary
Stage 5 takes you to mithrix.
!feedback
Make Benthic Bloom
prioritize scrap, please.
!feedback
Alternatively: just make it so if an enemy such as Mithrix has spare drone parts, they don’t spawn their own colonel droneman. At the moment, the good colonel eviscerates anyone as soon as he turncoats
Irradiant pearl should give +10% xp as well.
If you're in multiplayer, this also affects your team mates.
just thought this would be nice, since irradiant is kinda lacking and is really only held so high in the game because it's rare.
!feedback
Give Tricorn a special interaction with Mithrix where he laughs at you for using it on him (it will simply fail) and then another interaction when you say Ahoy! via the equipment. It would be funny.
!feedback
White item.
Incendiary Rounds
On hit, 5% chance (+5% per stack) to ignite target for XXX% damage for 3s. duration reset when a new stack is inflicted.
(Not sure if it would be better as base damage like gasoline, or total like artificer.)
!feedback
prevent cauldrons on commencement from being the same as another cauldron
!feedback
Multiple copies of trancendence have no downside beyond the first, my solution to this is to make it so that multiple trancendences cause it to take longer for the shield to start recharging. (Maybe starts at 6 seconds instead of 7 and increases by 3 or so per stack)
!feedback
Laser Scope should give a tiny bit of crit chance on first pickup like the Scythe and Predatory Instincts
!feedback
Voidling and the Void Stage are awesome pieces of content which should not be locked behind the second loop of a run. Most runs are usually straight to Mithrix and I originally expected the DLC boss to be an alternate Stage 6 ending rather than a random portal that may or may not appear. Most alternate roguelike bosses are added to be actual different endings in the context of a normal run (Stage 6). I wish we had a viable option (Void Fields is not a viable option due to the new changes) to go to the Void Stage naturally like we can with Mithrix to allow for better paced runs. I hope future DLC bosses are actual alternate endings to a typical run instead of an optional boss fight after the first loop or after Mithrix.
!feedback
Let consoles (PS/XBOX) cross play since they’re about the same tech wise
!feedback
Jailer's Complexion (lunar)
Become chained to a large, metal weight. Attempting to go farther than 25m away from it will cause you to tug on the chain, reducing your movement speed (more movement speed reduction per stack) based on angle, weight position and incline, etc. Interacting with the weight will allow you to pick it up, reducing your movement speed by -60% (-60% per stack, hyperbolic) and disabling your skills (except equipment). While holding the weight, you can throw it at enemies, dealing 500%-5000% (+500%-5000% per stack, linear) damage depending on the speed of the collision. Damage can be dealt, even when not throwing, if the weight is moved/dropped fast enough.
- Yes, this is inspired by Spelunky
- Stacking makes the weight visually larger
- If all stacks of this item are removed (via
or cleansing pool), the chain will be destroyed, but the weight itself remains, and can still be picked up. The weight is a powerful weapon, so destroying this item can be a way to become strong for a stage. - Teammates can pick up the weight, but the owner of the weight can steal it back (to avoid griefing)
!feedback
MUL-T: Gotcha! should be changed
its a miserable achievement to get where too many things need to line up for you to get it. Its not fun or interesting in any way and is a constant slog to try and get if you would like to try out the saws
unlike some other rng achievements for items that dont change your runs that much and can be more plausibly acquired over time naturally its instead a constant thing that taunts you at the loadout screen and is a whole different few playstyles for an already mechanically deep character that are locked behind upwards of an hour or 10 of grinding
!feedback
Maybe Newly Hatched Zoea should only corrupt yellow ally-summoning items instead of all yellow items. Not very cool to lose stuff like Shatterspleen and Little Disciple to a more lethal Queen's Gland
While I disagree with the above feedback, I do think that both pearls should be left untouched
!feedback
Right clicking in scrapper leaves one item untouched while scrapping every other copies
!feedback
Or conversely, right clicking in a scrapper only scraps one item.
!feedback
Make Twisted Scavenger drop 20 lunar coins.
Currently, assuming you need to do no rerolls, at a minimum you would need to spend 3 lunars to get beads of fealty, meaning you have a net gain if you kill him of 7 coins. However, this probably won't be the case, in which case you're most likely to have a net loss trying to get beads.
!feedback
Her Biting Embrace , Ifrit's Distinction and Silence Between Two Strike should make you immune to their respective elements, example, Ifrit's Distinction makes you immune to burn damage.
!feedback
Obliterating yourself gives you **five **Lunar Coins, but it should give you an amount of Lunar Coins that increases with the stage you're obliterating at. Many people simple save-edit in coins, so it would be nice to see more legitimate ways to reliably farm them.
!feedback
Increase ally cap by at least some amount to account for the number of items that can contribute allies such as:
Spare Drone Parts, Beetle Gland, Squid Polyp, Happiest Mask, Defense Nucleus, Goobo Jr, The Backup etc
24 is a reasonable increase to start maybe up to 28 or 32, Alternatively could just add a console cvar that controls the ally limit to allow players to choose the amount for themselves at their own discretion
!feedback
Void item,
Melodious Scale, consumes Repulsion Armor Plate.
Gain X armor (+X armor per stack)
(Not sure what would be a balanced amount of armor.)
(You lose flat damage reduction but gain % Damage reduction)
Lore:
I found a gateway, it shined a sickly purple and was filled with warped stars. Those Soulless masks had followed me and I was left with no choice but to enter it. I found myself on an island surrounded by an ocean of warping, pulsating stars. Inhabited by creatures just as warped as the stars above us... One of them knocked me off the island and I started to fall, and fall, and fall. My hud clock had told me I had been falling for an hour... Then 2... Then 64... I kept falling, surrounded by stars and silence.
Then I heard it... A song, a beautiful melody that cut through my cage of silence. Then I saw what sang it, a majestic animal as large as a star cruiser that swam among the grotesque stars as easily as I walk. It came closer and closer to me, then... I passed out. my suit log told me it was from dehydration and stress. When I woke up I was in a forest covered in snow. In my hand was a scale belonging to that wonderful animal. When I hold it to my ears I can still hear that blessed song...
-Log #23 of Private ^!5*&$6~ of the UES [REDACTED].
!feedback
some sort of alchemist character or a character that revolves around inflicting debuffs
some of the thoughts i have is only being able to apply one debuff at a time, with some debuffs being more particularly useful in support
their damage without any debuff applications would be lackluster of course with the exception of one attack with enough damage to use bands.
i like the dynamic of juggling flames, aoe and ice as artificer and i think that would translate well to a character based around that
and its not just acrid 2.0 lol
!feedback the curse debuffs from eclipse 8, shaped glass, and tonic afflictions (the ones which reduces max health) should be placed on the left side of the health bar instead of the right, to make it more intuitive that they remove OSP
(edit: forgot about the lunars)
!feedback
Iridescent Shard
In-game Text: A random enemy will be marked to take additional damage. Corrupts all Focus Crystals.
Rarity: Void
Effect: 1 (+1) random enemy within 32m will be marked every 10 sec. to take 10% (+10%) additional damage from all sources. Corrupts all Focus Crystals.
!feedback
Finish the families.
Every "family" seems like it's supposed to have 3 evolutions.
Beatle, Beatle Guard, Beatle Queen
Clay Apothecary, Clay Templar, Clay Dunestrider
Lesser Wisp, Greater Wisp, Grovetender
Lunar Chimera (Exploder), Lunar Chimera (Golem), Lunar Chimera (Wisp)
Gip, Geep, Gup.
What appear to be incomplete families that need finishing are Imps, the "Blind" family, Lemurians, Constructs (I know there is an unimplemented one), Parents, Jellyfish, and Golems.
Here are my suggestions to finish these families (the new ones are bolded):
Imp, Imp Cavalier, Imp Overload
Blind Pest, Blind Vermin, Blind Menace
Lemurian, Elder Lemurian, Lemurian King
Alpha Construct, Xi Construct, Omega Construct
Grandchild, Parent, Grandparent
Jellyfish, Nomadic Drifter, Wandering Vagrant
Stone Golem, Stone Giant, Stone Titan
These names are obviously not set in stone, but they are ideas.
These new enemies would sort of "complete" the game, as well as would allow for there to be more types of family events.
!feedback
Make elite items appear as its respective colored orb in the claw of the Equipment Drone.
!feedback
As of SOTV,
actually seems better than
. Let me explain:
does 150% damage and 150% (+75%) burn (total 300%), in a 12m (+4) radius. Explosion is instant.
does 350% (+280%) with severe falloff, in a 12m (+2.4) radius. Has a proc coefficient. Explosion is delayed.
Pro-
: Wisp has better damage stacking compared to wisp. Half of the gasoline's damage is dealt over time. However, most importantly, Wisp can proc while Gasoline can't.
Pro-
: Wisp has something called "sweetspot damage falloff." Beyond half of the explosion radius, damage is reduced by 4x. Doing the math, the explosion is only dealing ~35% its advertised damage, for 120% (+100%), placing it comfortably below Gasoline's damage. AFAIK gasoline does not have falloff. Gasoline can be very significantly buffed by ignition tank. Gasoline also has better AOE scaling, and is also an instant detonation, making it better for screen-wiping.
Except for not being able to proc, Gasoline seems to be superior to Wisp in many ways. This is a bit of an issue, considering Gasoline is common while Wisp is uncommon. The addition of ignition tank only strengthens gasoline more.
tl;dr
> 
!feedback
Beating the game on eclipse should reward you with more lunar coins. The higher the eclipse the more coins you get.
For example:
Beating on eclipse 1 gives 2 more lunar coin in addition to the amount you get from beating mithrix. While beating eclipse 8 giving 10 more lunar coins.
!feedback
Nerf soul pillars in some way since they're easily the hardest pillar to deal with. On eclipse 2 and onwards they're nearly impossible to charge with enemies swarming you with the tiny radius. I suggest just making them not lose charge when you step out of them.
!feedback
Revert the damage nerf to void fields and the paused timer back
!feedback
Mercenary's default m2 should keep you sprinting since it's just a QoL thing that you have to press sprint again after using it and it's just annoying how using it interrupts your sprinting even when grounded.
!feedback
I know that option to start as a random survivor has been mentioned several times but also an option to start with a random loadout would be great. Maybe also an artifact which would randomize loadout each stage?
||!feedback||
Might be a bit gruesome for the game, but depending on how you die correlates to what your body looks like post-mortem.
Examples: Fire Damage- die like normal, except your corpse turns to ashes afterward.
Crushed by an enemy(Parent, Greater Wisp, Grandparents Boulder, Hermit Crab)- imagine that one scene from Dragon Ball where Goku is just smashed into the floor.
Crushed in midair- ragdoll into the sky!
Succumb to Debuff(Mushrums AoE, Bleed from Imp Family, ect)- the player stumbles over and falls down.
!feedback
Make the item from the tp event a void potential so that the tp feels more unique.
the void potential have a 80% chance to be green and 20% chance to be boss(yellow)
!feedback
may be a bit too extreme of a change, but id say that making the teleporter charge faster once the boss is dead could be a nice change
often i find myself stacking convergence like a serial hoarder simply because when i reach that point in the game of just melting everything around me by breathing in its general direction the teleporter event just feels like a waste of time
convergence of course has its downsides, since it makes pillars and void cells/signals SIGNIFICANTLY SMALLER and makes getting to the final boss(es) a real chore, especially because of how dangerous the enemies get by that part of the game
Im not saying the teleporter event should be faster in general, but once the boss is dead it should go a lot quicker (or make convergence not affect void cells/pillars teehee)
!feedback
just the paused timer
!feedback
make it so sprinting doesn't canceling
desperado.
OR if you keep the cancel, make it so it have half CD please.
<> while at it, if you decide to use the latter (half CD), apply it to
flamethrower too please
note : RIP, i forgot the ! when typing feedback
!feedback missing egocentrism display on merc?
!feedback
!feedback
Maybe instead of sacrifice 50% of player hp , the void cradle will assign a target player need to kill in order to release void cradle's content. The target void cradle selected can be enemy of any type , and will scale with difficulty. This will add more lore implication on what void cradle is.
I like to imagine void cradle as a probe or lure the void sent out that bribe survivors with its goods into collecting data the void wants.
!feedback
Create a complicated way to turn broken watches, used elixirs, used dios and used larvae into scraps (i suck i need more second chances)
!feedback
make teleporter events affect the stage somehow, something small would be a nice touch
for example
in siren's call (one of my personal favorites), the weird probe things could stop blinking and would start twitching and moving instead and there could be a thunderstorm in the distance, thatd be lovely
in sulfur pools the sky could turn a sickly green and mist could flow out of those giant green things
in distant roost the tower could light up its "eye"
the list could go on probbaly
!feedback
Tweak Ben's Raincoat to:
Whenever you would receive a debuff, prevent it and heal X% (+% per stack) HP instead
Reasoning: Right now the flat HP increase being the stacking bonus seems disjointed from the raincoat's identity around preventing debuffs. I believe, having the stacking bonus apply when a debuff is prevented would better fit with this item's identity. Doesn't have to be healing and the numbers can be tweaked.
!feedback
Can we have a Yeti-like boss in Rally Point Delta, similar to this little girl from Death’s Door?
!feedback
Voidling feels like it needs tweaking.
It feels greatly unrewarding him trying by fair means (Void with timer or 10 coins after Mithrix), but also it's awfully dark on the arena and really hard to navigate. Void aesthetics are good, but not that much.
!feedback
Allow Gips & Geeps to spawn naturally. At least during the family events.
!feedback Perhaps give Commando's Tactical Dive invincibility a la Risk of Rain 1 to give it a more tangible use-case and trade-off over Tactical Slide's better damage uptime? The iframes can be restricted to the first half of the animation if its preferred use becoming just a "don't get hit" button over a repositional tool is a concern.
!feedback
Miscellaneous feature request: "Jukebox" settings in the options.
Allow us to select which music tracks play on menus and stages. Could act as a platform for music mods to configure additional tracks.
!feedback
An item that increases explosion aoe and sweetspot falloff range.
this would work on all attacks and effects that have a damaging, short lived, aoe. (
,
,
,
,
,
,
,
,
,
,
, and so on...)
Would make sense for a green version to be smaller increases that stack well. A red version could double it or just bump it up a lot each stack. I don't see this working well as a white, tho.
edit: clarification
Better yet, just make ignition tank do this. It's situational as is, and it needs a buff.
!feedback it makes very little, to no sense to blacklist squid polyp and fireworks in simulacrum. Just realized this was a thing, and am utterly baffled that THAT is where the devs draw the line. Unless this is just a bug, I have to say, this particular attempt at balancing is laughable. also if it is a bug pls let me know
Agreed
!feedback
Artifact of randomness. At every stage all of your item stacks will be randomized into another item, the rarity of said item is also randomized. You'd still be able to pick up items but those items would also be changed during the next stage. Cauldrons in places like the bazaar and on the mithrix stage would now have "?" mark icons so you don't actually know what you're going to get as well
!feedback
Keyboard and mouse support on consoles [if nobody has already asked]
Edit: Bot was down
!feedback
!feedback
!feedback
Change REX: Dunked to not have a specific stage requirement?
!feedback Fix REX's self-damage incurring permanent curse in Eclipse 8? Please :c
!feedback
I feel like polylute is way too broken to the point where it's barely a question weather or not to take it instead of ukulele, it just kills things too well compared to uke, you could maybe reduce how many hits it does because it is only targeting one enemy for 3 hits of 60% damage instead of ukes one 80% hit.
and larva is just a dio's but you can get busted items from dying (an idea I had for a rework is instead of reviving you and corrupting your items it revives you but spawns you with half health and double damage for like, idk, around 30-60 seconds?)
!feedback
!feedback
Keyboard and mouse support on consoles
If it hasn't already been asked
||!feedback||
Since people liked this, heres some more!
Captured by the Void- The player becomes a still black silhouette and slowly fades away.
Smashed by a Golem- The player is squashed in between the hands of the golem, and when the golem releases, you fall pathetically to the floor.
Blind Vermin and Lemurian Bite- Devoured.
Beetle and Beetle Guard- Your body becomes covered in the Tar.
Beetle Queens Acid- Melt away.
Mythrix- Evaporate into a blue gas into the air.
!feedback
Ideas for a refreshed bazaar of time:
- Killing Newt opens a door behind him with a chest with lunar coins/let's you pick some free items.
-Archivement for killing Newt "That's a lot of damage"
-Newt log (explaining why he trapped artificer and about the battle with Void rievers )
-Killing Newt will have the negative that Void rievers could enter the bazaar if you stay too long (as Newt is keeping them away)
- A guaranteed "almost broken" cleansing pool that let's you interchange only one lunar item per visit for a pearl.
!feedback
New Lunar Item: Broken Pool
“Upgrades” one normal item at random in your inventory into a random lunar item every 60s (-5s). Can create more copies of itself. Cannot create Egocentrism.
!feedback
Makes arti's freeze also freeze bosses. That would make it better I'd think
!feedback
Engineer: Apply Agile to the secondary skills.
!feedback
Symbiositoid
In-game Text: Any damage taken causes a swarm of 3 (+3) wasps to steal health from nearby enemies. Corrupts all Cautious Slugs.
Rarity: Void
Effect: Taking damage causes a swarm of 3 (+3) wasps to spawn (5 sec. cooldown) and attack nearby enemies for 75% of attack. Damage by the wasps heals you for 100% of damage dealt. Wasps last for 10 sec. Corrupts all Cautious Slugs.
Possible design: #ror2-feedback-discussion message
!feedback
Volcanic Egg: Applies burn on detonation.
!feedback
Just started eclipse and got to the moon. When i got out of the start area, 6 blazing flying chimera spawned and insta killed me. Idk if its a bug that that many spawned, especially as elites but pls fix
!feedback
Please change the representation for Void Fiend's corrupted Drown ability, because nearly half of the hitbox is completely invisible. The green line represents the hitbox and the orange line represents what's missing. keep in mind that this representation may make the missing part look larger due to Void Fiend being at slope, but not by much.
!feedback
yo give engi another primary like a flamethrower
!feedback
manuscript of quantity (void ghors tome)
purchaseing any type of chest has a 2% (plus 2% per stack) chance to yield 2 stacks of the same item. unaffected by luck and corrupts all ghors tomes.
!feedback
I'm genuinely surprised that Leeching Seed hasn't gotten some kind of change to make it in line with other items' power level, even with all the feedback i've seen it subject to. I have a couple of suggestions of my own so I might as well put them here.
-
Leeching seed becomes white.
We already have a really good In-Combat on heal item (Harvester's), that has a more interesting function than leeching seed. If hopoo wishes to keep the 1 [+1] flat heal on stacks, I think this would be fine. -
Leeching seed's effect applies to ALL damage, including things like DoTs.
This would make it a lot more interesting, enough for it to stand on it's own as a green, while providing a different function to base builds around. -
Leeching seed becomes 'Heal X% [+X%] of the TOTAL damage you deal.'
This pushes it more into the niche that characters like Artificer and Railgunner occupy, where they get bigger but less frequent heals. Depending on the value of it's healing, it may need a slight internal cooldown to prevent it from treading into the territory of harvester's.
I do think that SOMETHING should be done for leeching seed though. Pretty much every single time I get it in a run, i'll scrap it due to it's usefulness as scrap overshadowing it's usefulness as an item, and I don't think it's good to have items that are worth more if you scrap them. It'd be a lot more interesting to have to choose between a more focused or general build with good effects for your items.
!feedback
An option to change the background of the menu screen to a different stage.
!feedback Any idea of maybe reducing the fire rate of artificer and giving her unlimited charges of her primary?
!feedback
The line of light coming from the cells in the Void fields slightly arc towards the player to improve visibility behind map features
!feedback
irradiant pearl also gives 10% faster tp charge time
bump teehee
!feedback
Give engineer and alternate Primary. Currently, Engineer's primary isn't terrible, but it is probably, out of every primary in the game, the worst. Acrid's can proc Runald's/Kjaro's bands, heals on hit, and can go super fast with the animation cancel. Artificer's applies fire, which with ignition tank is OP. Bandit's is basically Vulcan Shotgun lite. Captain's is the best in the game. Commando's is good for proc chains. Huntress is homing. Loader's give's barrier. MUL-T allows for high DPS and a very unique choice of kit. Rex is fast and has life steal. Railgunner's homes and can be used to basically rocket jump. Void Fiend's uncorrupted has slight homing and corrupted has insane DPS. Engineer's primary is very basic and has nothing to it really. Another major issue is that you can't replace it with visions of heresy unless you also want your turrets to have it.
I suggest giving engineer an alternate Primary that is something like a single projectile rocket propelled grenade launcher. It has a proc coefficient of 1 and does contact damage for 60% damage and explodes for 120% damage upon contact with the environment or enemy (2 instances of damage).
!feedback
Give Diablo Strike a better Proc Coefficient
Obviously Diablo Strike is a meme, but a very cool meme. Obviously it has a lot of disadvantages, but one that isn't as obvious is how few procs it gives you. Bands less often and reliably, but more importantly, Orbital Probe gives you about 10x more procs of ATGs, MeatHooks, Ukuleles etc. I know they are weaker, but Diablo Strike feels like a real lottery hoping for 10% every 40s.
Now that it exists in the game with Railgunner, why not give Diablo Strike a higher Proc Coefficient? Make it 10 for all I care, the ability is punishing enough to hit on its own, but I'd take anything, it needs everything it can get.
!feedback
For me a cool expansion would be one to have 14 new and hard archivements, one for each character.
Each archivement would unlock a item/skin.
That way you would have a reason to replay every character.
Then if they would throw a new character, a new map, a new enemy and a cutscene for Voidling, would be the cherry on top.
!feedback
It would be nice if the golden eclipse level would show in places other than the initial eclipse menu, like by people's names in multiplayer, or if that's too much, then at the very least on the character select screen for all modes. It's a little discouraging that it literally only shows on the initial menu, not even on the eclipse character select screen.
Added :
- Maybe the damage taken number should also become ???
- In-game text: You become the test subject for Mr. Schrödinger
+My horrible drawing (model)
+Maybe the item can be sticked on the player’s cheek when obtained
(You dont need to feedback this)
!feedback
ive seen a lot of people's opinions on benthic bloom
theres people that call it broken because they think turining their 13 daggers into tesla coils is a win
then theres people that call it absolute utter dogshit because they think turning their 13 daggers into tesla coils a loss
i find myself agreeing with both parties, especially considering the impact of losing 57 leaf clover PERMANENTLY in a run, but i also love the item because having 13 tesla coils is fun
In itself, the point of the item was to compensate for the lack of luck with IMMENSE power, and it does that well, as ive already disclosed before.
Sadly, by making you a walking war machine, it also transforms you into a pitiful, defenseless, procless turtle, sort of.
Let me explain.
As ive seen many times in this channel, greens and reds arent "enough".
White or green items are extremely simple but set the basis for gameplay.
Simple DoT, movement speed, attack speed, on death procs, proc chaining etc.
Hell, even the greens that this item transforms can be vital to a run (uke, atg, will-o (which is just worse gasoline, which is a white item), schyte etc)
what im trying to say is that-
Red items REQUIRE white items to be the absolute beasts they are. In a sense, they are augumentations, not really run makers, and thats perfectly ok.
Now, with that established, lets go back to our old friend benthic bloom and see how we can make it feel like more of a consistent sidegrade.
This is what i came up with
"every time the teleporter boss is defeated, has a 15% chance (+10% per stack) to transform the item drop into a random legendary, corrupts all 57 leaf clover"
as suggested by @maiden prairie, the item gives the player great ways to boost their runs without damaging their builds, with the same consistency as getting a boss item (increased with stacks obv).
And maybe, just maybe, we will have 13 tesla coils and 13 daggers in the same run.
Thank you for listening
!feedback
New equipment: Yummy Samples
Description: You temporarily obtain 5 random items for 15s
Cooldown: 60s
Gained items have a 70%/25%/5% chance to be white/green/red
The items will disappear after 15s
!feedback
Name: Newt-on
Gravity goes brrrr. Enemies cant fly for 10s and theyre slammed on the ground for 150% dmg in 1s
After this one 1s, their movement speed will slowly increase to their normal speed (in about 3-5s i guess?)
The item wont be that useful for ranged characters but can help melee chars a lot
!feedback
if you enter the planetarium from commencement, the moon appears along the orbiting planets around the arena
i will !feedback this out of spite
!feedback
Artifact of glass OSP woozy face
!feedback exceeding/being at the integer limit in money could display as ∞. The game Noita does the same thing at ludicrous amounts of money. In that game it serves as a good milestone for how ridiculous your run has gotten, just like being at negative money is now.
!feedback
Lunar item that summons a hostile "ally" resembling the lunar chimeras. Shoots slow-moving projectiles that hit for a percentage of max HP on contact with any target, though it'll only aggro on the player holding its summon item. Bait out its attacks to slash enemy HP, but be careful not to get hit yourself!
Every 30 seconds, summon a Lunar Chimera that deals 25%(+10% per stack) of max HP on hit to ALL characters. Can have up to 1 out at a time.
- You've been targeted.
```(25% + 10% is just an example. I'm not really sure how this would be balanced in practice. Maybe it could deal a flat damage percentage as well?)
!feedback
Festering Flesh (Void bison steak)
For every 50-100 health gained, gain a small 5%-10% or so damage bonus. Doesn't apply to shields and is obviously cut by the curse debuff. Stacks linearly.
(thanks to tinarg for the epic name suggestion)
!feedback
collapse rework
collapse right now is frustrating when used by the enemies and somewhat underwhelming when used by the player. i have a suggestion that i think could help with both of these issues while keeping its function of limiting the player's power in the late game.
the 3 seconds it takes for the effect to actually deal damage is (i assume) supposed to be a sort of grace period when the player can try to heal, activate protective equipment, or otherwise try to prevent death from the damage; right now, however, it serves more to provide a few seconds of anxiety before the player gets to see whether those 3 stacks will deal 150 or 1500 damage, since the damage depends on the base damage of the attacker which is not something that is easily accessible in-game.
my proposal is this: when a player or enemy has collapse, the initial damage and any other damage taken until collapse is removed is saved and is then dealt again when collapse is removed. collapse can no longer be stacked. what this means is that when a player gets collapse they should be careful not to take more damage than their hp in those 3 seconds, and that they should try to heal themselves to the level where they can take all the damage they have taken during these 3 seconds at once, giving them more control over their survival while still being very dangerous late-game where the player constantly takes damage in small chunks and rapidly heals it back. this also makes needletick significantly stronger: with few stacks, it would incentivize the player to quickly deal as much damage as possible when collapse is applied, since that damage will be doubled after 3 seconds, and with many stacks it would double the total damage output (similar to lens-maker's glasses but applied in 3 second bursts). to balance this, i suggest reducing the collapse chance to 5% per stack, which combined with the sacrifice of bleed would make it a good sidegrade to the tri-tip dagger.
!feedback
Can we get gamepad binding for R2 and L2? If you plug in a gamepad that does not have those the game won't let you rebind these and as a result players will be unable to play the game with any gamepad. Oh yeah, also tune the spawn cost of the flying pests up by 15% please, they are too agile and too strong to be this cheap for the director.
!feedback
actually balanced benthic bloom rework (probably)
change the "stacks" to just "items"
thank you for coming to my TED Talk
(edit for clarification)
currently benthic bloom upgrades 3 (+3) stacks of items which will inevitably end up upgrading entire stacks of hooves/energy drinks/mochas/red whips and leave you really slow.
changing it to 3 (+3) (or maybe even +2) will allow you to continue to outpace the item upgrading.
a red tier item shouldn't have as bad of a downside as this does right now.
!feedback
Currently, every ending in the game (besides dying ofc) unlocks a new character. Merc for obliterating, Captain for Mithrix, and Void Fiend for Voiding. But there is one ending missing. You don't get anything, not even an item or any ability unlock for beating the twisted scav as far as I know. I get that its sort of an "extension" of the obliteration ending, and you do get extra lunar coins, but having some unlock or something for beating it would still be great.
!feedback
and possibly make it so that stacking blooms changes to convert up to 1 (or maybe 2 if that works better) additional item per stack, and lowering the number of items converted from +3 per stack to +2 per stack? stacking it would look like this;
convert 1 item in a stack (+1-2 per stack) into an item of the next highest rarity. occurs 3 times (+2 times per stack) at the start of each stage.
im not entirely sure how well this would work, but i feel like it could.
!feedback beating the game as captain should unlock microbots as a droppable red item
!feedback
Buff MUL-T Scrap Launcher's DMG by 40%
Reasoning: Seems weird that they can't proc bands by such a miniscule amount. Doubt the buff would be enough to break them.
!feedback
QOL Change. Put Announcements in the center of the screen in large bolded lettering. Color appropriate would be nice but is unnecessary.
!feedback
Please buff huntress, currently she does almost no damage and requires unlocks to be slightly decent in terms of damage.
!feedback
Make pinging in solo useful by when pinging enemies when you have any drones/turrets, The drones/turrets will target the enemy you pinged and pinging them again will cancel it and they'll go back to working like normal
!feedback
when you have a void item and you pick up its normal counterpart, the pickup log will mention the normal item (You picked up Ukulele) and not total void item stacks you have (You picked up Polylute(4)) which is a bit inconvenient. maybe make it so the pickup log will take the other void items into consideration?
!feedback
!feedback make it so that if you're playing multiplayer you can't get stuck in the mithrix arena. Just yesterday I had a run with a friend and I decided to see if I could skip to mithrix and it would activate the boss fight or teleport my friend to me. It didn't, but as a result I was stuck at the top of the arena whilst my friend had to do pillars. A way to fix this could be 1: make it so that when one person enters the arena the others also teleport to them or 2: make it so that the arena wall isn't a one way wall until all allies are in the arena. These ideas aren't really well thought out I'm pretty sure there's a better way to go about this
!feedback
After finishing a run, the equipment that you finished with should also be included in the items collected.
Collapse should deal the target's base damage. This would save you a whole lot of trouble, be more balanced against enemies, and make sense because you're collapsing the target in on itself.
!feedback
Another idea for leeching seed buff: heals for 4% (+4%) per hit but heals minimum 1 (+1 per stack). Heals ONLY from direct skills, not proc chains and items.
Reason: would make this better on survivors that are heavy hitting, while retaining the same functionality on fast shooters. While it would be bad at scaling late game, it would much better early to mid game. Loader would heal 20 hp per enemy hit on a punch, giving her nice bursts of healing. Railgunner could maybe full heal on a charged multikill.
Commando and mult would stay the same.
!feedback
Disable the player item blacklist in simulacrum when playing with artifact of Command.
It makes sense to have certain items blacklisted in normal gameplay, but I see no reason to do the same with command enabled. Let me have my squid polyp meme build
!feedback
Glass Rose, the voidtouched version of the lepton daisy. Replaces the original effects with a chance of applying Shrine of the Mountain on level entry. Stacks linearly, anything over 100% the remainder percentage is a roll for an additional shrine level.
!feedback
Bloodied Obsidian - Void/Lunar
Corrupts all Shaped Glass
Taking damage increases your base damage by 1(+1/stack)... BUT also reduces your maximum health by 1(+1/stack)
Changes healthbar to a light blue, overrides Infusion
!feedback
unique skins would be neat
!feedback
I posted about this item later today and it didnt sound bad so here it goes
Fainting inflorescence (lunar)
Heals are stored when health is full and released when its not, slowly fading
Decreases all healing by 20% (up to change)
Lore
When something disappears, can you feel it?
Every day something goes missing just under your eyes, but you don't notice.
Take time to watch the beauty surround you wilt.
The value of things in life is perceived by us.
Look back, even if it hurts. You'll find it healing, i promise
!feedback
The construct enemies are neat, and I think an enemy in between alpha and xi would help flesh it out a bit. Allow me to propose: the Delta Construct.
It's appearance is somewhat inspired by an unused construct boss enemy, which I believe may have been an earlier version of the xi construct. It behaves like the alpha construct, entering a defensive barrier when out of combat. It has a decent amount of base HP, around that of an elder lemurian. It would have two attacks:
Delta Barrage:
Fires a barrage of missiles like the ones fired by Alpha Constructs. When fired, they briefly arc away from the Delta Construct before shooting straight at their target, similar to disposable missile launcher but without the continued homing. Releases around 5 in total.
Delta Charge:
Fires a Delta Charge, moving about half as fast as the missiles in the first attack, which bounces a few times before dissipating. On each bounce the charge explodes, dealing damage in an area around it. Especially dangerous in tight corridors or areas with low ceilings.
!feedback
Nerf the DPS of the blind pests, they shouldn't be able to halve my health with ONE shot at the start of the game.
!feedback
Prevent Newt Altars from spawning behind the doors/gates in Distant Roost and Abyssal Depths when they're closed
!Feedback
Change to Leeching Seed. Now reads as follows:
"When you deal damage, you heal 3 (+3 Per stack) Health."
1 Health as it is has been shown to be a very lackluster thing. Of course, this change would be affected by proc-coefficient to make sure its' still in line with current stuff, no shenanigans related to hitting tons of stuff with Captain, Bandit, or Huntress, or any other characters I seemed to have missed that have a "deal of lot of hits' per attack" kind of thing.
Currently, the problem with Leeching seed is that Scythes are so much better over time than them, using White Items as it stands. Even on survivors that don't hit a lot of things quickly, running a Crit Build and/or building attack speed is desirable. For this reason changing the scaling shouldn't provide too much of an issue with gameplay or "unbalancing" how Leeching Seed currently functions, as 3 Health per hit isn't going to be as good as running such a build, but it certainly is better than 1 health per hit.
!feedback
Add a new red item: "Possessed Coffin"
5% chance on hit to activate all on kill effects
!feedback i'd love flavor text depending on the items mithrix takes from u.
for example, if he steals a void item, he remarks "Trying to use THEIR power against ME? Pathetic"
or if he takes egocentrism, he makes some underhanded rude remark.
stuff like that gives a game like this more life to the world u go through
^ i really like this one, it goes hard and i love reading mithrix's trashtalk
!feedback pinging an enemy should show its current health/max health (example: Stone Golem 90/100)
!feedback
Figure out something for Droneman. Make him bigger or something. Melee survivors really need help against it.
!feedback
somehow, some way, railgunner crits should be crisper lol
as that guy in wonder woman said, its good. but it could be better
!feedback
new survivor idea:
Monolith aka somewhat of a replacement or placeholder for enforcer
Passive: upon level-up, upgrade a random skill. Alt: upon level-up, upgrade the first skill used (upgrade being more damage, less cooldown, etc)
Primary: (0 sec but maybe a 0.5 second warm-up and cooldown) Fire an LMG for 9-ish bps (high accuracy and high dps but also high damage fall-off)
Secondary: (4 sec) Use your bayonet and mark all nearby enemies (mark increases damage taken for a few seconds, maybe like the one merc has)
Utility: (2 sec) toggle to block all damage, cannot move while active
Special: (9 sec) Double XP gains until damage is taken
some abilities may need some rebalancing, but i think this is fair. also would be a heavy survivor who mainly needs speed (obviously)
!feedback ...
!feedback
What the fuck
!feedback
Item: Newt’s Arm
Rarity: ??? (Or maybe an Equipment)
Animation:After killing the Newt in one shot, Newt slowly vanish...but his arm is still there, protecting the Bazaar. You have 2 choices:
**No1 **: Take the Arm, Void Locus Portals will appear all over the map before ur automatically teleported to a stage and play the game as normal.
No2: You dont take the arm. You exit the Bazaar normally and will still play the game as normal. But after X minutes, chat will be:
Newt: “I cant hold much longer”
Newt has collasped entirely
Newt’s Arm effect: Upon falling below 25%HP , you will be teleported to the Corrupted Bazaar
The Corrupted Bazaar leaves you no choice, but to enter the deadly Void Locus. (There will be no lunar items or cauldrons)
!feedback Can we bring back the lava turtle? That is all.
!feedback
another survivor idea:
Ephemera (not a set in stone name, but i thought it sounded cool and in-line with other survivors)
**Primary:**fire a laser cannon/pistol/etc that refreshes all current debuffs on the enemy and adds another debuff per hit, (name undetermined)
Secondary: crush all debuffs on an enemy and deal 10% base damage per debuff
**Utility:**dash backwards while tossing a grenade on the ground (hardlight afterburner would only increase grenades thrown)
**Special:**toss a beacon on the ground; upon reactivation, teleport to the beacon with the same buffs, debuffs, HP, etc as when it was placed
!feedback
https://thunderstore.io/package/bread/GupCaptain/
petition to make this real
!feedback
colision on the new enemy's shots in DLC is borked. Clay apothicary and flying pest can often shoot through terrain
!feedback
Allow Regenerative Scrap
to also be used on Common 3D Printer, my reasoning is that this item is actually quite bad for short/eclipse runs since running into an Uncommon 3D Printer in the first loop is rare and most of the time the item just go unused.
!feedback more skins should be in the game for harder modes (eclipse) but they needn't be survivor specific. The monsoon skins carried the necessity of finely tuning monsoon to be more consistent with every survivor, for the sake of fairness across the board. If this were repeated, Eclipse would also need to be revamped when it simply wasn't designed to be. The modifiers on Eclipse are painful to some survivors and not others. It's fine, Eclipse is a bonus. So, perhaps the milestone to reach instead would just be hitting Eclipse 8 on any character. This may not resonate with everyone, but colored borders or names depending upon which survivor you completed it with could further seat some form of compromise if needed. I also do not believe that this needs to be linked toward steam achievements, as a bonus could just be what it is, a bonus.
!feedback
Give Artificer a way to quickly return to the ground after using Ion Surge. As it is, it feels like you're punished if you use the skill during any teleporter/void bubble event with just 1 or 2 Energy Drinks.
!feedback
New boss item dropped by Newt upon killing him.
Newt snap: small chance to freeze forever enemies including bosses
It would not be overpowered as, when you are strong enough to kill Newt, all bosses melt.
!feedback
give xi construct a physical hitbox so that melee characters can stand on it and acrid can leap at it
!feedback
Overheat
Railgunners special alt 2
Fire a piercing hot round dealing 8000% damage and 150% on weak point applies ignite debuff on enemies, afterwards all your weapons are disabled for 15 seconds
Bump
!feedback new lunar item idea:
betrayal.
takes away a single random skill on ur survivor, and replaces it with another from any other character, and any other move slot permanently. can be overwritten by another stack of this item, albeit unlikely until all other moves are replaced by further stacks. the skills it can pull from includes alt moves.
example: if i take it as huntress, it could replace my left mouse button with diablo strike.
flavor text: "if what you're given is taken, take what isn't given." as a reference to lunars being seemingly (spoilers)||mithrix/providence related items, mithrix was betrayed, and mithrix is able to steal player items.||
!feedback
Maybe to make this item a bit for "Lunar", here is one that makes a bit more sense:
Passive Lunar Equipment (like executive card): Sovereign's Betrayal
Appearance: Look's like Providence's Crown
On activation of a skill, replace it with a random skill from another survivor.
Example: You use Laser Glaive. The ability gets replaced with suppressive fire. You use suppressive fire, and the ability gets replaced with Diablo strike. This works on every skill.
!feedback allow clicking the artifacts to enable/disable them
!feedback
Make an option that lets you select whether you want to teleporter synth to play or not, even when music is at 0%
I like listening to my own music when playing, but I don't wanna miss out on being able to hear where the teleporter is if I do so
!feedback make the game pause after you alt+tab in solo mode
!feedback
Increase the model size of MUL-T’s Power Saw. While I think the actual hitbox is fine, I think the visible size of the saw when it isn’t spinning is not striking.
!feedback
More special bosses that drop items like the two elemental elder lemurians that drop the bands. Some places this could happen is a horde of glacial alloy vultures on sirens call that could drop a hoopo feather. Or on sky meadow you could enter a guaranteed room that is a sort of boss rush where you fight multiple bosses of the same type in all their elite variations
!feedback
add or change the timer during runs to continue running even in places where time "doesn't pass". I want to know how long my actual run time is, and in places like the lunar shop, egocentrism still takes items even though the timer does not run.
!feedback
change one person’s name in the discord into egocentrism every minute
!feedback have Mithrix wear or hold certain items in the final phase when he takes your stuff. My idea at first was to be if you have Ben's raincoat, he wears the raincoat in the final phase when he takes your stuff, but you could also make the case for other things like shattering justice or glasses.
!feedback
Buff Stealthkit to cleanse all debuffs. It's current effect isn't guaranteed to save you from anything, unlike something like Power Elixir.
!feedback
Diablo strike should scale with attack speed
!feedback
if diablo strike scales with attack speed reduce its damage to 20 000%
its too easy to reset/lower cooldowns
!feedback
Buff the commando with a new passive:
Shots on target: consecutive hits on the same target slowly increase your base damage until a cap is reached. This bonus damage goes away if you hit another target or fail to hit your target for one second.
!feedback
Make Phase Round get its 40% damage bonus from passing through terrain as well. Would remove reliance on crowds to proc bands and reward shots through walls.
!feedback
Please add colorblind support!
I have red-green colorblindess, and I have a lot of trouble distinguishing certain things.
Green and yellow items are identical to me. So much so that I didn’t even know that there were 2 different colors until yesterday!
Apparently opened chests are a different color or have an outline or something than unopened chests, another thing I don’t even know until recently because I can’t tell the difference between them.
Sometimes objects such as lockboxes blend into the terrain too heavily.
I have no way of determining the difference between the beetle guard ally from the queen's gland and actual beetle guards other than trying to attack them!
It would be greatly appreciated if some kind of colorblind support was added to the game.
!feedback item idea: (name pending, will probably have ‘energy in it’) red item, reduces shield recovery time by 3 seconds (-0.5 seconds per stack) and provides a shield equal to that of a personal shield generator (or greater if item doesn’t seem to have an impact)
!feedback
Make Railgunner's crit noise a bit more satisfying. It's cool as it is, but when I land a really cool 360 quick-scope I wanna be a lot more proud of it. Right now it sounds kinda like "I popped a bubble" then "I just shot 12k gigawatts at a lesser wisp and disassembled every atom in its body."
Some suggestions:
Make the noise slightly louder.
Make it sound like it hurts.
Increase the Bass slightly on the current noise.
!feedback rather than this, just add a 'speedrun timer' far smaller underneath the difficulty window on the right, to provide us with game time AND run time
Because I'm kinda curious about the customization of the top right corner, a new "minimal hud" mode would be nice.
*) in this, most of the words would be gone, being replaced with a thinner bar for the difficulty slider (easy -> medium -> hard -> I see you, etc)
*) the difficulty symbol can be a circle (green for drizzle, yellow/orange for rainstorm, red for monsoon, moon symbol for eclipse)
*) The timer will be the same, minus the miliseconds
!feedback
artifact that makes only red items spawn
!feedback Hunter's Harpoon rework
Critical strikes increase movement speed by 15% to a maximum cap of 45% (+30% per stack) movement speed ||+5% crit chance||
!feedback
the antennae on the backpack of railgunner's monsoon skin currently clip with the backpack's lights
!feedback
Change the icon for the Bandit: Mastery achievement to properly reflect the skin.
I’m not able to get a proper in game screenshot of the skin icon, but they are different, so please fix it
!feedback
bandit's m2 is fucking boring.
as a change, that wouldnt make it overpowered, is instead making a few differences to be more engaging but not too different
hemorrhage instead of being a lame bleed clone would be changed to have a 3 second duration, but every attack dealt by the bandit who applied it would increase its duration by 0.2-0.5 seconds, promoting aggressive playstyle and allowing bandit to heavily focus bosses without feeling like you're just waiting for lights out/desperado to come off cooldown
reapplying hemorrhage while its active with dagger would still add 3 seconds, and the first and reapplied hit from the throwing dagger would instead apply 1 second of hemorrhage
the duration bonus is not effected by items
it still requires a crit for the dagger to apply hemorrhage
another interesting idea would be that only crits added .5 seconds
!feedback
If you beat the game with all eclipse multipliers, you will unlock a golden mastery skin for the survivor that you beat the game with.
!feedback
achievement:
Hunted
Kill a enemy that has been on the stage for 1 minute
new way to unlock huntress
still trying tp keep it simple but having on commando at the start helps new players get more comfortable with RoR2 as huntress is may more complex
!feedback
Make the stack numbers larger or at least size customizable in menus, they are too small.
!feedback
Please black list spare drone parts from mithrix and thr voidfields, literally getting beamed by hecking drones from 3000 meters and instantly dying isn't the best.
!feedback
building off of this: maybe make the background change to whichever stage you previously died on as a cruel reminder of how close you were to beating the game
!feedback
Give an option to disable the frame in between the phase where mithrix can take damage(his final phase where he takes your items). Mithrix is always a cool fight but during a god run it'd be really cool to see him becoming super op with all your items but if you have a god run he insta dies even if you don't attack him because of all your extra bs that hones in on him.
!feedback
prevent interactables from spawning near the edge of the map
!feedback
Make Wake of Vultures increase your chances for an Elite to drop their respective aspect on death in order to make it somewhat more worthwhile as a Legendary item
!feedback
Overloaded Pacemaker (legendary)
While above 75% health, gain +100% (+50% per stack) movement speed.
With the addition of light flux as another cdr item, I think purity needs a change.
Currently, alien head and light flux are almost completely outclassed by purity for the main reason that linear scaling is way better on 11/13 characters.
Changing purity's upside to something related to attack speed would work pretty well, since you're giving up chance to proc in exchange for rolling to proc more often.
What if your player level was directly related to the simulacrum stage you were on?
Would be nice to see a level 50 character within a 1 hour game
!feedback
Make
try to eat scrap first, and then the normal items
!feedback
So REX's self-damaging abilities get rid of Oddly-Shaped Opal's buff, which means that unless you only use their abilities that don't damage them, the buff will almost never be active for them.
Which sucks.
Maybe their self-damaging abilities could be an exception?
!feedback
Make it so that items during your runs show these little statistics shown in the screenshot below (or add an option to have it show) that explain the percentages, as well as the extra percentages per stack.
Knowing the exact percentages or numbers for items is something I feel is very important, and locking it behind the logbook is a little silly. If you wanted to know exactly what an item did when you got it or stacked it up during a run, you would either have to memorize it, or have a separate monitor or your phone out to look at the statistics.
Instead, I feel it would just be better to have it show everything when you mouse over your items during your run, adding a little quality of life to understanding items, without having to open your logbook to do that. Little information like how much percentage an extra Tougher Times adds to a stack may not matter to some people, but I'm sure there are a few people out there that would love the convenience of looking at this information during your run.
!feedback
Or at least be consistent in the amount of information you want to give players. For example, the description for Lens Maker's Glasses is waaaay more helpful than that of the ATG Missile. I mean really, "chance to fire a missile"? What, on-hit? Whenever it feels like it? How much damage does it do? What even IS the chance? This is important information guys! Why do certain items have specific descriptions but not others?
!feedback
so the Simulacrum, since the moment of its release, I love the idea, but I have one issue with it.
Currently, the only hard part about the Simulacrum is the first few waves, after these, you switch into a god run way too fast.
recently I tried something, I was wondering "what if I could only get items from finishing a wave, I can't open chests or void cradles" (I allowed myself to take equipment related Interactables cause you can't get them otherwise)
this was tested on Monsoon, and honestly, this was very fun, yes this was way harder sure, you can't get to wave 80 as easily, but it's felt way more balanced, the game gives way too many chests imo
If you felt the same about the Simulacrum, I highly recommend trying this challenge out!
**What I would suggest, is the following: **
-
removes regular and large chests from the Simulacrum or makes them way less frequent (maybe as frequent as regular runs?)
-
(there are probably lore reasons behind that because void stuff and if that is, my bad) allow drones, turrets, and the shrine of the woods to spawn, they will probably be more useful in that mode honestly and it's will give more stuff to buy.
-
to add more control to the players, make scrappers more frequent, (maybe I'm just unlucky, and if that is, my bad again) allow Newt Altars to spawn, having access to cauldrons between stages could be nice.
(what if during Simulacrums Cauldrons could spawn inside stages tho)block the access of the void field obviously.
-and then maybe turn down the enemy scaling a bit if needed.
I'm sorry if I explained myself poorly, English isn't my first language, I still need to make progress.
!feedback
Alternatively, make Drizzle/Rainstorm/Monsoon have an effect on the amount of loot that spawns
!feedback
I humbly and absolutely disagree with the idea that Void Infestors should be allowed to corrupt Aurelionite.
I comprehend that Drones and Turrets were changed to not get corrupted by Void Infestors because they are mechanical, and not living creatures. However, I do not believe it is fair to be suddenly murdered by your own ally because you missed a singular Void Infestor after opening a Void Cradle. Going through the process of the Gilded Coast can be difficult, and the chance that it can turn around and bite you in the rear later on means that it may not even be worth doing. You can potentially die attempting to gain Aurelionite as an ally, then die later on because you chose to pick him up.
If you disagree with this, then at least heed my warning; do NOT let any Void Infestors live before doing the Teleporter Event with a Halcyon Seed
. If you are not careful, you may end up with more than you have bargained for. (Screenshot was not from me dying on Gilded Coast. It was from Aurelionite being corrupted by a Void Infestor.)
!feedback
Fix the grandparent AoE, you can't avoid death after like 4 stacks and the attack covers like half the map.
taking up a 30 minute charge to say skill issue
!feedback
an options in the settings to turn off item overlay filters, tonic and brainstalks are a neat item but the visual overlay especially for tonic usually means i'll be leaving that run with an intense migraine especially if the run went through the red area while tonic was being used.
!feedback
I have seen this a lot, so I will compile it all into one suggestion.
Please make it so that void investors can't corrupt allies in general. Because of how OP collapse is and how good some of the allies in game are, an item like Squid Polyp went from a mediocre item that made you say "I'll scrap it if I get a chance", to "This item can end my run". This just has to do with how unbelievably overpowered collapse is, and that if you get any stacks of it at all you basically just die.
This also goes for summons like Aurelionite and the Queen's Gland beatle guard. Sure, the guard isn't that hard to kill when it is voidtouched, but it is extremely annoying. Aurelionite getting corrupted is a run ender because it basically just gets like 3 stacks of collapse and that's GG.
It is a cool concept, but void touched enemies are just so OP and allies are just so strong.
If you want to leave this mechanic in the game, maybe make the allied void touched enemies just weaker than when they were your ally to balance out the damage and not make them run ending issues.
!feedback
Building off this and a feedback I saw a while ago:
Make ALL allies incorruptible, unless Artifact of Chaos is active, in which case make ALL allies corruptible, including drones
!feedback
Increase the charging area of the cells in the void fields, even if just slightly. Maybe the same size as the signal areas in the void locus?
The sizes of the other playspace-limiting areas make sense. Simulacrum's cylinder is massive in order for all the characters to thrive in the alternate game mode. Same with the teleporter area, except its sphere shape adds slightly more tension to fit with an end of stage objective. The rescue ship at the end of commencement has a cylinder in order to make the vitally important charging area at the end of your run not gimp you for playing it safe. The signals in the void locus can afford to be smaller than average as you're in a difficult end-game area. Same with the pillars on commencement, but they're also small intentionally because the majority of them have secondary effects you need to play around.
Then there's the cells in the void fields, which are entirely optional, penalize you for leaving their area with void fog, and force you to charge them while you face off against randomized enemies that gain buffs from randomized items. Even if the void fog wasn't there, the cells in the void fields are easily the hardest things to charge in the game to me because you have barely any room for error.
Increasing their area's size to match that of the signals in the void locus would not only make sense as they're both void holdout zones, but it would also make them a more fair and enjoyable experience compared to all the other holdout zones.
!feedback
Petting the frog doubles as both a gameplay mechanic and as an easter egg. However, its arbitrary as a gameplay mechanic and uneventful as an easter egg.
Adding an animation solves both of these issues.
You pet the frog 10 times
The frog starts jumping around
It opens a portal mid-jump, like how Voidling does between phases
The portal remains, for you to go through
This makes the frog more intuitive and more interesting.
!feedback
The number of lunar coins you earn upon beating a final boss or obliterating should scale based on the current difficulty number, so longer runs where you loop a ton actually give some benefit lunar coins wise
!feedback 100% ing the game gives you extra things to play with
!feedback on the topic of 100%ing the game, currently people without the dlc are unable to achieve this, so i propose one simple thing;
individual achievements for it, one for the base game and one for the dlc.
the achievement for the base game triggers when all non-dlc achievements are completed, and the dlc one triggers when every achievement is completed.
!feedback also make that work for future DLCs
It could shatter into a portal, as its made of glass
!feedback
Similar to the Ancient Scepter, what if there were other red items that improved your primary and secondary skills?
Utility skills are already highly benefitted by the Hardlight Afterburner and we don't know if the Ancient Scepter will be officially reintroduced into the game, so having some sort of nod to the scepter would be pretty nice.
For names, I'm thinking the one modifying m1 skills would be "Ancient Sabre" or for the m2 improver, "Ancient Wand"
As for ideas on what the improvement on the skills will be, I think that would be better off left to the devs, since they would have a better idea on how the hypothetical improved skills would function.
If I had to give some rough examples on what they could be for the sake of it, Commando's m1 would turn his pistols into akimbo smgs for a stronger fire rate, Huntress's strafe and flurry could fire twice the number of arrows then usual, Engineer's grenades could explode into smaller clusterbombs, Bandit's Burst and Blast could gain an improved reload, etc.
Obviously, they're meant to be considerably strong since they only achieve their level of power through a rare item that you are not guaranteed to find on every (non-command artifact) run, but any feedback or ideas would definitely be welcome.
!feedback whilst headstompers is off cooldown allow the player to pass the height boundaries, it feels pretty bad not being able to make use of the item fully on some stages just because they have low height limits.
!feedback
What about an alternative bazaar: the void bazaar or bazaroid.
It could be as a secret/hidden part of Newt store (only for VIP members, you would need an new item or the equipment credit card). Or a new portal to this alternate store.
There you could trade normal items for its void counterparts. Also there would be a way to undo the void transformation, maybe using a new currency.
Finally the store keeper could sell you a tonic or a pill that protects you in some way from void debuff or that you take a bit less damage from opening a void chest.
!feedback
If an item you buy is thrown into the void, it should spawn back on the surface. I do love losing a legendary to the abyss from a chance shrine in bulwarks ambry.
!feedback
let us see enemy attack info in their logbook entries
!feedback
Let people drop stuff
!feedback
shield accelerator
legendary item
adds 25% of your max hp as shields
shortens the wait for shields to start regenerating by 1.5 seconds (stacks hyperbolically like tougher times)
||!feedback ||
Make the Pocket ICBM work with MUL-T's Scrap Launcher
Reasoning: It seems unituitive that ICBM works with an ability that launches harpoons and not an ability that launches rockets. While it is powerful, it is tied to a red item so the interaction should be infrequent enough to avoid being unbalanced.
!feedback
Huntress is mathematically the lowest DPS survivor in the game. Phase Blink’s insane mobility is absurd when all the mobility she needs is already in her agile modifier on her M1. Blink is generally worse than Phase Blink. All of these issues can be solved by making Blink do damage of some kind. Idk how, maybe like a bonk where you slam yourself into enemies, or just a merc dash of some kind, or something.
!feedback make more character skins
!feedback
For some reason,
cores cannot spawn if you have more than 16 drones. This is unlike every other minion spawner, which don't have caps. The
also has a cap, but its 20 instead of 16.
This really just hinders an already situational item, and makes it hard to consider picking up really ever.
EDIT: I tested it, I think the empathy core limit is actually 20, instead of 16? Still, having a drone limit on an item that directly benefits from drones is really weird, and makes the item not viable.
!feedback
Allow recast to cancel Strides of heresy
!feedback
The current state of railgunner alt mines make it a laughably bad option when compared to the default mines. As it stands, the usage cases are quite small and situational to warrant usage over the mobility mines, even in the simulacrum. The long cd and lack of extra charges make using it clunky. It doesn't even block hitscan projectiles.
One thing to note is that it can be activated early with a recast... https://gyazo.com/167c73efe664bcd63b51d83e069254d7
To incentivize usage, consider allowing it to slow/block hitscan projectiles (consistency), more charges (to do cool air tricks), shorter cd, or possibly larger radius.
!feedback
Make Mercenary's Oni Sword Red, as well as his attack VFX
!feedback Make cloaked chests spawn more rare items, like a 50/50 chance for a green or red item to drop. Because as it stands now finding a cloaked chest and having it drop a white item is a bit of a let down lol
!feedback
When picking up a Void item while already having the standard version, all stacks are put at the end of the item bar
Since Voids corrupt the og version, it makes more sense to keep them in the same spot
It’ll also be easier to find in the item bar as, at least from my experience, it took me a minute to figure out how many of certain items I had
!feedback
Void predatory instincts
On kill, reduce skill cooldowns by 1 second. You can only get the effect once every 10 (-25% per stack) seconds. This would make it more powerful than predatory when stacked, but less powerful when at low stacks.
Idk what stats would be good. This item seems like it'd be hard to balance.
Void Item Idea:
Hypercondria - Corrupts all Medkits.
Adds 8% of your max hp as shield. Converts 25% of healing into shield regen (+25% per stack). When you lose half of your shield health, release a shockwave, shocking all nearby enemies. Shockwave radius increases with amount of shield health, has medium cooldown.
"Just a cell? This thing can be the powerhouse of a whole starship! We just gotta figure out how to graft it on..." - Last Transmission of UES Nucleus
!feedback Railgunner’s alt mines should never expire (they already have near infinite uptime as it is so this just makes it easier to manage) and have a larger radius
!feedback
Character concept: Solus Scout
Passive:
-Leadership-
Allies owned by you will focus on the last 5 enemies that you've attacked. Gain 1 allied Solus Probe. Minions summoned by your items, skills, and passive do not count towards the ally cap.
Primary:
-Extractor Beam-
Fire a short-ranged laser that deals 100% damage/sec and heals nearby allies for 10% of damage dealt. Keeping the laser active gradually increases damage up to 500%/sec. Slows hit enemies by 50%.
-Bouncing Blast (ALT)-
Fire a 100% damage bouncing shot that gains 100% damage whenever it bounces. Heals nearby allies for 10% of damage dealt.
Unlock: Kill 3 Xi Constructs in one stage.
Secondary:
-Volley- CD: 5 sec
Charge up to 5 piercing orbs and launch them for up to 5x250% damage. The orbs leave AOE that deals 100% damage/sec and reduces enemy armor by 20.
-Refractor Lance(ALT)- CD: 8 sec
Charge a high damage beam that deals 300%-1200% damage. A fully charged beam splits upon striking an enemy, firing a wide spread of 8x50% damage beams in the direction it points.
Unlock: "Reunited" - Win the game while holding Empathy Cores.
Utility:
-Escape- CD: 6 sec
Gain temporary fall damage immunity. Create a circular area at your aim position that explodes after 3 seconds, dealing 500% damage and launching you and enemies into the air based on proximity to the circle's center.
-Defend(ALT)- CD: 60 sec
Send a backup request to Solus Prime. You and all allies gain temporary shield equal to 50% max HP for 10 seconds. Gain an allied Solus Control Unit after 5 seconds. Only 1 Solus Control Unit can be summoned at a time.
Unlock: Defeat the Alloy Worship Unit while its shield buff is active.
Special:
-Collective Consciousness- CD: 10 sec
Fire a large piercing orb that explodes on impact with terrain, dealing 3900% damage. Deals 100% additional base damage for each ally on your team.
thanks @kind bough
If anyone has feedback on this idea, feel free to ping me in #ror2-feedback-discussion :)
!feedback
!feedback
Maybe add a Character that plays the role of a healer? A character that has access to a lot of healing from the get go would be interesting, it would also make for an interesting multiplayer experience. I'd like to see a sort of "Forestry" style. Please don't say we ahve Captin and engineer, because those aren't meant to be healers by design.
Healers would need to function well in a singleplayer setting, so I don't think a dedicated healer would work, something like the above solus scout that's more focused on support could though
!feedback
Logbook entry for aspects
!feedback
So, i'd want to see a red item that somehow upgrades and/or changes your R during the run. Something like aghanim scepter( dota ) or Ancient spear (RoR1). Just more skill diversity and power.
Here's my suggestion (quick correction for those who really interested to read all of it - Artificer's "ion surge" reduces cd not increases of course)
!feedback
I think most of us can agree that Voidling is a decent fight, but has some problems and is lacking a good deal. A giant battle with a giant monster that takes place across interesting arenas should be cool, but theres a sense of underutilization.
The missile attack is weird, the boss could use mobility, and overall, it needs some new material. Mithrix has less attacks, but most of them aren't just things he does where you have to do a specific thing in response, like hide behind terrain. They feel much more dynamic, intimidating, and are more than enough in practice. Voidling is more of a raidboss, and his attacks don't flow with the battle dynamically. They are much more static challenges, like hiding behind a rock, hiding behind a rock, or.. hiding behind a rock. Yeah. This would be mostly fine if there was more variety in attacks, but currently its bland on the 'dont die' side of things.
With this in mind, let me present a few ideas, not as what I think NEEDS to happen, but as food for thought.
Attack, Nullify (1):
Fires 2, increasing in later phases, beams that each create a roughly void devastator sized nullification bubble where they hit terrain. After a few seconds, these bubbles explode, detaining anything caught inside, including terrain. If that last part wouldn't be possible then leave it, but I think it would be a really cool thing to have.
Attack, Void Shift (2):
Opens a portal and, after a few seconds, teleports to the marked location, dealing immense damage to anything caught inside.
Attack Rework, Void Missiles (3):(or whatever it's called)
Fires 3, increasing in later phases, huge void missiles that home in on players, are very slow, and explode on impact in a large area of effect. You may need terrain to fully avoid the explosions. Fits the scale of the voidling better than the original missile attack in my opinion.
TL;DR: Voidling is cool but could use some work in various areas, some suggestions included
!feedback
I honestly think simulacrum is extremely easy, its so easy to scale incredibly fast compared to the enemies and at some point youre just unkillable, make the enemies scale higher on late stages ( like past 50 cuz that's where a good chunk of people would stop )
As a simulacrum addict i think it's really easy to get a "god run" cuz of how easy it can be to get a ton of items extremely fast maybe make items spawn less often ( chests, tri-shops ) overall make it harder for the player i think it'd be a good idea, also make augments unable to happen ( the ones that change the loot you get ) on boss waves cuz it does get rid of your green void potential and it can be a bit annoying
!feedback
Leave simulacrum as it is now. It's super randomised and don't have any difficulty balance and it's good. It's endless so you'll die in the end any way. The question is only - how long you will last?
!feedback I don't know why there're no new artifacts in SoTV and think they should be in the next DLC because there're lots of cool ideas for that
!feedback
Tweak the difficulty scaling in simulacrum. The first couple stages are challenging and you feel like you have to keep adapting to the location, the augments, the boss waves, and the monster’s items. After that it’s a breeze and the monsters are barely even dangerous.
I would like to have the difficulty of the start for the entire gamemode and have it be more challenging then base monsoon because after all, the simulacrum is a threat simulation.
!feedback
[Void predatory instincts
On kill, reduce skill cooldowns by 1 second. You can only get the effect once every 10 (-25% per stack) seconds. This would make it more powerful than predatory when stacked, but less powerful when at low stacks.
Idk what stats would be good. This item seems like it'd be hard to balance.]
--@night musk
So this. But void
Soulbound Catalyst instead. And maybe cut the 10 seconds down to 1~5 seconds.
Cool idea. Not for
Predatory Instincts tho.
!feedback
Affinity (void Purity)
All skill cooldowns are reduced to 0.5s. Gain 0% (+100% per stack) attack speed. Cooldown reduction is converted into attack speed. Your primary skill is disabled.
!feedback
add an alternate commando special or buff nades
right now the only viable option is suppressive fire which is pretty mid and being forced to pick ruin if you want commando to be above average is super lame
please buff commando he is very weak.
!feedback
Chef's Special Cutlery
In-game Text: Killing an enemy turns their corpse into a tasty dish, healing nearby allies for 5% (+5%) of the enemy's total health when consumed.
Rarity: Rare
Effect: Killing an enemy turns their corpse into a tasty dish, healing yourself and allies within 40m for 5% (+5%) of the slain enemy's total health when collected by a survivor.
Disclaimer, this is more of a gag item idea, but you tell me if it works or not. X3
!feedback
Blacklist Regenerating Scrap, Shipping Request Form, and Spare Drone Parts.
I'm not sure why you guys decided to blacklist Roll of Pennies, Power Elixir, and Encrusted Key, but not other equally useless or overpowered things.
!feedback
I've said this before but Mithrix's last phase should be reworked. It feels really unfair most of the time and while it was really cool the first time, it's now just plain annoying to lose a run to. Trying to dodge him while having no items is really difficult especially since most of the time you'll die in one hit. This is even worse when he has items like spare drone parts or unstable tesla coil. I suggest to make him take your items away but not use them. To counteract how easy this would make the final phase, I think he should have harder attacks and more health. At the very least you should revise the item blacklist he has.
!feedback
A skin for beating the game each different way on Monsoon:
- Mithrix
- Voidling
- Lunar Scavenger (1 for each scav maybe?)
- Obliteration
- Beat the game on Eclipse 8 Difficulty
Lastly, perhaps a secret skin for unlocking every other skin on that character? I understand this would take alot of work, however, I believe it'd be worth the effort. It'd give players some customization, and new objectives to grind for!
!feedback
Do you think there is place in ROR2 for some underwater content?
!feedback
Void soulbount catalyst: every kill reduces all cooldowns by 0.2 seconds (+0.2 per stack)
!feedback
energy prism
void green item
all usable equipment has double the effect
but after using equipment all of your stats get reduced by 30% for 40% of the cooldown duration of the equipment. corrupts all war horns
!feedback
Make a switch between older versions in steam
!feedback
Another petition for Mul-t's scrap launcher and ICBM synergy. Triple rockets are cool!
!feedback
Captain alt M2:
His other hand fires a hook. Enemies hooked in are shot by his shotgun for extra damage and shocked. Can hook large enemy, even Mithrix (not in his fourth phase tho)
!feedback
If you get caught in grandpas huge sun-AOE skill and you are close, there's almost no way to survive. Could the skill be based on line of sight? if we are hidden behind obstacle (in the shade) = we don't get damaged?
!feedback
If you beat Eclipse 8, you should be able to unlock the Permanent Damage modifier as an artifact. It's an interesting mechanic and it gives a small reward to Eclipse without irritating the people who don't want to play that mode.
!feedback
Killing an Elite boss with the Trophy Hunter's Tricorn should have a chance to drop their aspect in place of (or with?) the boss item. Aspects are criminally rare and underused as it currently stands
!feedback maybe add some sort of aspect pity system where until 1 aspect drops, the chance progressively goes up little by little until its guaranteed.
i love the aspects, and i think some of them can be really fun, like overloading on mul-t for example, but its so hard to find aspect without modding or looping that its kinda not useful by the time u get ur hands on any of them.
!feedback
Remove (or significantly reduce) the bloom on blast.
It's supposed to be a longer-range alternative to burst, but it's unusable at medium-long range without firing slowly. You shouldn't have to shoot it slower when it already has less damage.
Even in close-medium range, the bloom is so much that you can't spam fire without missing a shot or two. (unless the target is big enough, like a stone titan)
Burst would still be far superior in close range and probably just as good as blast in medium range.
!feedback
Double barrel void item - Corrupts backup mag
upon activating your secondary ability another (+1 per stack) charge will will be used
for example if i was on acrid and used ravenous bite i would bite twice with the item
!feedback
braincoat should make it so fiend stops getting corruption because corruption mode is melee and melee is bad
!feedback when I bursted the voidling while running railgunner crit, he went too far ahead for me to catch up and i got eaten by the fog, maybe some cap on him moving from stage to stage?
!feedback
should have 4 special ally slots unique to it. any spawned strike drones will take those slots as priority, and all others spawned while those slots are occupied would take usual slots
this way at the ally cap, strike drones can still be spawned, but not abused
!feedback Have an option to horizontally flip Mul-T's model so immersion when using their special alt is higher. Have it as an option in settings like toggle artificer hover is
!feedback i dont know if its been suggested yet or not, but make pings not disappear at all, instead allow the player to manually remove the ping by pressing it again on the pinged location/item
!feedback This might have been suggested before but It would be nice if there was an option to organize the
menu in options or something. Maybe based off of most recent item picked or just drag the items where you would like in the menu.
!feedback
New void item: disruptive alloy (corrupted focus crystal)
Every 10 seconds (-20% per stack hyperbolic) release a shockwave that pushes enemies away and slows them for 50% for a short time.
!feedback remove benthic bloom
!feedback
Risk of Rain 2 has an Aspect of Perfection, Shared Design, which the player can only get from killing elite Lunar enemies. It has a 1/4000 drop chance, making it very rare. While Survivors of the Void is entirely Void-themed, there is no Aspect of Void item in the game. Voidtouched elites are very common enemies.
Please add Aspect of Void to the game!
If loaders standard M2 has damage scaling with velocity, could the alternate M2 have velocity increase its cone of aoe?
!feedback
!feedback
Slicing Winds Mercenary’s Alt R should have its hit box widened to match its animation
!feedback
Add Newly Hatched Zoea to engi's turret blacklist.
!feedback
Xorquil Injector (void
)
While below 25% health, deal +200% (+200% per stack) damage.
(edit: this has a lot of room for balance adjustment)
I would make it more like 30% or 40% hp
!feedback
Right now, there's 4 lunar equipment:
, which is just really strong
, which has good synergy with
and 
, aka the kill all teammates button, is a fun AOE item
is just kinda... forgettable
Effigy works by placing a pillar, that slows down and removes 20 armor from anything in its radius, including teammates.
Movement speed reduction is devastating on players, but negligible on enemies. This is a good argument against the effigy.
20 armor reduction is AT BEST an 18.18% damage increase (I did the math, its 18.18% not 16.67%, since the amount of damage reduction decreases as you go away from 0 armor. The optimal amount if armor for a target to have, for maximum damage, is 10 armor, which results in an 18.18% damage increase.) This is very little damage to be getting from an equipment item. Also, this applies to the player as well.
usually does more harm than good. Potentially losing 50% of your movement speed isnt really worth it, when the benefit is a potential damage increase of less that of a
,
, or
. It also takes up your equipment slot, when most equipment are just better.
How I'd fix it: Remove the slowdown effect, and increase the armor reduction to 100. The slowdown only hurt players, and increasing the armor reduction makes the damage dealing part of the effigy more noticeable.
EDIT: Armor math is very confusing. I tried recalculating the damage buff some more, and I'm starting to get values above a 20% damage increase? The math is very confusing, and I need to test it some more.
!feedback
Reviving with a Dio (or larva) should restore all consumed watches and elixirs in your inventory.
As useful as it can be, I think most people would agree that Dio's best friend is a pretty underwhelming item to get. This buff would make it a bit more of an exciting prospect, and creates a synergy that nicely ties together all of the consumable items.
!feedback
Lost Seer's Lenses should activate Predatory Instincts when their effect goes off.
!feedback
effigy of grief is, in my opinion, one of the weakest lunar items out there and this is only supported by the evidence provided in the above message.
While buffing its effects may make it stand out better when compared to other (lunar) equipment, its still remains incredibly similar to
, which i found to be a thousand times more valuable than the screaming lemurian statue.
Rachis does this really funny thing where it boosts your attack in a relatively large area, along with the enemy's.
What happens is that, the player is encouraged to take risks and gains a huge benefit from that! (whopping 50% damage increase). Thats what a lunar should be!.
With effigy standing in the affected area either by accident or after dodging something will spell your doom almost automatically, while the effects are negligible on enemies themselves as i don't think they care too much about having a movement speed decrease.
In conclusion the idea is to make
less similar to
and make it interesting.
This is what i came up with.
"spawns a bubble on the ground that makes whatever enemy that dies within it revive as a ghost aggressive to both players and enemies alike with 50% hp and 150% damage"
cooldown: ill think about it
!feedback
Increase the ally maximum cap. Currently, it is very easy to fill this up with the addition of items like Goobo Jr., Newly Hatched Zoea, and Defense Nucleus. What I suggest is giving each ally its own ally cap, so if a Goobo Jr. summons another Goobo Jr. and it summons an alpha construct, neither the second Goobo Jr. or the Alpha construct counts towards the total ally cap of the player. To represent this in game, if one of your allies summons its own ally, that would just indented again like what happens when you're in multiplayer.
!feedback
Maybe every few stages there will be an e8 modifier added. Just a thought.
Edit: I think the bot died :P
!feedback
!feedback laser scope rework repost since bot was dead when i posted it the first time;
picking up laser scope gives +50% crit chance by default. now, rather than just being +100% crit damage, it works like this:
if the player has over 100% critical strike chance, the player now does ''overcrits'' with the math for it being ur crit percent over 100 x 2 for the damage % extra u deal.
personally, i think laser scope would be more unique if it granted the ability to overcrit, rather than just more critical damage, and if it gives 50% crits than it'll still be useful without 100% crits as that would still boost damage a lot and synergize with on crit items.
!feedback I don't think its an unpopular opinion that huntress is one of the most lackluster characters at the moment. She doesn't have nearly the range of commando, or the DPS of artificer, or the sustainability of engineer, and is mediocre in pretty much every aspect besides agility. Here's my ideas for a mercenary-style huntress rework:
"Impaled" status effect, applied by arrow rain (instead of slowing) and strafe. Impaled enemies appear visually riddled with arrows, and display an icon next to their health like all status effects. The effect itself lasts 20 seconds, and is reapplied with subsequent hits. Passively, the effect does nothing, but upon death will fling out arrows into nearby enemies in a similar manner to razorwire or ukulele, dealing meager damage and impaling them. This status effect would (apart from benefiting death mark) act as a way for huntress to methodically cut down big groups of enemies, as well as giving her normal skills the role of crowd control as apposed to her alternate's high single-target damage and crit synergy.
All of her abilities would have to be slightly tweaked to accommodate this new functionality, but I think this would give her a more unique role in the OG character roster. Also, I think a rework of this level would warrant huntress being put behind an unlock again, since she'd be much more complex than commando and might be confusing for brand new players.
!feedback
i feel like enemies are starting to get one shot very early on, especially with the addition of void items (some of them are very busted) so it could either mean a nerf or implementing some special damage resistance for both monsters and the player, atleast for the first 3 loops, it will make the fun more fun fighting against some elite bosses and the new void enemies like the jailer and the big crab instead of always one shotting them and never looking at their full potential
!feedback
Remove the lvl limit for enemies on all difficulties and game mods so they can get stronger infinitely. I want my 3-4 hours runs to be slightly more interesting.
!feedback
Kineticus (void
)
All incoming hitscan attacks deal -20% (-20% per stack, hyperbolic) less damage. This includes bullet attacks (like wisp and templar) as well as laser attacks (golems/titans).
!feedback
make Xi construct death laser have interesting wind up sound and shooting sound. Now it feels a bit weird without a bit BZZZZZZZ like a titan does, and often catches you off gaurd when not looking at them. The range is also pretty large, which doesnt necessarily need to change but these sound should make you aware of some more hidden Xi constructs.
!feedback
New lunar item:
Moondial: Killing an enemy (with your primary?) resets your ability cooldowns but your 2nd, 3rd, & 4th abilities do not naturally "cooldown" on there own.
Looks like a stone sundial
Stacking could work by increasing the number of cooldowns reset this could start at just one skill per kill or this could fill 1 extra charge you have via
, hardlight afterburner, or 
An alternate idea for Moondial: #ror2-feedback-and-ideas message
!feedback
remove the Grandparents from the Simulacrum boss rotation
you get stuck in the void with every attack they do, essentially making them a run killer if you get them. even if you have an ability that can get you out of their orb, they just spawn another, pushing you further into the void
!feedback
Add a dedicated “challenge” character to Risk of Rain 2, maybe something like the character’s stats/abilities are really bad but they snowball items and item interactions very quickly.
!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!
!feedback
Soldier of Fortune
Passive: Enemies have an 10% chance of dropping 1(+0.2 per level) magazines that gives you back 1 charge of your Secondary Skill
--Primary Skills--
Default M1: Grandfather's Carbine
Proc Coefficient: 0.5
Shoot your assault Rifle, dealing 75% damage. 30 charges
DOES NOT RECHARGE ON ITS OWN
Alt M1 #1: Duck Hunter's Long Arm
Proc Coefficient 0.5 per shot
Shoot your shotgun, dealing 8x50% damage. 8 charges
DOES NOT RECHARGE ON ITS OWN
Alt M1 #2: Whaler's Harpoon
Proc Coefficient: 1
Shoot a harpoon that can impale enemies and deals 400% damage. 4 charges
DOES NOT RECHARGE ON ITS OWN
"Out-of-Ammo" M1: Screw It!
Proc Coefficient: 1
Whip your gun at your enemies, dealing 200% damage. Get a 20% chance of stunning enemies
0,65s/swing base attack speed
Note: This M1 only shows up once you run out of your currently equipped M1 charges
--Secondary Skills--
M2: Reload
Consume all charges of your Secondary skill to regain your M1's ammunition at an exchange rate of:1:(maxM2Charges/maxM1charges) Reloading with a full or partially depleted magazine will refill your mag then give you an extra 100% M1 charges then prevent you from reloading again until you have spent your extra+1 charges of your M1. 3 charges
DOES NOT RECHARGE ON ITS OWN
"Out-of-Ammo" M2: M.A.D
Sacrifice 25% of your HP and gain "M.A.D" debuff, which turns your next hit into a guaranteed critical strike. Can only be used as long as you're over 25% HP
Note: Yes, M.A.D is a debuff so that you have to use it carefully against enemies like the Scavengers or enemies that have death mark in their inventory due to Evolution Artifact,Simulacrum or Void Cells
10 second cooldown
--Utility Skills--
Utility: Rocket Punch
Proc Coefficient: 1
Shoot your rocket arm at an enemy, stunning its target(if possible) and dealing 500% damage. Killing an enemy will immediately replenish this skill and make the enemy drop one of your passive's magazines
While this skill is on cooldown, all other abilities are disabled
5 Second Cooldown
Alt Utility: Rusty Nail Bomb
Proc Coefficient: 1
Throw a nail bomb that explodes for 350% damage and inflicts Corrosion on enemies. Enemies killed while under or by the effects of Corrosion will drop one of your passive's magazines
Corrosion: Ticks for 20 seconds and deals 10% damage per tick. At 10 stacks of corrosion, consumes them and inflicts Tetanus, which deals 250% damage then consumes itself
15 second cooldown
--Special Skills--
Special: Flip of a Coin
Test your luck and flip a coin. Spend 10% of your gold
If you land heads, temporarily gain +1 Luck and "Blessing of Primas V" buff, which gives you a 10% chance of triggering a random on-death effect from one of your current items per hit
Lasts 20 seconds
If you land tails, temporarily gain -1 Luck and gain "Improvisation" buff, which will temporarily make all enemies killed immediately replenish your primary
Lasts 20 seconds
Using this special multiple times will override the previous ones' result in order to prevent Luck stacking from multiple heads in a row
30 second cooldown
EDIT: Rebalanced the damages for his M1s and alt utility, clarified the "out-of-ammo" m1 and added an "out-of-ammo" m2. Extra clarifications to certain things added. Remade the default M2 implementing some changes suggested by @maiden prairie
!feedback
Alternate idea for the Moondial Lunar: Looks like a stone sundial
[Description] Moondial: Reduce skill cooldowns on kill... BUT dramatically increase base skill cooldowns.
[Log Book] Kills reduce skill cooldowns by 1(+1 per stack) second but increase the base skill cooldowns for your secondary, utility, and special by 100%(+100% per stack)
Perhaps change the first stack numbers to "2" and "200%" respectively. Leaving the stacking untouched.
edit: wording
another #ror2-feedback-and-ideas message
!feedback
Not sure how this will go over, but I thought of an interesting way to buff Blight Acrid. Through items. Here are a few I thought of.
||numbers are rough, just trying to convey the idea of the item||
White
50% (+10% ) chance to Blight enemies under 25% health on hit.
Green
10% chance to blight enemies on hit. When a blighted enemy dies, they pass all their blight to 1(+1) random nearby enemy.
Green
10% chance to blight enemy on hit.
Deal more damage to blighted enemies
||Could be a flat percentage or scale with the amount of stacks||
These are just some of my ideas, not necessarily suggesting that these be added specifically. Alternatively, A few of the popular blight rework suggestions could be turned into items.
Also not sure if an extra easily accessible debuff would make deathmark too strong.
!feedback
Note, all numbers are subject to change, I'm not a balance expert
Electrician
Passive - Volt Absorption
Convert 50% of all electric based damage* into healing.
Primary - Volt Wrench
Shocking. Deal 4 x 50% damage every second to up to 3 enemies.
Overcharged Variant - Galvanic Wrench
Shocking. Deal 4 x 75% damage every second to up to 6 enemies.
Redirected Variant - Charged Wrench
Shocking. Deal 100% damage every second to the closest enemy.
Secondary - Discharge
Deal a total of 600% damage between up to 3 enemies.
Overcharged Variant - Disperse
Deal a total of 1200% damage between up to 6 enemies.
Redirected Variant - Dispense
Attach 3 delayed electric bombs to an enemy, dealing 200% damage each.
Alternate Secondary - Recharge
Heal 25% of your health over 5 seconds.
Overcharged Variant - Reboot
Heal 50% of your health over 5 seconds, and an additional 25% if under 25% HP.
Redirected Variant - Galvanize
Deal 50% more damage for 5 seconds.
Utility - Power Line
Link yourself to the closest enemy, leeching 10% and dealing 10% of the enemy's health as damage per second.
Overcharged Variant - Plugged In
Link yourself to up to 3 enemies, leeching 25% and dealing 25% of the enemy's health as damage per second.
Redirected Variant - Transferal
Link yourself to the closest enemy, transferring all of your debuffs onto them, and their buffs onto you.
Alternate Utility - Electrification
Apply an electric field to an enemy, dealing 150% damage and Shocking nearby enemies every second for 7.5 seconds.
Overcharged Variant - Energization
Apply an electric field to an enemy, dealing 200% damage and causing nearby enemies to shoot off balls of electricity every second.
Redirected Variant - Ionization
Apply an ionization field to an enemy, coating nearby enemies with metal, making them take 25% increased electric damage.
Special - Overcharge
Temporarily power up your other skills.
Alternate Special - Redirect
Temporarily switch up your other skills.
!feedback
Gravity rod
chance 5% +5%(hyperbolic) To throw enemies up in the air
Something like 20m high
corrupts stun granades
I thought that catapulting enemies is hilarious 😁
!feedback access to logbook while playing. It’s a good place to go if you’re dead and bored, or just wanting to check what a certain item does before picking it up
!feedback
when defeating the lunar scavenger in multiplayer, you will only get the original 10 from the bag, and 5 from obliteration.
However, the 10 from the bag will have to be distributed, as more coins are not added to the bag, which results in less coins you would've gotten from mithrix in a fight that's supposed to give you more anyways
please fix.
maybe you could just get 15 lunar coins from the win screen instead of from the bag?
!feedback
The update that added the lobby browser killed public multiplayer. Before, with blind matchmaking, I could get into a match as quickly as any other mainstream multiplayer game. Now, despite the popularity of the game, and new content having been released recently, there are often no more than 1 or 2 open lobbies, with little to no variation between them. Aside from the several dedicated servers that are always up and mostly empty. Customization is good, but in practice it has made a game with millions of players appear to be dead. Please give us the option of blind matchmaking back.
!feedback
add a random survivor button
!feedback
allow executive card, and by extension war horn, to activate upon using the teleporter
nevermind this is kinda dumb lol
!feedback
It's basically impossible to backstab a Xi Construct as Bandit, especially with lights-out/desperado. It just rotates too fast.
The animation of lights-out/desperado is literally too slow to backstab a Xi; the Xi will turn around in the time it takes you to spin your revolver, unless you have a lot of attack speed items.
Since the Xi's laser can only attack straight ahead(?), it needs the high rotation speed to be accurate. Simply reducing the rotation speed probably isn't the right call.
Instead, I'd add a "reaction time" when the player exits cloak, where for about half a second the Xi will not rotate. Although most noticable with the Xi construct, other hard-to-backstab enemies such as AWU/SCU could also benefit from this.
The other idea I have, is to just let Bandit play the lights-out/desperado animation while cloaked, and only uncloak when the gun actually fires. Either of these suggestions would work.
!feedback When you have Spare Drone parts and Queens Gland give the Beetle Guard a mini gun.
!feedback This might be stupid because it's so particular, but I think that Repulsion Armor Plate deserves a bit of a buff. It needs to either scale it's armor value with the difficulty of the stage or parabolically increase in reduction as you stack it. It could easily be curbed to ensure that you couldn't realistically reduce damage past maybe 35%-40%, similar to how tougher times reduces to ensure you don't get 100% block rate.
!feedback
Give us a way to read item descriptions before picking them up. Having to have the wiki open to use artifact of command isn't fun.
!feedback
Revert healthbars to what they were pre dlc. Currently healthbars only show when you damage something. This means that you can't actually see ally healthbars or healthbars of enemies your allies hit. This in my opinion is pretty annoying as I'd like to know this information.
!feedback Yet another idea for the Moondial. I swear this is the last one.
[Description] Kills reduce skill cooldowns BUT... your cooldowns are briefly locked after use.
[Log Book] Killing an enemy reduces your skill cooldowns by 1(+1) second. Your Secondary, Utility, and Special skill cooldowns can only start decaying 1(+1) second after use.
Note: this locks your cooldowns not your skills. if you have extra charges of your skills, you can still use them and not have to wait. also bandolier
will still work.
!feedback
Death rework
Upon dying turn into a ghost that goes 100% faster than base running speed, that can fly, go through walls and ping.
Living creatures including other players cannot see the ghosts but will see their pings.
Ghosts will see each other as old war stealth kit "invisible" forms of their character.
Spectating would still be an option by pressing right click you swap between characters to spectate, left click would be to go back into ghost form and to ping.
This change is so dead players can still help the living teammates by speeding up the search for items, shrines and the teleporter so they can be revived faster and not be too far behind and can be very helpful in curbing boredom when deceased.
!feedback
@lavish vessel with all due respect, may I please ask why on earth the ESC key still opens the start menu while in the scrapper UI. I can't imagine it being a difficult feature to implement. My apologies for pinging you, I am just salty from ending a good run by this. Yes its user error, (I should have known better and simply click the ESC button) but having a simple feature like this can save many runs. Playing many games over the years, the ESC key is engrained in my muscle memory to use in order to escape menus.
!feedback
!feedback
Void Backup Magazine
: Killing an enemy directly with your Secondary skill resets it's cooldown
!feedback
Add a timer that we can see in Simulacrum. For cases where you use
, for example
Currently the only way to see how much time has passed is when you die when the game tells you how long you survived for.
That's about it.
Cya.
!feedback Make Captain's taser ability have an ukulele affect while the enemy is tased.
!feedback
Imp expansion: upon killing an imp boss there is an animation that he gets inside his portal.
Being near it, he will grab you and like a quick time event you will be able to get rid of its grab or instead enter with him to the imp realm.
!feedback
Artifact of Family
basically, every stage becomes a family event, could help with farming logs and stuff.
!feedback
Lunar item: (Pending)
-Your faith will now depend on luck
Stacks of Optimism grant you one of these buffs for 4 seconds every 10 seconds: Increase proc chance, damage,regen, movement/attack speed.
You get the opposite debuffs (Pessimism) when your stacks<0
Gain 1 stack of Optimism:
-When you get a red/yellow item (** 2 stacks when you get
**)
-When you gain 2 items from Shrine of Chance without failing
-When you gain 3 green items in a row
Lose 1 stack of Optimism :
-Lose 2 stacks when you get 
-When you get 3/5 white items in a row
-When you gained nothing from a Shrine of Chance 3 times
(The list can go on but im out of ideas
)
!feedback
Add a debuff timer like bands, but for when egocentrism will next take an item
!feedback
Void Item: Rebellious Barnacle
An allied void barnacle grows on your shoulder. Using interactibles activates it for 10(+10 per stack) seconds
Corrupts all Squid Polyps
!feedback playing multiplayer with my railgunner friends is annoying because of the constant crit sound effect. anytime and anywhere they land a crit i can hear it. when we get late game it's constantly ringing due to high attack speed and it sometimes throws me off when i play railgunner too
!feedback
Stupid idea: after picking up enough lunars (6 to 8) mithrix will start noticing you and sends his minions to take you out. Lunar enemies spawn randomly on maps. Chance increases to max 75%/enemy with 20 lunars
HOWEVER also twisted scavangers can spawn.
Mithrix will say things in chat like "hunt him/her." And the scavs drop lunar coins too. Maybe 1 per scav, but you already spent a lot to get there so why not 10 per stage
!feedback
Command change: Make it so when you open a special chest, (healing, utility, damage) that you only get the pools of the specific chest.
!feedback
Artifact of the Moon
Lunar pods get increased drop rates, Shrines of Order can appear on more maps, but so can Lunar enemies.
!feedback
run summary screen should display monsters' items (in simulacrum and with the artifact of evolution)
!feedback
If Ben's Raincoat is getting changed soon, Please revert the change to the interaction between debuff cleansing and timer debuffs. Basically allow blast shower to reset bands again.
EDIT it still works this way, im dumb
!feedback
Make bencoat not remove curse. I get that
negates e5 and
negates e3, but e8 is different. All of the other eclipse levels are changes to preexisting mechanics, whereas curse is something completely new. So please, change this with the other ben's raincoat changes.
!feedback
Effete Worm (void
)
Regenerate 3% (+3% per stack) of your missing health (NOT MAX HEALTH) per second.
!feedback
Make it so when Artifact if Command is enabled, category chests like damage, healing, and utility cannot spawn.
Regenerating scrap should have a mild chance increase for printers to spawn.
overgrown and mili-tech printers are super rare, and it would be nice to see them a bit more frequently, and white printers are always nice.
could also potentially shadow buff eulogy zero a bit
!feedback
Blind pests are unreasonably overpowered
!feedback
While I do agree with the above feedback, i think I can expand on it.
Maybe it shouldn't do 15(+3 per level) damage considering that this essentially makes it a way more dangerous brass contraption...that can spawn on stage one. Maybe it should deal 8(+2 per level) damage instead?
!feedback
I really like how the game can run on super low specs, it makes it super accessible. Good work with that. 320x200 resolution on minimum settings is the only way I can play it on my laptop.
!feedback literally only elite pests
if you see more than 2 pre loop without alot of cover or a really good setup you just die
!feedback
Change it so that the momentum created by characters cannot affect the teleporter boss, the amount of times mercenary m2 has shot a boss to kingdom come and my run has no choice but to end is depressing
What if Bison steak's max health increase was calculated after health reductions? This means it will always be 25 max health after picking up glass, after e8 curse, and after tonic afflictions.
As an example, someone with 500 max health who picks up a single glass will need 10 bison steak to undo the -50% max health.
Bison steak is so horrendously underpowered that I feel like this change is balanced, but if you don't, I'd like to hear why and any balance ideas you have for this :)
!feedback
Support for DLSS and Ray Tracing
!feedback
Add the ability to shorten the timer or “cook” commando’s grenade by holding down the button
!feedback
please release more skins
!feedback
Beetles are one of the least threatening enemies in the game. They're just free money and unless you stand still, they have no chance of hitting you, or maybe some infantessimally small chance. The new expansion has the Blind Vermin, which is an extremely polished melee only enemy, they're fast, dangerous, and to avoid them you need to either kill them quickly or out manuever them with movement items.
This begs the question: Why do beetles even exist?
Give beetles a rework so that they can be as threatening as many of the melee only creatures in the game. Imps, Gup, Blind Vermin, Beetle Guards (not really).
To piggyback on this feedback, I would like to add that it's annoying that vermin can outrun survivors without items.
currently, they move at 13m/s and I feel that should be toned down to 10-11 so it's only barely on your heels.
!feedback
Item idea: "Excruciating Solace" (Void tier version of
Brilliant Behemoth)
"On hit, apply a debuff (+1 application per stack) called "Armed" to an enemy. On the death of the enemy, convert every charge of Armed to +16m (+2m per stack of the item) for an explosion that deals 70% of total damage"
!feedback
Void Item: Jailer Arm Collar
Deal 200%(+200% per stack) damage per second to enemies that touch you. Per Primary Skill Use, pull an enemy towards you and apply Nullify for 3 seconds
Corrupts all Frost Relics
!feedback small beetle rework idea:
beetles should have a secondary attack that functions as a mobility tool to close gaps; a leap of sorts, with a bit of a slow windup and ending, but some heavy armor that scales with their level to encourage actually moving, and being thematically fitting with them having hard beetle armor.
the move also probably shouldnt be able to be re-aimed much, if at all, after they start charging it. i'd also prefer if the leap was only 3-4 beetles worth in distance, just so it's not too much to dodge with no mobility items.
beetles right now are laughable and pathetic, so making the player keep tabs on them without making them OP would help give them a niche as a melee enemy, like imps.
!feedback
give Benthic Bloom the ability to convert grey/untiered/consumed (you get it) into white (common) items
!feedback make engineers sprint boosters function like artificers hover
Idea as a team revive for multi-player due to alot of people who are new keep dying and always complain
!feedback
!feedback couldn't we just mix bison steak and fresh meat?
!feedback add distant roost, sundered grove, and sulfur pools to simulacrum. They're great maps and it's a great game mode but sim gets repetative when its always the same 7 stages...
!feedback
Make Chronobauble an 80% slow instead of 60%.
!feedback
scrapping a
should gives you a green scrap + inactive/consumed 
right now, scrapping a
just reverting it back to normal green scrap
give character's more skins for completing challenges or beating the game in eclipse, (examples: a snowy camo suit for sniper to go with all of her freezing and slowing alts, give mult a skin that resembles chef from ror1, give bandit a really, really, really big cowboy hat 🙂
!feedback
!feedback make the ues safe travels a hub area to chill in and in addition there could be multiple rooms were we look at stuff we found on our runs in certain rooms I just saw the details in the opening cutscene and thought hey what if we made more from this? Also instead of spawning in a escape pod what if we spawned in the ship instead and in the ship we choose our character walk to the pod get in then blast to the planet good idea anyone? Edit: where like?
!feedback
Please, just buff Spare Drone Parts already. I was on my average Loader run, and it was doing absolutely nothing.
Even an Aegis would be better.
I propose:
Make it give ALL drones innate Microbots, and make ALL drones have double movespeed.
Also, double Flamethrower Drone's range.
Quadruple TC-280's health, it dies way too quickly.
That's pretty much it. Should feel on par with Clover.
!feedback
Change the chances for Logs to drop on rarely seen enemies, such as Aurelionite, Mithrix, Voidling, and enemies such as the Void Jailor and other normal enemies that only Spawn on a single stage; To make it easier to obtain said logs
!feedback ||i have returned from my slumber to rain havoc upon the feedback channel||
all whites should be breakable.
!feedback
Interactible: Gravity Well
Upon activation, starts a 60 second holdout event in which EVERYTHING inside of the charge radius is progressively sucked inwards, where it instantly dies. For every entity killed/sucked into the Gravity Well, 20% chance for an item to spawn, the rarity chances being 60% white/30% green/10% red
Focused Convergence would make the radius smaller...but everything gets sucked in faster
!feedback artifact of choosing you can pick the boss the teleporter spawns...but it's health and damage is doubled wich would help with many achievements like mul t buzzsaw
!feedback give mithrix real voice lines it would add a pretty cool depth to the whole fight in addition to that please buff his phase one hp I consistently one shot him it's pretty sad he's a demi god he should feel like it
!feedback Add a red item that increases movement speed and a red item that increases crit chance. It would make benthic bloom a more compelling choice if you come across one
!feedback Give
hidden +5% crit chance or 10% (considering its a red) like
, I don't see any reason why not to add it.
!feedback
Void
item
At the last 20% (+20%, hyperbolic) of an enemy's health, deal 20% (+20%, linear) more damage to them.
Edit: I was gonna say 25% hp but that seemed too strong
!feedback
egocentrism should be able to be picked up by walking through it because its funny and characteristically accurate
!feedback
Void Happiest mask
Face of mgleth
On hitting enemies there is 3%(+3% hyperbolic) chance to show them supreme truth! Enemies becomes void touched and non-hostile to you... for a time.
Kinda Lovecraft reference.
!feedback since player-owned allies use the enemies' level for scaling, enemy-owned allies should use the player's level for scaling. This might help curb the difficulty of dealing with enemies with drone parts (as well as probably nerfing Droneman, he's insane) and other ally items.
!feedback
Or, conversely, increase sacrifice's drop chance at lower levels, and then revert it back down to standard as we level up, and kill faster.
!feedback
Shrine of the Woods: When fully upgraded, give a 100 Armor boost while in the healing radius.
!feedback
Allow Void Locus to be accessible in Eclipse modes via the Void Fields. This would add more options for Eclipse runs and ultimately make things more interesting. Sometimes depending on my items I’d rather fight voidling instead of mithrix, and I enjoy the challenge of the void locus.
!feedback
quick restart button🙏
!feedback
Award survivor logbook entries on beating the game on eclipse.
!feedback if this is added, add a ''quick search'' key when hovering over items so we dont have to search for them in the log book and die because were standing still
!feedback
Artifact of Eccentricity
Adds a random artifact that lasts for one stage every stage. Could be hidden at the Siphoned Forest or Sulfur Pools.
!feedback Add an option on console (and pc if it doesn’t) an option to quit a run only to the survivor select screen, as it makes it faster to start a new run of you accidentally enabled an artefact or chose a survivor and/their abilities you didn’t mean to.
!feedback Please allow the abilites to auto-fire as soon as it goes off cooldown when you hold down their respective key. With SotV update, you can no longer auto fire skills and it hurts to play acrid without auto fire M2.
Replace elite's increased health with armor
Then change APR to deal additional damage based on armor
This will make elites more manageable with the items that reduce armor, and make APR more widespread outside of teleporter bosses
!feedback
it would be awesome if you could make certain items that scale with duration or radius give a better scaling bonus so that they scale well later into the game, as they are somewhat overshadowed by their effect stacking alternatives (for example, warbanner vs syringes and goathooves)
an idea I had for something like warbanner would be something like a 15% base damage increase, so that even if you get more attack speed, it doesn't get out-shone by other items.
or for example, berserker's pauldron could be a 30% TOTAL attack speed increase, instead of 100% attack speed... or maybe even add a mix of scalings.
just food for thought, it would be nice to still have these items have good early games, but as someone brought up earlier, topaz brooches etc etc do not scale well unless you stack a bunch of them
!feedback
I dont have a whole lot of experience with 3d modeling or anything so maybe im going abt this the wrong way but thanks to a few different effects (namely tonic) the lighting makes the lunar seers almost impossible to differentiate, especially between stages like Aquaducts, Sulphur Pools and Aphelian Sanctuary (I think thats the name).
!feedback
PLEASE make it so that euology zero will only activate with interactables that the player actually holding the item activates. I'm not sure how this could be tweaked with boss items but maybe make it so that only one item (multiplied for mountain shrines or players with Eulogy zero) gets affected. It's insanely frustrating having to deal with the consequences of a passive item someone else picks up.
!feedback
I've noticed most heretic unlock suggestions are pretty unpopular in this channel, but after a run where I spent 28,000 coins shuffling the shop until I got all the heresy items I feel like there should probably be some alternate option. I don't think having them permanently unlocked, but I also feel like the only way to play them should be through either doing a command run or hacking in a bunch of lunar coins spending hours grinding for one run. I think they should be kind of like Eden from Isaac, having some sort of pre-requisite to be unlocked, in this instance becoming the heretic in a normal run, and then requiring some other condition to be replayed. Isaac has Eden Tokens, and while a new currency could be implemented once per mithrix/voidling/twisted scavenger kill, we already have Lunar coins. I think being able to spend 10 lunar coins at character select to start as heretic would be a good solution, as you can get heretic for cheaper with a bit of patience and some luck.
On the same note, a "shrine of heresy" could be interesting. In my mind it would work one of two ways, either giving all of the heresy items for 10 coins or giving a guaranteed heresy item for 2 coins. I understand that heretic has to have some cost to play because she is inherently stronger than any of the other survivors in terms of stats and passives, but having to plan and dedicate an entire run and even modify game data just to have a chance grind for hours and hours and still have a very real possibility for it to not happen just because of rng is really obnoxious.
On a side note, please fix the camera on heretic. It swings around them really weird when strafing and sticks really close behind their head.
!feedback fix voidling lol
!feedback
make stone golems immune to bleed, it literally makes no sense they are ROCKS
!feedback
Add new difficulty called flashflood
*enemy spawn rates 4x
*permanent health damage
*make rain filter come and go every 3-5 minutes
Would look like this but its not blurry and is moving:
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse3.mm.bing.net%2Fth%3Fid%3DOIP.0RuxGnKCxNBP7d5nhsJJ2wHaFS%26pid%3DApi&f=1
!feedback
likely the 9001st person to say this but first stack of laser scope should give 5% crit chance like every other crit-related item that isnt the glasses
!feedback Can you please stop putting my items on the top shelf? I don't get a dash.
!feedback lmao fix voidling
!feedback
Improve drone AI in planetarium, to teleport to you. Kinda sucks when doing a drones only run and they all die in the first area after it gets fogged.
!feedback
Another idea to be able to start as Heretic:
You have to get heretic normally in game, and beat the game on monsoon (you must kill mithrix, and cannot obliterate). This way, lore wise, you have "earned" back her body parts in a way. Then, for the cost of 10 lunar coins, you can start the game as the Heretic.
In the end, Risk of Rain 2 is a coop or single player game. It doesn't really matter if a character like the Heretic is OP, as it's not like you're hurting anyone else by playing her.
!feedback
PLEASE, FOR GOODNESS SAKE, add like a kill barrier for enemies or something on the levels, ESPECIALLY SKY MEADOW, The amount of times those stupid void wisps decide to meander into the rock river only to never be seen again because they're launched into the background and lose agro has driven me mad.
!feedback Speed up charging speed for pillars. Making the time longer doesnt gonna make the game harder, its just boring.
!feedback
- Please spawn Hermit Crabs with Artifact of Dissonance. This is the only enemy type that cannot spawn when playing with Artifact of Dissonance. It would be great to have the maximum variety of enemies when playing with Artifact of Dissonance.
- Please spawn Lunar Pods when playing with Artifact of Sacrifice. When playing with Artifact of Sacrifice, there is no alternative way to get Lunar items other than in the Bazaar Between Time location, where they cost 2 Lunar Coins. It would be great to have more options to use Lunar items in runs with Artifact of Sacrifice.
!feedback
Make the Shrine of the Woods do something in the teleporter event. As of right now, it's just a "get a small amount of health per second back for a buncha money" button that barely gets used. I have 2 propositions for fixing this.
Either A. Give it a
effect, for every level of the shrine adding to the health increase and making it occur 1 more time
or B. Give the entire teleporter zone an effect like the current SotW, basically just engulfing the teleporter zone in a
or
like effect.
!feedback
Blacklist N'kuhana's Opinion from Mithrix since it's basically uncounterable (especially as rex who doesn't have OSP most of the time). While I'm at it I'll also mention spare drone parts.
!feedback
Add an artifact thats basically like command but instead of command essences you get the void potentials from the simulacrum mode
!feedback A very tall order, but I'd like to see customizable artifacts. Opening a menu from a button next to your artifact list that lets you play with all manner of parameters to tailor your run to be as tame or chaotic as you want. This could be anything from modifying evolution's item blacklist, changing the timer between vengeance fights, blacklisting types of elites spawnable by honor, etc. At the end of the day this is what mods are for, but it would be a nice functionality for console players to have, since they're stuck with the vanilla experience (for now). I think it would be perfectly valid to lock this functionality behind a threshold of some kind, probably like unlock 8 artifacts or something.
!feedback
Warbanner buff
On leveling up or starting the Teleporter event, drop a banner that strengthens all allies within 20m (+10m per stack). Raise attack, movement speed and regen by 30%. Killing monsters inside the banner grants you +20% XP (+20% per stack)
!feedback
Legendary (red) item, not sure what the name would be;
Randomly mimic 3 (+1 per stack) utility items. Mimicked items change every 1 minute. Mimicked items are rolled with the same rarity as a small chest.
!idea Cross compatibility/play?
!feedback whith mercs oni skin make his sword red in addition
!feedback 
!feedback Make Mercs "Enthral" challenge not a Pain in the ass please and thank you
!feedback reward for completing prismatic trial damageless on any character could be another skin 😈 😈 literally took me 10 times longer to get that damn ability than to obliterate on any survivor lol
!feedback make the lemdog a real item if you disagree you are a heretic to our god
!feedback
nerf loader and railgunner. they too op
!feedback How about no to loader she is perfect
!feedback on the topic of nerfing railgunner why on gods green earth does her default special skill cooldown scale with attack speed instead of cooldown reduction items. A character as strong as her shouldn't be able to mitigate her one biggest weakness with something as common as attack speed (also, is a 3.0 proc chance really necessary?). It only serves to nerf already lackluster and situational items like alien head and light flux pauldron. Also, for a character with """bad mobility""" her mines launch her awfully far and recharge awfully fast, it's basically REX's shift but better and with 2 charges.
!feedback
Going off this, Please make it ability specific. Its annoying to autofire arti's nano bomb and similiar abilities, but also annoying to have manually fire abilities like acrids m2.
!feedback
The moon stage in simulacrum should get it's own music track. The base game song is honestly too good to be played in a regular simulacrum stage and risks becoming stale
!idea make waay harder difficultys which arnt reccomended to play with and noone will play them kus there too hard for eggsample
-starting max hp - 10
-monster level cap incresed from 99 to 700
-time scales 120% fasted and unlimited
-monsted start with 10 tri tips 3 medkits and 5 slugs
thats my egglample
!feedback
!feedback nerf the wisp tracking the troglodytes saying JuSt StRaFe are wrong I can Strafe perfectly and dodge every other enimie except the wisp it's my nemesis and it ruins all no hit runs for me please nerf
!feedback If it's not too out of place, play a distorted version of the original Coalescence track (instead of ...con lentitud poderosa) in Simulacrum Commencement. Making a new track would be unnecessary work, and reusing a different stage's track wouldn't feel right for a stage like Commencement, especially if it's rarer than the others in Simulacrum (which imo it should be).
!feedback can yall please make bandits uncloaking not interrupt your momentum on a geyser? it just happened to me on a particularly high launching one and i just plummeted back to the floor and died
!feedback
Running on this, can we please make Geysers not totally ignore player generated momentum? It happens way too often that I get sent off the map because I forget that Geysers screw with your momentum. This is especially notable on Artificer's hover, or air strafing with Loader or Acrid. Would it be possible to sort of pick and choose which abilities maintain the Geyser's momentum, and which interrupt it?
!feedback a lunar item that increases proc chance to 100 BUT halfes all total damage permanently unless getting rid of it at a cleansing pool
!feedback
buff artificer and engineer
they are super mid
!feedback
Change the voidling fight a little.
This was probably already said but I think the voidling fight (while not bad) is really underwhelming compared to the Mithrix fight as the attacks are almost all pretty similar and you spend most of the fight standing behind a wall. My idea is to add an AOE attack that comes from the ground as well as increasing the voidling mobility to force the player to move. I also think the missile attack should be nerfed or at least less frequent as it's pretty much the only really scary attack and it forces you to stay behind a wall, plus it makes the fight really painful on melee character (loader).
Nerf the bullets and add some funny attacks pls
Btw english is not my primary language so im sorry if I made mistakes.
!feedback
ban all woolie enjoyers from the server 
!feedback
Make it so void cradles spawn with artifact of sacrifice enabled. Also, for balance, it might be good to reduce the amount of interactables that spawn with sacrifice. The amount of printers and guaranteed scrappers on every stage is insane and basically makes it so you can choose your items or at least stack a lot of an item you want. If I wanted to do that I would enable command.
!feedback add more void items the current ones are like all downgrades and are bad
!feedback
Red item idea or maybe a corrupted version of Behemoth?
Old Flint Arrowhead
Attacks create a small shower of sparks within 6m on impact that deal X% base damage and have an X% (+X% per stack) chance to inflict burn on enemies.
!feedback
With the launch of the steam deck, the PC version should have aim assist when controller is being used.
!feedback
Please remove Acrid M1 sprint cancel and just balance his M1 normally. It doesn't make sense.
srry but if you disagree youre a coper and ill block you for having no braincells
!feedback a artifact that lets you choose what rarity of item you get like command but for raritys yes it's a bad idea but it's ez EZ mode
!feedback nerf. needletick. damage.
it does way too much on enemies it just one shots you 99% of the time and on players its nearly a straight upgrade to bleed
A lunar item based on the concept of evolution.
Unlike the artifact, this item would give enemies stat boosts based on how you're doing. The more enemies run after you, the faster they get. The more enemies attack you and miss, the faster they attack.
The upside would be that you get exponentially increased xp.
At the end of the day, this item is mainly to create a more unique game to game experience
Stats could be something like
+) Gain 50%(+50% per stack) experience; stacks exponentially
-) Every 20 meters an enemy moves, they gain a 5%(+5% per stack) movement speed buff; stacks linearly
-) Every 10 attacks an enemy throws out, gain a 10%(+10% per stack) attack speed buff; stacks linearly
skill issue
!feedback
!feedback
add a void soulbound catalyst
on hit, you have a 5% chance, scaling hyperbolically, of activating all your on-kill effects
!feedback Fuck you sKilL iSsUe my hemmeroid covered asshole
!feedback
(Stop talking here)
!feedback
Benthic Bloom Rework
Upgrade 3 items(+3 per stack) on the stage at the start. Will upgrade to void variants if possible.
Corrupts all 57 Leaf Clovers
!feedback Add an alt ability or buff captains taser cause it kinda sucks
Bump
They already do
!feedback
Change how
scales, because increasing its duration is nigh-useless.
Enemies with 4 or more debuffs are marked for death, increasing damage taken by 50% (+25% per stack) from all sources for 7
(+7 per stack)seconds.
!feedback
Nerf Void fields, when i die in void fields, I basically always know it's unfair, due to tesla coil or spare drone parts. This shit sucks.
!feedback remove/rework squid polyp. it's useless and just gets you killed.
!feedback
add some kind of ending where the player becomes voidtouched
it would be cool
!feedback
Voidtouched enemies should drop void items with Sacrifice enabled (maybe with increased droprate too?)
Void cradles are a lot rarer (not nonexistent) with Sacrifice enabled, so on average you get less void items on sacrifice. This change would help increase the ratio.
!feedback
Make Benthic Bloom take 3 items instead of 3 stacks.
!feedback nerf harvester scythe. it gives too much healing and outshines every other healing item
!feedback
make brilliant behemoth quieter as the attack speed gets higher, the earrape it generates on commando gives me a headache
!feedback fix voidling fools
!feedback
Make a gameplay distinction between self damage and enemy damage. Self damage being things like Rex's abilities, Blood Shrines and Void Cradles (essentially anything with a %HP cost).
Self damage shouldn't proc E8 curse, Safer Spaces, Opal, or consume Watches and Elixers.
!feedback in the void fields time only passes when you are you charging a cell, when you finish one time stop again and return after you open another cell to charge
!feedback
pretty bad presentation.
but acrid's m1 cancel is braindead and doesnt need to exist. it might be hard to circumvent people cheesing it without it feeling awkward but if it could be patched out that would be nice. saves sweats the carpal tunnel
!feedback
as per what i have just learned,
runalds band should give tokens and cooldown resets on bandit's revolver like behemoth does
it would also make the revolver less difficult to use later in the game
!feedback
Improve the stacking of brilliant behemoth by making it increase the explosion radius by 4m per stack instead of 2.5
!feedback make the warbanner actvate once in the mythrix fight(when you defeat phase 1)
On the topic of a bandit change...
Hemorrhage seems to get a lot of flak because it doesn't fit his kit well. While I personally think it's a good addition, I can see why it's not well loved over the original dynamite. The 133% dps, while being ok, doesn't add a lot, and the rest of Bandit's kit is quite strong in comparison.
A simple idea that I think could drastically benefit the debuff is an "instant apply" mechanic. The way this would work is if a certain criteria is met, all remaining damage from the hemorrhage stacks is immediately applied in 1 tick of damage. The two I think would work well for Bandit is either if below a certain health threshold, for instance 15% max health, or on backstab with Bandit's special weapon.
This would make hemorrhage unique, compared to both bleed and collapse, and would fit into both the need for sustained damage in Bandit's kit, and adding a large burst potential for any enemy.
!feedback
Whenever Goobo expires or dies, have it say something goofy in chat based on the survivor it plays. F.E: merc "Super Ultra Ninja Bushido!" It would be funny.
!feedback
(recycling an old idea)
Pandaemonium (void
)
On hit, inflict ignite for 25% TOTAL damage (+25% per stack). All ignite afflicted by any source other than this item is applied thrice (+2 per stack).
- This does not affect
at all - Synergy with
(item was balanced with it in mind)
(edit: removed ignite refresh)
!feedback
New Void Item: Eye of Emptiness
Description:
Whenever an enemy has 4 or more debuffs on it, if another debuff were to be applied, apply 1 stack of collapse in addition to it for each debuff already on the enemy. Applies 1 additional stack of collapse for each additional stack of Eye of Emptiness. Corrupts all deaths mark.
!feedback
Multiplayer is cancer, maybe don't let host edit other people's coins counts.
!feedback
New Artifact: Artifact of Void
Whenever an item that can be a void item is picked up, it is automatically turned into a void item. However, the void is always curious. Void seeds are more common and void fog covers the stage outside of the teleporter radius during a teleporter event.
bumping because it's important to me
!feedback
Grant collision to Xi Construct like other flying bosses.
Standing on flying bosses is kinda integral to melee survivors, and caustic leaping through a boss and off the map is frustrating and makes for a VERY long boss battle.
I'm honestly not sure if this is feedback, a bug report, or an oversight.
!feedback make "bumping" your own or anyone else's ideas not allowed as it just clutters the chat
!feedback a pvp secret area where the winner gets a red
Mult dual nail gun + brilliant behemoth + 10 Ssyringes= -2 ears
!feedback Please make the prismatic trials for all platforms have the exact same artefacts enabled, the same stage order, etc., as the mercenary ethereal tutorials are not helpful to console players at the moment due the tutorials being on pc.
!feedback
A nerf to **Trophy Hunter Tricorn
** since its just a free yellow:
50% chance to execute any enemy capable of spawning a unique reward, and it will drop that item. Equipment is consumed on a succesful execution
!feedback
Change the mercurial rachis so that when you deal damage to an enemy, the damage is equally divided between that enemy and all other enemies within 16m of it. Range increases +50% per stack.
!feedback
Add an artifact that forces or increases the chances of family events occurring
!feedback add a tutorial. I try to get my friends into the game but they don’t know what to do and immediately quit.
!feedback
If you do, please make it optional and/or skippable.
!feedback
You don't want to blacklist Spare Drone Parts it seems. Fine, but at least make it fightable by players. Give the chaingun tracking lag or something like Stone Golems or Solus Probes, and remove the bounce.
https://cdn.discordapp.com/attachments/565610274053292042/965771295902015528/Skill_issue_3_Spare_Cores.mp4 This shit ain't fair. Not even slightly.
!feedback
So the patch has dropped and Captain being shafted in hidden realms still has not been fixed/addressed. Even if its intentional and meant to stay, maybe we could get some news on that?
!feedback
Please add the settings menu to multiplayer lobbies. It's frustrating to have to leave a lobby to just change volume.
!feedback
Artificer is fine in a vacuum, but has definitely been power crept by other survivors. She could use something to make her stand-out more in the "big-damage" role. Such as a small overall damage buff or a new perk tied to her ENV suit.
!feedback
Please get rid of Void Fields spawning on top of you completely when starting a new stage, it's incredibly obnoxious and unnecessary. The patch notes imply it's a feature, not a bug.
!feedback
With the latest patch notes I can't help but be concerned over having one last Bug Fix/Balance Patch for the DLC when in my opinion there are still many issues SoTV have brought and long standing issues that have made itself more glaring.
-
The blatant powercreep of newer Survivors compared to the older ones come to mind, alongside the stronger SoTV enemies that the older Survivors were not built with in mind.
-
The lackluster implementation of the new Final Boss with zero reason to comeback to after killing it once alongside a mediocre fight.
-
The Void Fields now being an utter death sentence to enter and just being all around not worth visiting with the latest changes. Being especially annoying on Survivors with little mobility.
-
Many of the new items introduced breaking Artifact of Evolution/Void Fields like Spare Drone Parts or feel really unfun to fight against like Shaped Opal. Even old items like Tougher Times, Repulsion Armor Plate and Unstable Tesla Coil STILL not being on the blacklist of items.
-
Xi Construct just being an unfun boss to fight and feels like it wasn't tested with Huntress or Merc in mind...
-
Collapse being extremely lethal for how easy certain enemies (Clay Templar...) can stack them.
These are jut a handful of many issues due to SoTV. I'm not saying SoTV was a bad DLC, I thoroughly enjoyed it but it really does feel very rough at the moment especially when in my opinion the recent Patch Notes fixed very little of the many issues being stated. I wouldn't mind if this wasn't the second to last patch for the DLC before you guys work on the next thing. At the very least reassurance that the game will continue to be updated during the down time which might not be the case.
!feedback
I noticed that there were some changes made to make creating certain mods easier. Something I would love to see is modding support for replacing music more easily. It's a massive pain in the ass to do properly in it's current state
!feedback
Make multiplayer eclipse return you to the character select screen after a run, currently it kicks everyone from the lobby after your run ends
!feedback
Lobby has to be rebuilt/reworked.
- your preferred options don't save between matches/game on/off
- Ping doesn't work 99.9% of cases, so you have to facecheck each lobby
- There are totally pointless settings such as "rule voting on/off". It'd work if we had ALOT of rooms to choose from. The thing is: we don't.
- or "show started games" - it'd work if we had drop in system as default.. But we don't.
- some options aren't explained at all, like those "tags". Some are self explanatory, such as 'mods'. I know that each artifact has its own tag, that isn't explained anywhere in the game, though.
This lobby is archaic and even though RoR2 has on avg 15k online players daily, it feels empty. On the other hand Gunfire Reborn has a third of online players and yet you can find a lobby quite quickly.
So.. Maybe add some kind of "quick play" with 1-3 preferred settings so you have the minimum of controll
Do a crossover with fortnite
!feedback
Please change the visual effect for the 'node area' on the second part of the Void challenge when one player has a focused convergence. As it is now it's a very harsh bright blue that's almost impossible to see through. just changing the purple to a blue tone would be enough
!feedback
!feedback
Ally void creatures can't kill you or other allies with their death implosion.
I know this is a HUGE buff because normal Void creatures can kill THEIR allies, but because of the danger, Happiest Mask and Newly-Hatched Zoea are essentially blacklisted due to the risk they contain.
!feedback nerf the wisp spawn rates they spawn in 40 in 30 seconds and it ends my run 100 percent of the time. Really sucks. Edit: where like
!feedback
Red Item: Green Whip
Increases the speed of all move speed buffs by 50% (Goat hoof's 14%(+14%/s) -> 21%(+21%/s), etc.)(+10% per stack) Move speed while IN combat increased by 30% (+30% per stack)
A move speed red that's a play on 
Now having at least one green + red whip will give you a 30% move speed buff in all situations, but while also hopefully giving a 'red item' feeling amount of goodness. it would buff itself so that the move speed is consistent between it and red whip
Edited to clarify it buffs the base and stack speed buffs
!feedback I think we need another patch
That was absolutely your fault. 
!feedback
This isn’t exactly feedback, but a tip. Please vote ⛔.
Stop saying things like “buff this” or “fix this”, instead, say something that pertains to a possible fix to said topic. For example, lower the cooldown on this skill, it is unbalanced, instead of saying “fix character”. You add nothing to the conversation when you just ask to fix something.
!feedback Please blacklist AI from getting Spare Drone Parts. It's a death sentence the moment any enemy has it.
!feedback
Alien Head is in desperate need of some kind of rework, as it currently has almost zero impact in a majority of situations, and at most, it will shave a half a second off a cooldown. It should still keep the gimmick of reducing cooldowns, but as a red item, the effect should be wayyyyy stronger than it currently is.
also uhhhhhh make col droneman respawn every few minutes and not once per stage thanks 
Skill issue
!feedback
!feedback one of the issues with collapse is its inconsistency due to how varied enemy attacks and stats are. It does 4x base damage, so a clay templar could shoot you and collapse you for 115 damage (on stage 4), or a stone golem could deck you for 144 damage (on stage 4). The clay templar, although doing less damage, ends up doing magnitudes more with the collapse stacks. I'm all for an elite type that benefits the chip damage enemies, since up until now we've only had elite types that benefit heavy-hitters the most like blazing and overloading, but they should need to stack it to be devastating. A single stack doing half your health is a little crazy, and it only gets crazier the farther you go in a run.
A proposal for making it more consistent while still being dangerous is instating an acrid-style percent damage with a damage cap, with each stack of collapse doing ~25% maximum health in damage per stack, but capping out at 400% base damage. This makes its DPS on the player the same, but making it much more fair to deal with as a player. These values could shift around with how much hopoo wants to favor the player versus the enemies, but I think this would solve many of the complaints surrounding collapse's fairness.
!feedback
Dynamic item description
Items change description based in the number of times picked in a run or in a entire game
After you unlock a item and pick the first time, you receive a really vague description(something like a puzzle) this is true for diary too, and now item description has a TIER system that is increase based in the amount of times you picked this is a run
TIER I: vague description
TIER II: normal description
TIER III: description with lore
TIER IV: Detailed Description in Diary
TIER V: Detailed Description in game(you hover while in the tab menu and show)
TIER VI: Datailed Description that show the Healing done, stacked value, proc effeciency and other things when you stack items
The unlock method is getting X number of items picked in entire game or for high tier it could be the maximum number of items picked in a match(like 10 white items, 5 green items, 2 red items for each item)
!feedback Hey, continuing to gut events/interactable for players using Sacrifice absolutely sucks, and I cannot wrap my head around why this has been a constant trend for updates in this game. What do you have against Sacrifice players that you keep removing or tuning down so, so many parts of the game for them?
!feedback unsure if this has already been suggested in the past or is already in the top feedback list, but i would like commandos grenade ability to detonate on impact. I always find it bouncing off of enemies and explode far away from my targets. Doing that would make it much more reliable as a whole, along with exploding on impact i would like to see the skill get a buff in some other area like blast radius or a small damage bump. Suppressive fire is fun but i would like to utilize the grenade sometime.
!feedback Would be really nice if we could get stats for healing done within a run.
!feedback
The Ben's Raincoat change needs a bit of work. It's not broken like it was before, but now it's just underwhelming and relies too much on stacking for a red item. Perhaps increase the base amount of debuff blocks to 3 (+1 stacking) or 2 (+2 stacking)? Something like that. Maybe increase the barrier gain to 15% or so, if you'd like.
Alternatively, you can have Raincoat give a period of debuff immunity for a few seconds after getting a debuff, then have it go on cooldown after it's over. You could have the debuff immunity duration scale with more stacks.
!feedback
Could the devs make Bottled Chaos a little bit better? It feels like a lunar item currently, especially with certain builds (coughcoughgesturecoughcough) and makes the game literally unplayable past a certain point. If you're in a run with an excessive amount of Gestures, accidentally picking up a Bottled Chaos is an instant run killer.
I feel like a good solution would be to simply remove Volcanic Egg from the Bottled Chaos pool, or perhaps making Volcanic Egg's effect mutually exclusive with Gesture of the Drowned?
Edit: oh, and Vase. I completely forgot that Vase exists, haha.
||!feedback||
Adjust Shuriken's to auto fire all available Shuriken while the following attacks are firing
- V??oid Fiend's Co??rrupted D??rown?n (Short Range Beam)
- MUL-T's Nailgun
- MUL-T's Power Saw
Reasoning:
There are 14 different Primary skills that will constantly fire while the skill button is pressed. For 11 of those skills, the shurikens will automatically fire as soon as they are off cooldown. These three will only fire one shuriken as long as the button is pressed. I believe, this nerf to these attacks is unecessary and unintuitive to most players.
!feedback
so it would appear you guys DO know the monster aiblacklist is a thing
you know what im gonna say 
!feedback
!feedback
Another patch and still no fix for Captain in hidden realms. If you're going to disable the only good ability in a character's kit, the least you could do is be consistent. Remote Caffeinator still works in hidden realms despite the description explicitly stating that it is called down from the UES Safe Travels, which is the justification given for disabling Captain's abilities.
Please treat Captain the same as the Remote Caffeinator and let him be a functional character. At this point it feels like you're only keeping him in his current state out of spite. There is nothing fun about your character becoming non-functional for all optional content (most of which consists of difficult bosses) without a good justification (much less one that's clearly communicated from within the game).
!feedback
so I revising my suggestion instead of a lot of Tiers it could have only 3 tiers
Tier 1: it's the normal description in game(diary will be the same)
Tier 2: you detailed description when you hover the item in tab menu while in game
Tier 3: you get stack information and healing information
so it rewards gameplay variety and progression
!feedback
What I would prefer is having the cooldown period similar to captain microbots, where the it’s more of a “block x amount of debuffs every 5 seconds” rather than how it is now with “ block x amount of debuffs, and after all are used, then 5 seconds of downtime.
EDIT: it wouldn’t make much difference at one stack, but it would most certainly stack better. I may be a bit biased, as I loved how raincoat made tincture builds viable with ignition tank, but it would still add risk, since if you run out of blocks, you would likely die from tincture
!feedback
uncommon item (hacking drone)
spawns a hacking drone that floats around the map hacking drones to fight for you, can control up to 1 (+1 per stack) drones.
!feedback
dios gives a permanent buff + a temporary buff upon revive like a bit of atk speed or crit
would give the item a bit of complexity between “hmm is my run good enough to kill myself and get the buff” or “i should keep it as a safety net”
!feedback give needletick a proefficient for +2 debuff effect and aegis barrier to bring more in line with bleed discord ping to maybe compensate tone down it's damage as it's a straight bup grade on most character (lodr) video game and doesn't make gameplay more fun because you get it for free with wimpy slut void cradle (very serious good msm feedback)
!feedback
I've run into an issue with the new boss Xi construct and some other flying enemies such as wisps and brass contraptions where if they're nocked far enough from the player they become unkillable and in the case of Xi construction it caused me to have to restart a run. One suggestion I have is making a border around each level that if an enemy crosses it for whatever reason they are killed or respawned near the player
!feedback
can there be an option to choose between your steam name and epic games name if you enable crossplay? I really prefer my steam name as opposed to my epic games one
!feedback
thats not what we meant by fixing collapse
!feedback
Hey guys
y'know that gup hitbox
yeah that one
can we get fix on that 🥺
Hey fellas, just a thought, newt is kinda adorable what if we had a petting interaction or something of the sort?
!feedback
!feedback
so, with the recent update
once again is useless on REX plant mode
will you please just edit the latest code instead of just reverting back to old version completely?
damaging things that comes from something other than enemies should gives you back the gold you lost like fall damage, REX plant mode, void cradle, shrine of blood, etc
EDIT : while at it, do it for the E8 max hp curse too if you can. since it's very painful for REX plant mode on E8
!feedback
Can you please fix the ceration of lobbies for us 5 people that use proton?
I can create a lobby with crossplay but not without it.
Can you please fix?
Thanks, A proton player
!feedback
!feedback
A more skill based, more interesting rework on focused convergence.
The idea: less enemies, faster charge time.
Problems to avoid: Softlocks, instant charges, how it would work in vields
Problems it solves: focused convergence being terrible to stack, but one convergence being pretty free, while at the same time not being that good
I think it would be interesting and would get rid of some of the downtime in god-runs, which... at that point, it doesn't really matter that TP takes time. The idea is that if there were less enemies alive, it would charge by a certain percent faster or slower, on a certain threshold.
Maybe 5-10% faster (+5-10% per stack, non-linear) if threshold of "less enemies" is met (could scale with stacking?) but 5-10% slower (same stacking) if threshold is not met
(the area where enemies would be counted alive would probably be a bit bigger than tp radius?)
Idea
Console update
!feedback
I would love it if you could see the total item count in the tab menu beside the item list.
Also in the results screen if it split up the items by which stage you obtained them on
!feedback
you should be able to edit ads sensitivity for railgunner
!feedback Hey fellas, just a thought, newt is kinda adorable what if we had a petting interaction or something of the sort?
!feedback (yay more
discussion)
10% barrier is basically nothing. You lose it in 3 seconds, and it doesn't really do much in terms of protection.
To make this aspect of the item more effective, it needs a significant buff, like 50% barrier instead of 10%.
The Description for Newly Hatched Zoea doesn't mention which items it corrupts, probably meaning it was originally gonna corrupt nothing.
It corrupting all yellows seems quite harsh; If it has to corrupt any items it would be nice if it only corrupted Yellow items that involve Allies (Queen's Gland, Empathy Cores, Defense Nucleus, Halcyon Seed)
!feedback
!feedback
Make brass contraption projectiles a bit slower. They're hella fast and hit like trucks with a randomish spread(?). Being behind on movement items by a stage where they spawn frequently is painful
ive been oneshot by them from behind despite attempting to strafe immediately one too many times
…like drg?
!feedback
!feedback
from what i've seen, a common frustration are bugs or mechanics not being addressed, and if they are, it's hard to find said address, leading to lots of confusion. for example, when burn was changed, everyone thought it was bugged, which was met with an explanation for it in #ror2-discussion by ben 3 days after the release (at least that's what searching for "burn before: 2022-04-04" nets)
the first point is the obvious "address stuff plz 🥺 ", but this is such a common request because it doesn't take much time to say something's intentional or not and give reasoning behind it. this would alleviate a lot of common gripes if actual reasons were given (not "the company can afford multidimensional travel")
the second idea is to set up a channel/doc/thread/steam page for these issues and addresses that can be easily viewed by everyone. going back to it as an example, if i wanted to find out how the new burn works i don't want to search for it in the busiest channel of the server, i'd like to be able to see the changes and intensions behind those changes somewhere intuitive (would probably be best fit on the steam page or website). the 26.5 dev thoughts did a good job of this saying "here's what we're fixing, here's what we're looking at", but when the dlc is this big, people are still finding quirks every day causing the issues the dev thoughts resolved to be replaced.
an idea as to how that would actually work
adding a #changelogs channel to let everyone know what's been fixed for the next patch
-will (mostly) get rid of people bitching about issues that get resolved next patch
-an example of this is in the calamity mod discord, where changelogs there show what a lot of the next patch looks like ahead of time, specifically reworks and bug fixes
add a channel for devs to address bugs and mechanics misinterpreted as bugs (collapse damage, etc)
-this is kinda the main point of all of this and i'm running out of characters to type with bye
!feedback
More Artifacts.
For example: Artifact of Greed, pick up too much money and you will start taking damage. (amount of money needed to take damage scales over time)
Artifact of Speed: 2x movement and attack, but enemies move and attack 1.5x faster.
!feedback
Merc's Eviscerate gets stopped by allies and drones far too often.
I've noticed that if any entity, friendly or otherwise, enters the AoE of Eviscerate the Merc will be stopped and no damage to enemies is done if there aren't any within range. I specify the AoE because it happens even if Merc's hitbox wouldn't collide with them directly.
Unsure that this is a bug, so posting in feedback. It doesn't often get me killed, but having to make sure that there's nothing between you and a target before using one of the most powerful tools in his kit definitely has a negative impact on his gameplay when things get crowded and chaotic later on.
drg? i don t know what that means, i thought he could bow his head to let you pet him if you didn t hurt him like 3 shops in a row per say
!feedback
Adding Eclipse 8 onto either the main menu, or having it on the difficulty slider.
The rest of the game feels like training for Eclipse 8, and I feel it needs more love.
ROCK AND STONE BRUTHA
!feedback
What if the collapse implosion could be dodged like the Royal Capacitor? If you’re moving fast enough you could avoid it and not insta-die, since it’s pretty frustrating and often unclear if it’s going to kill you or not.
!feedback suggestion for a rework of the defense nucleus, as in it's current state its too weak for looping runs to keep up, has actually no use on any bosses, and is just kind of boring overall. What this rework intends to do is to make it a more interesting item to differentiate it from just being a cooler looking squid polyp, while still keeping it's theme of being a DEFENSE nucleus
(high quality ms paint interpretation is 2 messages below this one)
!feedback I believe that newly hatched zoea should not corrupt all boss items. It should only corrupt boss items that are programmed to give you companions Ex:
it would make alot more sense corruption wise. And it saves you the agony of losing future viable boss items that proc coefficient based. I am aware that it is optional to take the Zoea but it would be more fun to better implement void buddies with your runs. Thus giving more incentive to pick up Zoea.
!feedback
Can we please get a direct answer about whether or not there are any plans to address captain's ship skills being of no use in the hidden realms (a really common complaint) or if the devs are content with what is currently implemented?
LINK TO THE IMAGE! #ror2-feedback-discussion message
!feedback
:)
It is the initials for a game called deep rock galactic
!feedback
Critical hit projectiles are cosmetically different and have a crimson outline to them
!feedback
Make any abilities that cancel your sprint, but allow you to reactivate the sprint during the ability into fully agile abilities, such as Engineer's primary or Artificer's secondaries.
I don't think forcing an extra sprint input adds much of value here, making these abilities agile would make using them feel much smoother.
!feedback
Bouncing off of the "Hemorrhaging deals instant damage, conditionally" thing, I think it would be neat to make this something like Shattering Justice.
Hemorrhaging: After 5 stacks is applied, deal some large %(like 25-50%) of max hp as damage.
Alternatively, this idea would make a very good Void hammer.
!feedback (more of an idea)
99% of runs end up becoming hard to wrap the head around when it comes to how exactly you die, maybe in the future a 'killcam' like short thing could play out a couple times for you to see exactly what went down? Because all of my runs today have ended with me just eating damage for breakfast and dying instantly, only to be told I was killed by myself (no runes activated)
I know making this feature would be hard, but this or a more viewable format for where my last moments originated from would be amazing for those instant death scenarios.
(edit) by more viewable I mean like a text-log display in the 'killed by' area that shows what damaged the player and for how much.
!feedback
Give the items descriptions when picking items in game cos not everyone has the time to go thro logs everytime they unlock something new and also have to remember it
!feedback
buff commandos audio/visual feedback
the vibe you get from shooting double tap feels limp dick and makes him even more boring to play as opposed to someone like railgunner
Look at the bottom of your screen bro
!feedback
Consider increasing the projectile speed for the Artificer's primary weapons. On top of struggling to dodge attacks and being one of the few survivors with a cooldown timer for their primary weapons, her options for dealing with airborne enemies are scarce and often unreliable.
!feedback
Make it so that when you complete eclipse 8 on one survivor it is immediately unlocked for all other survivors.
I find that having to got through all 8 difficulties every single time I play a new survivor is very time consuming and tedious, and I think the player already has good understanding of all the difficulty modifiers after they have played with one survivor.
!feedback fix voidling fuckers
!feedback First of all the boss fight is straight boring, ranged survivors hide behind a rock while melee stands on top while the voidling flials around, second the phases add nothing, when I fought him he would do his thing then chase then repeat, I’d there is differences I didn’t notice. third in mithrix I always now how why and what to do next time when I die, with voidling I have 0 idea, one second I’m here next I’m not. Simply erased. 4th the fight is straight up eye candy . it looks cool and that’s about it. Compared to mithrix the fight is highly disappointing and I don’t see why in current time I would want to go to voidling for fun except maybe thru glass frog SO FIX VOIDLING ALREADY
!feedback
Change New Hatched Zoea’s summoned allies to a more distinct color. It’s nearly impossible to distinguish allied void monsters from the enemies at a glance, which can result in wasted shots on the allies.
!feedback
Adjust Barrier's visual effect to be more centered with Safer Spaces and Opal, or adjust Safer Spaces and Opal to be more centered with Barrier.
Barrier is slightly more up compared to the other two.
!feedback mithrix 4th phase makes want to die I killed his 1 and 3 phase in a giant explosion of fps loss in 5 seconds but died to 4th because lol I had 12 watches plasma shrimp collapse and bleed
!feedback
tl;dr boss rush area
I've been thinking of ways to do a true boss rush — a way to fight all 3 bosses — for a while, and I've come up with an idea that allows boss rushing, is interesting, has thematic precedent, is future-proof, and is open-ended for features.
A prerequisite to adding this to the game, are pettable frogs in Planetarium and A Moment, Whole. Being able to start the boss rush in any order is desirable.
Frog portals, instead of spawning a Deep Void portal, instead spawn an Infinitesimal portal, which is a dark gray (petting still costs 10 coins). Taking the portal sends you to a new hidden realm:
Lair of the Frog King
Cell Epsilon
You appear before a giant anthropomorphic frog. The frog has a forcefield protecting it, and it won't get agro'd on you.
In the room, are multiple portals. Each portal corresponds each undefeated boss (including future bosses), and going through one will take you directly to the boss's arena (if Mithrix, skips pillars).
Also in the room are multiple shrines. Relevant to the shrines, is how gold works in the lair: all gold collected during the entire run, including gold spent, converted into exp, or lost by Brittle Crown/Crowdfunder, is regenerated in the lair.
Each shrine grant boons that help with fighting bosses. Some may give you items at the cost of making the next boss(es) stronger. Others may cost gold in exchange for player buffs. There are several possible shrines.
Upon defeating a boss, you gain 10 coins, and are given a free trip back to the lair. You keep fighting bosses until there aren't any left to fight, or you die. There is no escape; the dropship/void portal are disabled, and A Moment, Whole doesn't fade to black.
Upon defeating all bosses, you are rewarded 50 coins, before your survivor gets crystallized (like Artificer's unlock). The frozen survivor is permanently immortalized as a trophy, visible in the lair with their skin, loadout, and items remembered by the game.
!feedback I want my son back Hopoo
!feedback
Please put all of the a changes in the patch notes as wake of vultures got slightly buffed (you can get the voidtouched effect) and it's not in the patch notes
!feedback
make it so that if you pet the frog and kill voidling, you get the option to have the frog sit on your shoulder on that character. would be a nice reward for beating both bosses in one run.
!feedback
Option to hide daggers as they can easily cause lag or game crashes, also configurable auto remove ammoboxes and coin drops
!feedback
please give acrid's special ability a small amount of initial damage when it hits the first enemy, maybe 100% damage.
!feedback
The face of the deep doesn't advance past the first stage if you're not the host in multiplayer
!feedback
I dont know if you guys are still doing major updates for SOTV, but please just try to change Voidling, they suck so much as a boss, they are practically a cover based shooter due to the immense speed you need to dodge attacks, which at that point just trivializes the boss, too! They are a bullet sponge with only 1/4th of the originality and fun factor that Mithrix has, and they're the boss for a paid dlc. Please.
Maybe add some attacks where they stick their legs through portals to attack you. Or they use random void items as unique attacks. Something! They feel like a normal teleporter boss with an inflated health pool and a platforming section.
!feedback
make the power saw agile?
this is just an inconvenience
!feedback
this might be a bit of a hot take, but i dont like the relationship between
symbiotic scorpion and
shattering justice
at its current state, i believe many would agree symbiotic is in all cases a better red to take than shattering. i feel this goes against the spirit of risk of rain, while some items are universally better than others across many runs, no item should be just simply better in all cases than another in the same tier. let me provide an example:
lets say its stage 5 and you plan on mithrix'ing. you're running a poggers heal-build on engineer, with items like bungus, nkuhana's, and aegis, as well as a LOT of shipping request forms. you find your drop, and theres two reds: clover and rejuv rack. you dont have many chance items. the better choice in this case is to take the rejuv.
lets spin this. same conditions, except now youre captain with ~5 bleeds, an atg, a harverster's, and some crit classes. the better choice in this case is to take clover; while the healing from rejuv could be useful, clover in this case might even yield more healing that rejuv would, as well as heavy damage.
again, lets spin this. the drop has shattering/symbiotic. in both cases, you would take symbiotic. no matter the case, you would take symbiotic. even on loader, a slow-hitter, would take symbiotic because they cant proc shattering at all.
i think this goes against the spirit of risk of rain; every item has its place and can be better than others in its tier under the right circumstances. it feels wrong that shattering is always worse than symbiotic.
maybe shattering could be changed in a way that, every 5 hits stuns and interrupts an enemy/boss, leaving them vulnerable to a lot more damage (like +100%) while stunned, and shattering goes on cooldown. im no expert, i just feel shattering is now redundant and always worse than symbiotic
!feedback
Might be a good idea to remove regenerating scrap from the list too
!feedback Make enemies print out items for you if they have regenerating scrap 
rigged where's the thumbs up
!feedback
idea
curious eye
void equipment
on use, corrupt any item on the ground that has a corrupted counterpart. usable once per stage. if picked up, corrupts all recyclers and credit cards.
!feedback
Rework Pluripotent Larva into switching the “state” of all corruptible and corrupted items on death (ex:
to
and
to
)
As it stands currently, the item has one primary function, corrupt everything
Switching the state of items will add more depth to the item, which I think would be nice.
!feedback
Ben's raincoat just doesn't feel like a red item anymore :(
!feedback
Have the pillars of blood not trigger the eclipse 8 debuff. Reason being it's a death sentence to do more than 1 pillar of blood while on eclipse 8.
!feedback
Artificer shouldnt really be able to slide on ice (example: Siphoned Forest ice), because he literally hover above the ground.
!feedback
I feel like the Elite Equipments (Her Biting Embrace, His Reassurance, Ifrit's Distinction, N'kuhana's Retort, Shared Design, Silence Between Two Strikes, and Spectral Circlet) are all such rare items that they should be buffed somehow. 1 in every 4000 Elites is a lot, especially considering the fact that Elites are already rarer than most common enemies. It should definitely be worth it when it drops. My proposal is that when you have them equipped, you should be invulnerable to the effects of that specific elite. For example, Her Biting Embrace (the one that I get the most, it seems) should allow you to ignore the affects of the ice explosion caused by defeated Glacial Elites, as well as the 80% slow on hit from them.
I suppose this means some Elite Equipments would be more valuable/better than some, but I still feel like it is a slight buff that would make these items more useful, as you will encounter a lot more Elites in later stages, making the Elite Equipments all the more valuable. Other examples such as Burn immunity (specifically from Blazing Elites) with Ifrit's Distinction, immunity to to the 80% slow from Celestine Elites with Spectral Circlet, immunity to having your healing disabled with N'kuhana's Retort, immunity to the delayed explosion damage from Overloading Elites with Silence Between Two Strikes, and immunity to Cripple from Perfected Elites with Shared Design. His Reassurance could also receive a buff to keep up with the other Elite Equipments in terms of viability if this proposed change was introduced, but that would be up to the developers.
I simply feel like having immunity to the Elites that your Elite Equipment relates to is a reasonable buff that would make these equipments all the more exciting.
Bump
I don't like bumping but everyone seems to agree with this as similar proposition were made and no one diliked.
So bump.
!feedback
Currently, Void Locus is an extreme chore to go through, and the constant barrage of void implosions in a small, contained area that poisions you if you try to leave doesn't help either. Voidling is already a boss that I, and many others don't find that engaging, and having to go through what is essentially a more chaotic unpredictable void fields that completely invalidates melee survivors, or any survivor for that matter on later loops or eclipses, just to fight one of the most uninteresting bosses in the game is a complete nightmare, and I don't think I have ever even thought for a second about going to void fields to fight voidling over mithrix, because the stage is pretty much a death sentence in it's current state.
!feedback
make
affect the global half second cooldown in some way cause rn it’s dogshit
maybe make it like -1(-1 per stack) seconds of cooldown with -50% (-50% hyperbolically/stack) less global cooldown
!feedback Please let us bind multiple different keys/buttons to a single action, like most games let you do. Would make it easier to have different keybinds for different characters/loadouts/techniques without having to constantly go into the menu to reassign keybinds.
!feedback ik it's kinda a skill issue but can you make the camandos grenades not a bouncy ball cause it never lands were it's supposed to, also what if there was a cooking mechanic with the grenade cause now neither gernade nor suppressive fire is that good or maybe a damage buff to suppressive fire to make it viable
!feedback
Give the option to limit how many on screen affects happen at once. Similarly to how you can limit the amount of dead bodies that remain on screen, having the option to reduce the amount of missles on screen or the amount of ukelele procs would save a lot of people with more low end pcs from dying at the start of a god run
!feedback
Freezing Mithrix during revolving doors should cancel revolving doors instead of restarting it's duration. With how it currently works, freezing Mithrix during the attack punishes you.
!feedback
Give flamethrower an AoE effect so it can better compete with ion surge, it's too hard to use for too little reward
!feedback not a fan of your raincoat nerf
!feedback I second that it would really help reduce lag for unfortunate game ports
!feedback
In the next patch please try to make the game run more smoothly and add more graphics settings and ways to reduce lag in general. I love getting god runs but hate having to quit because looking at an enemy makes the game freeze for ~7 minutes.
!feedback
I don't see any benefit to not enabling cross play, and making it optional is just going to cause confusion and make forming full lobbies take longer. Using two different systems defeats the whole point of cross play
!feedback
Void Raincoat: Blue Raincoat (play off the end of the raincoat log)
Reduce the duration of debuffs by 50%(+50%) and gain 20(+20) armor per debuff you have.
(+50%)hyperbolic and (+20)linear
The name and appearance are a joke. The effect is not
!feedback
If the changes to Acrid's M2s end up being reverted (so that holding the button will rapid-fire the attack), then the same change should be made to REX's default M2. It's a very fast attack that doesn't really require precise aiming, so I think most people would prefer not having to mash the button whenever they fight a boss.
!feedback
Alt utility for Atri:
Fire bomb
Release burst of flame around you for 2000% 10m radius, ignite. 7sec cd.
!feedback
This has probably been asked before but maybe make pinging an enemy a targeting system for AI allies. I would like the engineer turrets target the TP boss and provide a consistent stream of damage while I fight for my life against the fifteen elite beetle guards in the corner.
!feedback
A change of ownership for an item effect and a new item:
: chance to apply dmg again. the second dmg instance can proc non-
effects at half the chance and damage of the initial attack.
- Instead of dealing double damage, you deal damage twice. You are trading crit for procs basically. This feels more fitting as a white replacement, too. Not sure if this should go over 100% or not.
void
: chance to insta-kill a non-boss monster (maybe increase the chance from 0.5% to 0.75% or 1% per stack?)
- Insta-kill just feels more fitting on the guillotine, doesn't it?
!feedback
make looping harder. you kill every enemy instantly and 1 monster past stage 15 gives you enough to buy a stage worth of chests... why
???
!feedback
A Void Shattering Justice: Hydrostatic Pressure
After hitting an enemy 5 times, deal 1000%(+500%) base damage to that enemy. Cannot be triggered on the same enemy again for 5 seconds.
- After the damage is dealt, you cannot apply stacks again to that enemy for a few seconds. The enemy would have some icon displaying that you cant stack it. The timer applies to the enemy not the survivor, so during those 5 seconds you can still trigger it on another enemy.
!feedback
Make the xp per gold conversion when teleporting to scale with stage count
!feedback
Artificer's Plasma Bolt should explode on proximity with enemies, including flying enemies. The SOTV update indirectly buffed Flame Bolt with the addition of the ignition tank, so there's little reason to take a small AoE skill over a skill that deals DoT, applies a debuff that procs
, and can be buffed further by
.
I feel like this change would give Artificer better odds against wisps and blind pests/rats, which are quite tricky to hit with her projectile-based skills, and give us a reason to actually use her alt primary.
!feedback
Engineer turrets with spare drone parts + pocket ICBM do not shoot extra missiles. Im not sure if this is a bug, an oversight or intended behaviour but i feel like if engineer harpoons and fireworks are considered missiles, then certainly spare drone parts missile launcher counts as well. I know its not a huge deal but i was disappointed to find out this synergy between items did not exist even thought it logically should.
Bumpin' because most seem to agree
!feedback
pls fix Acrids secondary, it used to be hold to fire, now its single fire since Void DLC. My fucking hand hurts, but I love playing Acrid :(
!feedback
Make autofire abilities a toggle in the gameplay section of the settings.
!feedback
Had a few Possible Rework Ideas for Stun Grenade and War-Banner
(Note: I am not the best with Balance or Rework Ideas, so if these seem like garbage or the stats seem a bit weird/awkward, feel free suggest adjustments or other ideas that could be done to help or assist!)
Stun Grenade:
10% chance on hit to attach a Stun Grenade onto enemies, explosion creates a 5m Radius (+2m per stack) AOE that stuns enemies for 2 seconds (+ 0.5 per stack).
- Time being stunned is shortened the further from the Origin of stun.
War-Banner:
On starting Teleporter event, deploy a banner that strengthens all allies attack speed by 20% and movement speed by 15% (+5% per stack for each Speed) within the Teleporter.
- Upon completion of Teleporter Event, drop a War-Banner within the teleporter to signify your Victory!
These both could be garbage changes to each of these items but I do wonder what'd happen if they were like this, if I knew how to mod I would test them to see if they'd work, but for now I'll let the community decide, and again, the stats are up for discussion as I don't think I'm the best at Stat-Balancing
TL:DR
Change Stun Grenade to be like sticky-bomb with AOE Stun
Change War-Banner to only Activate on Teleporter Events and remove it's AOE affect to have it on everyone until teleporter is done.
!feedback add a "random" button to command essense in case you're indecisive or too late into a run to pick and choose what you want without dying instantly
!feedback
@soft mural
add a "random" button to command essense in case you're indecisive or too late into a run to pick and choose what you want without dying instantly
!feedback
I didn't make my feedback very clear the first time, so I hope this better represents what I was trying to say in my previous post.
I want Acrid's special ability to additionally deal damage that corresponds with the projectile you shoot out to begin the chain, and I'm not talking about the attacks after that initial projectile which deal 100% damage and apply poison. Basically, I want the projectile in the first image to deal a small amount of damage (because right now that projectile itself doesn't, it only works to begin the chain), in addition to the attacks that proceed it as show in the second image. I hope this cleared things up.
!feedback
A few suggestions:
- When Opening a Void Cradle, show what Corrupted Item Rarity is Dropping like how Lunars in the Bazaar shows if they're equipment or Not upon being dropped, e.g. if it's a White Void Item like Safer Spaces, show a White Item drop.
It confused me as to why certain void items on command were only selectable until I realized that they're using alternate menu's for Each Rarity Type of Void Item - Add a Physical Delete Button into the Profiles menu so players without a Delete Key are able to delete profiles (Forgot to add that before sending, my B)
!feedback
Have the war banner trigger on pillars, void cells, and void beacons (whatever the thing is called when you are charging in the void locus).
Reason being is that lepton daisy triggers on all of these events but the war banner doesn't which is weird as the both of them state they trigger their effects on teleporter-like events.
Have war banner work like
and
where all the stacks shared between everyone activates one banner on teleporters.
Teleporter banners are spawned on or near the teleporter and no longer spawns on the player
!feedback
give us more equipments with passive effects like the executive card and the elite aspects. i enjoy the idea of having to swap out a potentially damage-dealing equipment for something that gives you a passive boost.
!feedback
rework old war stealthkit so it can trigger at any hp level, but it would do it less often the closer you are to full hp and still trigger on 25% hp every time
!feedback
Add an option to remove void seeds without completely removing the DLC
!feedback
If Captain's abilities absolutely must be disabled to some degree in hidden realms due to being cut off from UES for the sake of lore, why not be constructive while going the lore route and outfit his prosthetics with "emergency abilities" or an "emergency survival kit" that trigger in the event of losing connection with the UES Safe Travels? I think our old, experienced Captain would be wise enough to prepare for the likelihood of such an event! Maybe they could be something weaker, but I think it's really harsh to punish a character so unnecessarily for the sake of lore by disabling their most powerful abilities.
For example- from a lore perspective, Captain's prosthetics could be outfitted with "Emergency Cybernetic Enhancements" in his Prosthetics, which have specifically outfitted power reserves that only activate in certain situations (as opposed to being active 24/7) in order to keep the weight of his prosthetics light. In the event of losing connection with the UES Safe Travels, they activate and give Captain access to new abilities, though they will not possess the same firepower or utility as when he has a whole freaking ship orbiting above the planet at his disposal. This doesn't have to be the way it's executed, but it's my attempt at being constructive.
!feedback Make it so reaching wave 50 on Monsoon Simulacrum also unlocks a character's mastery skin.
!feedback Add an option to end the game or continue. - The number of runs that were ended because I didn't realize the portal would end my run has been disgusting. Especially at the end of the new void stuff. Having an awesome run ended is enough to uninstall man.
!feedback
Bottled Chaos Buff
Trigger a random equipment effect 1 (+1 per stack) time(s).
Give you a burst of attack speed( 70%, i guess?) per equipment triggered
!feedback
Apply raincoat barrier before damage is received, effectively reducing or nullifying the damage from whatever hit would have inflicted the debuff.
To my understanding, barrier would probably decay too quickly to be useful in the current iteration.
!feedback Ben's Raincoat 
Here's another rework for the Raincoat, since it's current iteration is incredibly bad for a red item, and I doubt Hopoo will revert the item.
You become immune to all Debuffs, whenever you would get a debuff, instead gain a barrier equal to 0% (+10%) of your maximum health
- Footnote: This item should, much like the Shipping Request Form, be blacklisted for the enemies, so they can't steal them.
!feedback
Engineers shield should block all damage inside and scale based on the health/shield the player has. Should also remove timer as whats the point cos most people get items so you can carry 3 anyway and then your invincible
!feedback
Joining password protected server via steam server browser does not work
!feedback
Ben's raincoat nerf feels a little too heavy, most of the debuffs in this game are scary because they stack up many debuffs very quickly ( grandparent burns, perfected elite slow, etc) and having a 10% barrier and blocking one of these does effectively nothing, and if it's a damaging debuff you're probably dead by the time the recharge is over.
Goblin a few messages above me had an excellent idea for a rework to help with the stacking issue, and making it so it doesn't prevent non timed debuffs also makes a lot of sense
!feedback
Please make Rex's (
) abilities spend health (
) first and start spending shield (
) when Rex reaches 25% health. If Rex has Lunar item Transcendence (
), then the shield will be spent initially. This will make items such as Plasma Shrimp (
), Power Elixir (
), Delicate Watch (
), and Personal Shield Generator (
) more useful to Rex (
).
!feedback
Remove the internal cooldown for raincoat, but as more debuffs it removes - as more it wears out and then completely disappears, so you have to find a new raincoat.
!feedback
If ignite's damage has to stay where it is now, at least give it back the slower tickrate. It's too hard to tell if damage items (Focus crystal, watch, etc) are doing anything to it when the string of 1s is still a string of 1s after pickup.
!feedback
Since most people seem to dislike the new raincoat nerf, please make it so you are immune to debuffs for 2 seconds or something
!feedback
Simulacrum is intended to be played until you die, until everything overwhelms you.
But it often happens that you get just such good items that you can keep going and going, as long as you want.
In such a case, once you want to end your game to do something else, you have to actively get yourself killed.
That feels very underwhelming for having had a good run.
Therefore, me and a friend of mine would really love if it was possible to have the option of ending your Simulacrum run in some way, to end with "Fate Unknown" instead of "Defeat".
My suggestion:
Every few stages (could be every 5 stages, to keep it in line with the regular gamemode, or random with increasing chance, maybe limited to only after Wave 50), you should get another portal in addition to the Void Portal that lets you advance in Simulacrum.
I think it would be very fitting to both theme and lore to have a Purple Portal spawn, taking you to the Void Locus.
From there, you can try and take down the Deep Void Signals and the Voidling.
It would give you an optional "Fate Unknown" ending to Simulacrum for the runs where you feel really strong, and it would be a reason to revisit Voidling after getting the Void Fiend achievement.
!feedback
More details for those mastery skins:
Albino Acrid - Purple effects for primary and secondary skills
Classic Loader - Blue effects for alt Shift and both Rs
Oni Mercenary - Red sword and effects
Smoothie Rex - Green flower/roots for normal R
!feedback
Alpha Constructs should have a way to move about the map when a player gets a certain distance from them, like maybe they could just pop up close to you or something. it’s kind of lame to have them just sit on the other side of the map doing nothing when you get far away from them.
Bump
!feedback
please stop making everything teleporter events
at first we had regular teleporter events for stage progression, and even void fields for a bit of fun. Now, we both the moon and the void have teleporter events which while do have some extra gimmicks such as repelling you out of the area, or imposing a fog that slowly damages you outside of the radius. however, these mechanics really don't change the fact that the main objective is still stay in a small radius and survive, which gets very repetitive
TL;DR teleporter events oversaturated, please make something new
!feedback
Y'all gunna hate this one
I think (if you choose to take it, that's on you but)
should stack it's rate of alteration
So for every stack, it converts the next item X% faster
(Edit for those who need a little math help: you'd need a stack of 10
to bring the timer down to 30 seconds an item @ a rate of +5% 'conversion rate', following this at 20+
everything would be converted instantly
The total time from acquiring
to total item conversion [at +5%] is 10.5min)
!feedback
I feel like after the first couple stages in the first loop the teleporter just becomes a waiting simulator
So I feel like monster spawns should just ramp up to an absurd amount if the game sees you not struggling during the teleporter phase just to make it sound more satisfying even if you're one shoting everything
!feedback
Torn up Raincoat
Void item - Red Rarity
Apply a debuff on an enemy that hit you
you gain 10% damage buff on the next hit every 5 seconds
Corrupts all Bens Raincoats
!feedback diablos strike should fall faster with attack speed
!idea
void fiend ability:
(because its kinda sad to see void fiend with no other ability's)
replacement move:
void fiend should have a move where it replaces the rockets and makes a hive of friendly void Void Infester
normal form: 30 seconds of life and normal attack damage
corrupted form: 15 seconds of life but has a damage and speed. damage buff like 2x speed buff 1.5x (its really up to the devs im just giving a idea i got at 4am)
cool down around 10 to 15 seconds
look:
instead of the void fiends big arm end having a glow it has a opening like how the lunar pod does
how to unlock:
kill 50 Void Infester with void fiend
i feel like this would fit void fiends gamic of the void plus it might make a new play style or some dumb thing for void fiend
(btw if youve already had this idea im sorry i didnt know)
!feedback
!feedback
Item that when you kill a boss, it gives you a permanent (in run) damage boost +%10 per stack
!feedback
When Mithrix kills MUL-T (and maybe REX), make him say one of the drone kill lines instead of the normal player kill lines
!feedback
On Monsoon, depending on the timer Mithrix should have items. The items can be random but I think it'd give some more unique flair to the end of each runs. So instead of one shotting all 3 of mithrix's phases when you're 4 hours into a run, you get a greater challenge that'd make mithrix more of a challenge(because imo atm if you've looped even once, then mithrix is more often than not the least threatening part of the run, because with how fast you'll be moving and how easy it'll be to avoid his hits, it becomes almost impossible to die to him. I know you can go to voidling for a harder fight, but I me as well as many others dislike the void fiend fight). The amount of items and rarity of said items could scale with time. So past a certain amount of time he begins getting items, so 40+ mins into the run, he begins getting a white item every 10 mins from then on, a green items every 15 mins from then on, and a red item every 20 mins from then on(He could also get an equipment but that'd be a little crazy). This isn't really for eclipse, because eclipse is already hard as it is but for monsoon exclusively, because atm monsoon isn't that much harder than rainstorm.
!feedback
Serrated Dagger/Shiv should always inflict hemmoraging, instead of only on crit
!feedback Have it so when you open a chest/print an item, the item doesn’t fall off the edge of the map. Alternatively, have it so if an item does fall off, it teleports back onto the stage
!feedback
topaz brooch should have a minor amount of scaling per level, something small, but it retains the flat +15 per kill × number of stacks
so having 3 will give you 45 but also give you something like an extra 30 barrier at level 20 or so
no actual math suggestions, just theoretical. would be decided by the devs
!feedback Brittle Crown shouldn't take money off of self damage such as Void Fiend's corrupted suppress or Rex's abilities
!feedback
Make Barrier count as extra health.
What this means is: With maxed barrier you get two shot prot, or one shot prot if you have shaped glass. If you have above 55% curse however, you cannot get one shot protection back through barrier.
Edit: Changed wording.
!feedback
Have moon frog only take 5 lunar coins or make Voidling give more lunar coins;
Right now the only reason to go to frog is so you can fight Voidling easier, however:
Killing Voidling gives you 10 lunar coins, and you spent 10 coins on getting there, so there's not much real point to it, especially if you die to it you now are down 10 coins
!feedback
with artificer's ion surge midway through the run and beyond it becomes somewhat annoying if you just want the damage but it propels you too high from having like 4 or more goat hooves
i think that you should have to hold the r button to reach usual height with surge, but tapping it doesnt push you very far
!feedback
I feel like a lot of people are kind of disappointed with the new ben's raincoat. To me it's a great concept, but a little underpowered. I think the best way to remedy this would be to have it lie somewhere in the middle.
Ben's Raincoat but it uses Barriers more
You are immune to debuffs as long as you have barrier.
Periodically (either after taking damage, or after a set cooldown) gain X% (+X% per stack) if your maximum health as barrier
This way, you (and enemies) gain a temporary immunity to debuffs, while also allowing players to build around barrier, stacking
or
in order to gain permanent barrier.
An overall nerf from before (to my limited knowledge), but potentially a buff as the game progresses.
btw if you have a idea for my idea your free to dm me or @ me in general idk
!feedback
adjust (or and an option to adjust) where railgunner's M2 aim looks from.
basically, whenever you aim with M2, instead of zooming in from the camera, you look through the perspective of her railgun. This aligns with the path the actual shot takes, as every character's projectiles shoot from their guns/hands/mouths, but for aiming purposes on railgunner it feels very unnatural, as the position you'll be looking at will be a bit below where you were looking before zooming in (and for an avid FPS player this is very jarring). If you're aiming at an enemy's head before pressing M2 and want to quickly zoom in and hit their critical point, when you zoom in you're crosshair will actually be placed a bit below the crit point and you have to adjust. This makes it very hard to go for quick crit shots because you always have to adjust for the camera. Would love to see this change or at least add an option to make it zoom in from the camera's position instead of the gun's position.
!feedback
Make ben’s raincoat make you immune to the debuff blocked for the 5 second cooldown. Say, for instance, You get hit by a fire elite. Ben’s raincoat would block the ignite and prevent you from being hit with ignite for 5 seconds. Currently, Ben’s raincoat feels like a worse blast shower as it now only cleanses 1 debuff.
!feedback
Change Symbiotic Scorpion to be a Void item, and make it the corrupted version of Shattering Justice. They both have a similar effect (reducing armor) and don't feel very distinct from each other, and instead feel like alternate versions of the same effect. Also, this would help fill up the Void Legendary item pool because currently there's only two of them, and Benthic doesn't feel like a real legendary, instead more like a weird lunar item.
!feedback
Artificer’s ENV Suit (passive jet pack ability) will refuse to give you control if you use it after being hit or using one of the bounce pads/air vents even with a bunch of speed boosts. You usually will soar off the map a few times before it stops, and if you’re hit straight up, you can’t move in any direction at all regardless of how long you wait. When the player moves at similar speeds themselves, they can slowly change their direction, so the effect is inconsistent
!feedback
Give us more passive equipments like the Executive Card or the Elite Aspects. The idea of trading a potentially healing and/or damage-dealing equipment for a passive effect that is always active is very fun and interesting and I feel like you could do more with it.
!feedback
Horder's Heaven: Legendary
gain a % increase of each stat for each broken item
white: 3% (+2% per stack)
green (after some update): 9% (+6% per stack)
red: 21% (+14% per stack)
Numbers are interchangable, just an idea
Legendary would make watches permanent btw
!feedback
segregating the community with the way the epic games crossplay was implemented has only made the shortage of public lobbies even worse
!feedback
Crushing Depths or Hydrostatic Pressure: Void 
Pressurize enemies after repeatedly striking them.
After hitting an enemy 5 times, Pressurize that enemy for 8s (+8s per stack). Pressurized deals increasing damage the longer you are under it's effect. (e.g. 0.1% max hp per tick. going up 0.1%, linearly, each tick. or something) Pressurized essentially being a standardized Void Fog
!feedback
Passive equipment: Waiting Watch
Teleporter charges once the boss is killed
!feedback just sayin benthic bloom is a lunar item and has nothing to do with clover
!feedback allow the equipment recycler
to work on scrap
!feedback Why did the logbook for the ||Lunar Scavenger from A Moment: Whole|| get removed? Can it come back as a footnote or alt-entry for the regular Scavengers?
!feedback
The debuff negation on Ben's raincoat should be increased to a higher base value. The point of red items is that even just one feels significant in how it will affect your playstyle considering that it's quite possible you'll only get less than a handful on a single run. Something that relies on not engaging more than one debuff giving enemy (or one that gives them at a fast rate) does not feel the same level of significance.
!feedback
just a void elixir idea:
- upon falling below 25% health, become immune to death for 4 (+2 per stack) seconds (numbers are conceptual; i have no idea how stupid strong this would be in practice).
- unlike regular elixir, this item is NOT consumed upon use; however, it can only be activated ONCE per stage, regardless of stacks.
the idea here is to provide an alternative to elixir for players who aren't fond of consumable items. it would be a more consistent option than elixir, with a guaranteed save once per stage, but unlike elixir, it provides no healing (which also means it wouldn't save delicate watch) and cannot save you more than once per stage (you couldn't, for example, horde a bunch to save you multiple times during the final boss).
!feedback
add a fourth "mixed" option for suggestions, which would help say that a given feedback may have a somewhat equal amount of points that are subjectively good or bad, or it could mean that the proposed idea has potential but may need to be reformulated in order to better fit with whatever it's trying to fix. it could also just be an option to pick for feedback that just straight up doesn't make much sense and needs better explaining.
basically a "constructive criticism" button as an option.
!feedback
Lunar item that halves the movement and attack speed of all enemies, players, and allies. Also slows down the music and difficulty timer.
Would be neat if we could get something similar to the stopwatch from Binding of Isaac as a way to slow the game down and make it more manageable but also make it take twice as long to do literally anything.
!feedback
I don't think I'm the only one who agrees that the jump pads could be better.
They actively dangerous with many mobility skills and items!
For example: if you have a hopoo feather and you use it's effect after stepping on a jump pad, you will still be locked into the jump pad's forced trajectory, commonly leading to the player flying off the stage with no way to avert it. This is even worse when you're using the Artifact of Frailty and or playing eclipse at the appropriate level.
The easiest way to fix this is most certainly to just have the player's air control be unlocked after use of any mobility item/skill when using jump pads.
!feedback while i get what u guys were going for with the hunters harpoon, its really never useful.
i propose a change:
make it like the baby faces blaster from tf2 (without a speed down).
basically, hitting enemies builds up some kind of speed meter (can be invisible or shown) that loses charge when the player is hit.
this rework would encourage the player to pay far more attention, as well as give huge reward for doing so.
!feedback
Now if you dont mind me, i will YOINK this
**Void Elixir
**
Upon falling below 25% HP, become immune to all damage for X seconds (Break on use)
!feedback
Risk of rain nfts 👀
!feedback
At the end of the game when you die/obliterate/beat mithrix/fate unknown, you should be able to see what equipment you used along side the items already displayed
!feedback
everyone and their grandmother know at this point that squid polyp sucks. Although now it somehow sucks even worse, as the potential risk of it getting infected actually outweighs the benefit it actually provides.
The main issue with polyp is the fact that consumables aren't all that common unless you happen to get something like the soda machine, and even when you do, the damage they deal is pathetic, and the only way to even bring it close to reasonable is stacking about 10 of them. Now if they just had low damage, this would be fine, as having what is essentially a permanent homing turret to deal with small threats is nice, especially on survivors like loader or artificer that can struggle with groups of low health flying enemies. However, it isn't a permanent turret, far from it. Squid polyps die faster than my will to live after playing rex on eclipse, and they aren't able to effectively help you if they just die within five seconds of being born.
Therefore, my suggestion to fix polyps (for anybody who doesn't want to read the wall of text above) is not to buff the damage or the attack speed, as they should be weak to incentivize stacking, however, please either remove or drastically slow down the deterioration of the polyps so that they have at least a chance to put out some dps before getting squished into oblivion, as currently, you shouldn't have to think about taking a green item as if it's something like glowing meteorite.
!feedback
Revert Ben's Raincoat
Looking at this from a list of problems, old raincoat had two large issues:
-
Gave nearly every beneficial boost on a single stack, so stacking past the first red felt lackluster or useless, as 100 HP rarely helped the player.
-
Full immunity to every enemy-applied debuff was allegedly too strong. Additionally removed passive slows like when using VFs corrupt primary.
Now let me address the problems with new Raincoat:
-
It's inconsistent. Any debuffs applied to the player will instantly get cleansed and use up the charge, which while providing barrier, against debuffs such as fire which will likely stack multiple times only acts as a mitigator, nothing more.
-
Raincoat is just outclassed by repulsion armor as the only major debuffs you will cleanse that will actively harm you are slows and DoTs. One repulsion armor and an energy drink do this item's job better as you won't have to wait 5 seconds for a reset. Additionally given it's a red item, you will never be realistically stacking this either before looping.. Additionally one could argue blocking malachite would be useful but consider that you'll still take heavy damage getting hit by the attack that dealt it because it's a looping elite, and 10% barrier will not be enough to cushion that damage.
Despite the power of old raincoat, it wasn't a "pickup and win" red item. (Edit: except in E8, but that can be patched) Was it strong? Yes, but so are 57 leaf clover, Scorpion, and ICBM to name a few, but only if you have the items to effectively use it. Raincoat had epic and fun synergies, and you can easily fix the stacking issue by removing extra HP from the first stack and giving more with future stacks. Or replace extra HP with the new armor mechanic as a stacking effect. But the fact new raincoat literally gives you a debuff for blocking a debuff says something about it. The new raincoat could be buffed... but let's be honest, it would be the same story as bison steak.
!feedback bouncing off this. Instead of lowering their health deterioration remove it entirely and give them a fixed duration like Goobo Jr, The Back-Up, and other equipment. The fact their “timer” is tied to health only makes them worse as time goes on, so instead just let it be a fixed duration that scales with squid stacks
!feedback many people seem to forget that that polyps can be healed. You can extend their lifetime as far as you'd like with bungus, desk plant (which you don't even need to be there for), and woodsprite. Increasing it directly would only leave them subject to being voidtouched out in the open longer. Instead, give them a healthy helping of armor so they can withstand heavy attacks better and thus survive longer, the only caveat being if they were to be voidtouched, they'd be tougher to kill by yourself.
add a way to caryover progress from one platform to another (ie: switch to pc)
!feedback It's not much but Lysate Cell doesn't do anything on Captain. It doesn't give him an extra beacon or anything, just a number above his special.
!feedback
!feedback
Usually, when items increase the power of other mechanics in the game, the item itself grants a smaller version of the effect that it boosts, to avoid it from just being potentially useless from bad rng (Predatory Instincts and Harvesters giving 5% crit on the first pickup). I think something like this should be given to Ignition Tank, since there are very few items that can do fire damage, and having no gas or a molten perferator makes the item completely useless. I suggest that Ignition Tank should maybe grant a small chance to ignite on hit on the first stack, about something like 5 or 3%, to make it easier to benefit from it in the first place.
(it's also just a giant tank of gas, how does it not light things on fire
)
!feedback
Change barrier to decay in larger amounts, but with a much slower interval.
Not sure of what the exact numbers should be, but I propose something like 10% at a time, once every 3 seconds.
This change wouldn't affect the overall rate at which barrier is lost, since 10% every 3 seconds is still effectively equal to 3.33%/sec. However, barrier would become far more reliable as a means of defense, as it would remain at its full value for a much longer period of time instead of being immediately wasted.
!feedback increase the spawns of gold shrines and Titanic goldweavers log, I had 27 clovers in stage 67 and no log later, I was stage,86 with 41 still no log please make it easier to get I also never saw the gold shrine more than 3 times that run and I had command on so the chances were higher. Rigged
!feedback
Artifact of Chaining
All proc chances can now be stacked to 100%, so a teddy bear can (eventually) reach 100% chance to block damage and certain items have a 100% chance to proc. It's basically an artifact for more casual runs where you just want to have a crazy build, would be very good with artifact of command ofc
!feedback
Change Ignition Tank's effect to be a debuff on hit, so Incinerator Drones can get some effect from it, as well as it adding a debuff for Death Mark.
!feedback
Revert change to Ben's Raincoat. The item is completely useless compared to before. If you have a problem in a few instances (eclipse 8, monsters gaining the item), fix those instances?
!feedback add the ancient wisp from risk of rain 1 as a secret boss and maybe the child to cuase we have grandparents and parents but what about the child?
!feedback
Give Artificer higher base jumps.
She has a jetpack which could add a short boost to her passive, additionally adding much needed mobility to her base kit. This would also add better balance between the use of flamethrower and ion surge.
!feedback make ignition cause ignite on hit, or there should be a chance for it to do that
!feedback make Aegis give 100% first stack instead of 50%. It’s a pretty pathetic item and I think something as small as this would make it somewhat less worthless
!feedback
For the headstomper, instead of it always making you jump really high let it be a slider that makes you go higher the longer you hold the jump button
!feedback make captains taser act like the ukelele cuz captains taser as it is now is almost useless
!feedback
Going off of this, Bison Steak is actually worse than it should be even with it's give effect, as at the bazaar you can exchange 3 white items for one green item, however it takes 4 stacks of Bison Steak to equal 1 stack of Infusion. Bison steak is one of the few items where you instantly say "Scrap". Especially because 25 health in the grand scheme is things won't do you any good to prevent dying to an overloading brass contraption. Any other damage reduction item, whether it be personal shield generator, repulsion armor plate, or tougher times is better. It's almost like you guys (the devs) want Bison Steak to be the worst white item. For crying out loud, even things like Bungus have its use given the implementation of Wungus.
Either remove Bison Steak from the game or turn it back into Fresh Meat. Maybe add an artifact that makes Bison Steak automatically turn into white scrap when it drops? Would probably be more useful that way.
!feedback entire dlc for 20$ (5$ per skill) that only gives void fiend alt skills (i will literally buy it without hesitation)
!feedback
FIX THE RAINCOAT WHAT HAVE YOU DONE HOPOOP 😭
!feedback
#justiceforbencoat
!feedback Nerf raincoat more
it's fine omg calm down
!feedback make it so if multiple void seeds spawned on the map, instead of combining void monsters spawned from all of the seeds into one "kill them" objective, it should count thier void monsters spawned from each respective seed separately. So you dont have to kill all void monsters just to clear one void seed in front of you.
!feedback
Beach/Water enviornment in the next DLC
!feedback
Orange consumed items give a 50% increase to all stats, Ahoy!
!feedback
Revert or rework raincoat so I don't farm stage 4 for 10 minutes for a worse blast shower
!feedback
New Artificer utility skill: "ENV Afterburner"
Boosts a short distance forward while igniting enemies in an area of effect behind her. A bit of extra mobility at the cost of Snapfreeze seems like a fair trade-off.
!feedback 
!feedback
Whenever Risk of Rain or Risk of Rain 2 get an anniversary, replace Through a Cloud, Darkly with Risk of Rain for that day.
!feedback
Mobile Version so we can feel pain from blazing stone golem everywhere 
!feedback
An alternative to the proposed ignition tank chance to ignite on hit (because it really needs a first-pickup effect but chance to ignite on hit is very similar to some existing effects).
Ignites enemies that fall below 20% life. Any enemy that is brought to below 20% health by one of your attacks (both your abilities as well as projectiles created by your items and such) is given one stack of ignite.
This makes it very useful for finishing off enemies that don't quite get killed by your attacks. It also gives it use to all survivors, not just ones that have good proc coefficients.
This could likely be coupled with a minor decrease to the burn damage increase, maybe just on first pickup, if it would make the item too powerful.
!feedback
Seriously Hopoo, I don’t know what y’all were thinking with the Ben’s raincoat nerf. I mean look at this real quick: You get shot by a blazing wisp on stage 7. Now, you get hit my a malachite. You see, the blazing wisp poses nearly no threat that late in the game, but now Ben’s Raincoat is disabled, and a significantly more threatening enemy can kill you. Ben’s Raincoat has turned from one of the best Red’s into a worse blast shower.
Why is it a worse blast show you may ask? Because unlike raincoat, Blast Shower cleanses all debuffs, and also unlike raincoat, just requires a random green to get more uses (fuel cell), unlike raincoat which requires more stacks (of a red item no less) to even be remotely good. Blast Shower is also significantly better because it removes Runald and Kjaro’s band cooldown.
Please undo the nerf and just make it not remove eclipse 8 curse. Makes it slightly worse, but still a very, very good item. If y’all don’t wanna do that, just downgrade it to a green item.
!feedback
RoR dating sim spinoff game
!feedback
In Simulacrum, award 1 lunar coin to all players per every 10 waves completed.
!feedback
overheat does nothing why is it in the game
cant you just look at your burn stacks or rapidly decreasing health
(i should add, as i have just learned, overheat is just a measurement of how long you've been in the sun radius why does it exist)
!feedback
Buff Nano-Spear's damage.
!feedback
I think the Artificer's flamethrower should have the agile ability. Not only would it incentivize using her special ability much more often, but it would help her avoid attacks much more easily
!feedback
Ocean level
Features effects from being under water, such as lower effective gravity on players, enemies, and gravity affected projectiles.
Fire damage is weaker but the effectiveness of lightning and ice based effects such as Royal Capacitor and Snapfreeze is increased.
!feedback
Add among us to risk of rain 2.
I think the only change ben's needs is changing the barrier you gain to be directly proportional to the amount of damage you would have taken from the debuff
If a debuff doesn't deal damage, the minimum you can receive is 10% max health
Current Stats diff +) Prevents 1 (+1 per stack) debuff and instead grants a temporary barrier for 10% of maximum health. *)Recharges every 5 seconds. Suggested Stats ```diff
+) Prevents 1(+1 per stack) debuff, granting 100% of damage otherwise dealt as barrier, minimum being 10% max health.
*) Recharges every 5 seconds.
!feedback
buff gunner drone as it is basically useless at the moment
!feedback
Ben's coat change that would make it less of a downgrade imo
Prevents 4 (+2 per stack) debuffs and grants 1 hp (+1 per stack) per blocked debuff up to a max of 150 (+150 per stack) max hp.
Has a debuff block cooldown of 5 seconds.
This would firstly make it less bad of a downgrade since the update, and secondly since the og ben coat seemed to be a better infusion I decided this would be a unique manner of reintegrating it while giving it back the hp up that it originally had.
Personally I'd prefer this over the current change.