#ror2-feedback-and-ideas
1 messages · Page 48 of 1
!feedback in the main menu where it says "music" let us actually hear the game soundtracks from ror 1&2 instead of just a link to Chris's social media
!feedback Possibility of adding the "Child" enemies as allies when using the item Ancestral Incubator if you plan to add it maybe?
!feedback add the ancient wisp from ror1 as a secret boss in the void fields after it's beaten edit: where like rigged
!feedback make the alpha constructs spawned from defense nucleus inherit the elite aspect of whatever enemy it was that you killed. they only spawn on killed elite enemies, so it would make sense if they keep the elite modifier as an ally
!feedback add a secret beetle to pet
!idea for the next dlc you guys should do it based around artifacts and more lore around it. maybe a new survivor that has buffs based on how many artifacts are turned on and to get to the final boss of the dlc youll have to go through a giant teleporter like the ones in ror1? that would be so sick
!feedback
!feedback
Buff
to 35 health
Buff
to 150 health cap
Health just isn't useful, those moments when you get down to 25-50 health near death are few and far between, and having more actually has anti-synergy with
since it makes barrier drain faster. Steak is only good on squishy characters like arty and huntress, but even then a goat hoof or more damage can prevent you from getting hit in the first place, making it worth a lot more than 25 health. Infusion's delayed value should be comparable to shipping request form or regenerating scrap, the moment you pick up the first it's guaranteed to be useless.
!feedback
Increase gunner drone accuracy/tracking. I watched a gunner drone stand still and miss three consecutive shots on a frozen beetle.
By "gunner drone" i mean the small blue ones, and strike drones.
!feedback
some form of different crosshairs per weapon for powermode if possible
!feedback
add a new difficulty/artifact which modifies/changes some enemy attacks similar to the artifact of the king mod which revamps mithrix
!feedback
Lunar Item: Spaghettification
Extends duration of all equipment effects by 100%(+100% per stack linear). Decreases their effectiveness by 50%(+50% per stack Exponential)
Case example: Spaghettified Ocular Hud now gives you 16 seconds of 100% crit chance...but your critical hits do 50% less damage
!feedback
Healing
healing in risk of rain two has always been something that was just quite there.
You had a shit awful run and then POOF out of nowhere two stacks of medkits get you to mithrix and you win the run in some godforsaken way.
It's quite fun.
The green bar fluctuates up and down on some characters, sometimes healing effects take the form of more complex effects that trigger under specific circumstances or massive aoe value for all the team to enjoy.
Healing has always been welcomed, yes, but never weaponized.
Reds
Most red items are good.
Most.
Some are unfun, some situational, lets admit it, we never saw happiest mask and went absolutely batshit insane the same way we would have if it was sac dagger or some other, objectively better, item.

sometimes i look at this and go "Should it have been this way?".
Healing is plentiful, healing is a lot, healing is everywhere.
But ive never found Nkuhana's opinion to be something that stands out due to its already very situational use and incredibly niche effect.
How can we improve this item without making it a standalone beast?
Red items are not meant to carry a run alone at all, of course they need support.
So with that in mind, here is what i came up with
: "heal for an additional 10% (+[number] per stack) of max hp every time an healing effect is triggered.
Healing now increases damage by [number depending on healing]% (+[number] per stack) depending on how much the player has healed (this takes in mind how much the player has healed in a single "Burst". *
The damage up is delayed to 2 seconds after the healing stops).
AoE healing now deals [number]% of the original health recovered (+[number] per stack."
*side note at the end of the suggestion
the two effects can either co exist or you can suggest the better one in #ror2-feedback-discussion and ill edit it
Thank you for listening
!feedback
why not do both!! like kirby jukebox-style sort of but with more blatant credit. (you could even remaster ye olde golem party easter egg for the screen!)
hell, you could even make the ror1 ost unlockable in-game like an item log maybe, so long as chris is cool with it bc of licensing. yes, i looked, i checked literally everything i could, it looks like it's Just Him in charge of the OST
!feedback
if new skins are ever made, merc needs a flashing rainbow sword
caramelldansen on with that shit
!feedback
And make his oni sword/visuals red already, people have been asking for it since the skin was released
!feedback
it might be interesting if captain had an alt m2 that shot a flare that stuck to enemies/terrain and made orbital probes auto aim without having to look and made diablo strike track the stuck enemy or slowly move towards the terrain the flare is stuck on
!feedback
Add risk of rain 2 to among us.
Bump because it’s a good suggestion.
!feedback hey so we all know knurl is kinda terrible right?
well what if it gave like 20-30 base hp upon first pickup and 10-15 every subsequent pickup?
seriously, its only good right now if u have absolutely no healing items due to the very tiny regen.
!feedback
I really like the soundtrack from the first game and it would be awesome to have something like a retro music option. It would replace the songs of the second game with whatever songs you deem fit from the first game (Ex: changing a teleporter song to be Surface Tension.) not many people have played the first game and I think it would be great for people to experience the hard work that was put into the first game's OST with a toggleable setting or maybe an artifact.
this but it doubles every 50 waves
!feedbakc
!feedback
!feedback y e s
!feedback make "on hitting an enemy with full health" items into "first player hit on enemies" items
edit: more specifically voidsent, and any future items with similar ideas so that we dont get more bad use-condition items
!feedback given that infusion is tagged as both utility and healing, bison steak should be as well. At the moment it is just healing
Bumping because it met the 45 upvotes threshold and didn’t get put in #top-feedback-archive.
It’s 50
!feedback
This one may be a bit self-indulgent, but it'd be really neat to have the Aureolionite spawn at least once per Voidling phase (provided there's a Haclyon Seed at play). Preferably, the Aureolionite would aggro solely on the boss so it isn't mucking around with the fodder.
Realistically I doubt the gold boy has personal beef against the giant void crab unlike with Mithrix, but it'd still be cool.
!feedback
Engineer displays amount of mines on the field, in smaller print inside the mine icon.
!feedback
Artificer can keep her m1 charges but i kind of wish these charges scaled in some way with items. Like how bandit's reload mechanic hastens his reload the more attack speed he has or something. Maybe her m1 could gain more charges per a percentage of attack speed?
Ice wall should be able to block enemy attacks at the very least. (maybe a couple of hits before it breaks, or maybe if the "section" of the ice wall breaks, it shatters, not freezing but doing a small chunk of damage in an aoe)
Ion surge is a really good skill no doubt but it feels more like a utility than an ultimate. i could see it being an alt for ice wall to mesh well with the "death from above" playstyle ion surge promotes. With that in mind, maybe an alternate hitscan lightning zap or some sort of ice rain would be her alternate R instead.
As for her "default" close range playstyle with flamethrower, Being able to sprint while shes using her flamethrower would be a nice qol for her too. Maybe rework nano spear into something else. What if she stabs forward with an ice spear and the spear point shatters icicles forward? The initial stab is the one that freezes but not the icicles that come out after(it just does regular damage for balance sake).
!feedback Nerf Blind Pests Their Base Damage is 15 And 1 Cooldown Meanwhile Elder Lemurian With 16 Base Damage and 4 cooldown (For Balance Bruh, One Shotting You In Early Isnt Really Fair)
!feedback
Ego blacklist 
Because captain deserves some love
!feedback
unsure if intentional or not, but the Xi Construct boss doesn't have player collision, meaning that it's incredibly hard for melee survivors to deal damage to it. coupled with the fact that it constantly runs away, even when it's projectile invulnerability shield is up, just make it a very unfun fight
!feedback add the ancient wisp from ror1 as a secret boss
!feedback
Allow us look at a 90 degree vertical angle. I can't think of a single reason why this would be a negative, unless for some reason the camera would clip into the ground but there's already measure to prevent that
!feedback
Put Kjaro's and Runald's Bands next to each other in the Logbook.
Similar to the Heresy items, these 2 items go together, so it makes more sense to have them next to each other
!feedback
in console versions of the game when looking at your inventory allow us to move a curser using right stick to hover over our items too see there stats like on pc
!feedback
Devs should add some of the Top Feedbacks in the next patch. Crazy Idea i know........
!feedback
Could you let us view survivor skins in the logbook (provided the skin and the logs are unlocked of course)?
!feedback
In a future update, maybe you could add another skin variant for the survivors and you unlock it by beating eclipse 8 with that character.
Elixirs should be able to revive you if you go below 0 health
what I mean to say is when you hit negative health, it's a little bs that you use up your elixirs and they can't do anything because you're dead. If you have enough elixirs to bring you back up to 1+ health, they should be able to.
Is this powerful? Probably. Is it too powerful? I would think not. If an enemy can one shot you with 5x your max health in damage, you'd need 7 elixirs to recover, that's a one time use for all 7, and that only brings you to 25% max health.
This is also not as strong as a dios, since it takes 1 dios maximum to revive you, dios gives a couple seconds of invincibility, and dios guarantees max health.
!feedback give characters that have completed eclipse 8 a lil tophat that can be toggled on default and alt skins. this will also give you bragging rights
!feedback
Add the Bulwark Ambry as a stage in simulacrum with a low chance because it looks like a fun map for simulacrum. It could also have an augment enabled on every wave if it needs to stand out from the other stages.
!feedback atk speed increases polar field (railgunner alt mine) radius or slowing effect or the like
shouldnt be too weird, railgunner already has weird interactions with attack speed
!feedback fixing the typo in the fifth line of the Goobo Jr. logbook 🙂
!feedback Make it an option for items that change your health color to not (infusion making bar red) or make it customizable. I like Void Friend's cool pink health bar but taking an infusion ruins it
!feedback
With the revert for Brittle Crown, I think it should be altered a little so that only damage from enemies trigger its effect, instead of all damage. With other items triggering only on enemy damage, such as Roll of Pennies, I think this brings Brittle Crown up from the gutter where it is currently. Not up to its high tower of last patch, but something more usable for players and more consistent with other items.
!feedback
for the love of god please nerf collapse to like 200%, 400% is way too high. I shouldn't be dying to one hit from an alpha construct
!feedback
add a rising line to the equipment icon with fuel cells to indicate its charging progress
!feedback
don't think there will be anymore artifacts but heres some fun ideas I came up with. also don't really care if this get downvoted, just some fun artifact ideas (plus you literally enable them to have a harder challenge wtf?)
artifact of sympathy: while allies are under 15%hp , receive a damage boost that increases damage by 2% (stacks), when that ally dies you instead get a debuff that **cannot be removed until the next stage **and it decreases damage and health by 1.5% (stacks)
||thought it would a cool idea to have something punish you for losing allies and reward you for trying to keep them alive||
artifact of shared pain: multiplayer only all players have a shared hp pool that scales off of how much all players had, healing is reduced by 80%, and shields is reduced by 60%
!feedback While you are using Orbital Probe(
utility) deactivate Shuriken usage so you when you press m1 to shoot your 3 probes, you don't waste the Band usage in a 400% shuriken damage that instead could go to a 1000% damage from the orbital probe
!feedback
Forboding Claw (void death mark)
on hit apply bad omen for 7 seconds, when a enemy afflicted with bad omen recieves a debuff (excluding bad omen and debuffs that said enemy is immune to) it also spreads that debuff to the nearest 2 (plus 1 per stack) enemys within 20 (plus 5 per stack) meters. Corrupts all death marks.
!feedback
Make Xi Construct's defense mode grant it 90% damage resistance or a similar effect. It being immune to damage means overloading constructs recharge their shield for free.
!feedback
Quantum of Pain (lunar item)
When you are hit, you only take damage every 0.5 (+0.5 per stack) seconds, and that damage is capped to 75% (stacking multiplicatively) of your health. All damage you take before the interval is stored up so you take it all at once every 0.5 seconds. Your healing is halved, and it rounds to 0 if the value would be less than 0.5 of an hp (instead of rounding up to 1 no matter what) (stacking multiplicatively).
!feedback
Why not just make Bison Steak like the Mysterious Vial from ROR1? (For anyone who doesn't know, Mysterious Vial gives you a flat regen up)
However, this could potentially be broken in ROR2, and it could kneecap the usefulness of Cautious Slug, so give it the mocha treatment and make the regen upgrade small, like really small. This would make Slug better as a regen tool if you aren't near enemies, as the healing should be much higher than Steak's, but if you happen upon a Steak printer, or get lucky and find a few stacks of steak, it may take more stacks, but you can get comparable regen even while in combat, at the cost of needing a whole lot of them in order to get this effect, much like how one stack of mocha is pretty much unnoticable, but if you get an ungodly amount of them, it becomes a better version of both hoof and syringe.
OR, if a change like this is too intense, just get rid of the useless +25 hp, and give it back it's old regen on kill, and PLEASE for the love of god make stacking it affect the regen and not the duration.
(and for lore reasons you can say that the "antibiotics" used on the steak was actually the mysterious liquid in the vile
)
!feedback
Void devastators should have a higher chance to drop their boss item, as currently its very rare to see them as the tp boss and they almost never drop their boss item unless you use tricorn
!feedback
Make Stone Flux Pauldron
stack multiplicitively like Shaped Glass
. It seems like it could be a very good item especially on Engineer but it's held back by stacking linearly so the benefit falls off after a few loops. If it stacked exponentially it would scale much better into lategame runs so you could actually tank a few hits like you should be able to with that item.
!feedback
Give Hooks of Heresy
a visual indication of where it will end while you’re charging it, similar to how Blast Canister, Orbital Strike, and Arrow Rain will show you the radius of the attack. Hooks is already a powerful item, but I feel like a lot of people don’t understand it, and this change would likely help, and overall, it would be a nice QoL change.
!feedback
Similarly to how the 25% of a character’s health is marked with a line when they are holding a Delicate Watch
or any other relevant item, make it so that there is a line in the healthbar at the 90% mark for both players and monsters whenever an enemy is holding a Crowbar
.
(So basically, enemies will have the line if you have a Crowbar, but if the monsters get Crowbar in Void Fields, from Artifact of Evolution, during the final boss, etc., then you will have the line in your health, too.)
!feedback
Replace Beetle Queens with Magma Worms on Sulfur Pools. Currently, it's the only stage 3 that has one of the 3 stage 1 bosses in it's boss pool. There's currently no reason to go to Sulfer over Scorched Acres because it has similar loot but with worse enemy types and boss items.
!feedback
power elixir kinda sticks out too much on survivors' models - maybe change that?
!feedback change
to (keeping the original effects) make you immune to or limit knockback effects
this includes things like exploding jellyfish, stone titan slams and for balance reasons, recoil like mult nailgun boosting
its annoying when you're already slowed, and dont have multiplicative hp boosting yet enemies get to throw you around whenever
!feedback make it so that after leaving trial of metamorphosis you turn back into the character you were playing instead of the character you got in the trial (speaking from experience)
i wish that items that fall off the map from printers would respond on the ground
!feedback
Get-out-of-Jail-Free Card (Green item)
When you are hit by the instant kill of a void detain (such as from a Void Devastator or Void Reaver) instead of dying you respawn and this item is consumed. J
!feedback
Reduce the spawn rate and credit cost of Shrine of the Woods. Most maps with wood shrines end up being the least desirable in their stage level, such as Siren's and Roost, because they spawn weirdly often and eat up a lot of loot. They are also borderline useless compared to just having more chests. Sometimes you can get 2-3 shrines on Siren's Call and lose a huge amount of loot.
!feedback
An option to drop items in multiplayer(for instances where you take a little too much loot by mistake)(Disable in single player because it could be easily abused if you had an item like a scrapper)
Bump
!feedback
make
utility boost your HP regen when invisible
edit : while at it, nerf his utility proc coef / damage. since it's technically an movement/control skill, not exactly a damaging skill
!feedback
Make Captain's Shocks have a 1 second minimum stun. This would make his Secondary feel less irrelevant while in combat.
!feedback
make items that grant increases to max HP (Steak, Knurl, Infusion) etc. scale with player level. might not be enough to buff them into usefulness but they'd fall off less in lategame
!feedback
Idea to reintroduce an old item
Tier: void
Old item:
aka head stompies
New item: J3TPAC v2
Basically old jetpack, idk the info on the item so 🤷♂️
!feedback
give commando a new primary weapon or just out right buff some of his stats, I wanna use him but not feel like im wasting a slot for someone stronger
||ok wow that got downvoted fast but in my defense I haven't played sotv yet because I am a console player and don't know how good he is in sotv||
Add an afterburn stat to ignition tank
My suggestion is ```diff
+) Every other hit burns enemies
this would make ignition tank work by itself and without making it self sustaining
!feedback Any melee based skill, that means melee survivors primary melee, and bandit's secondary should be able to be angled upwards or downwards because it makes zero sense that you can double jump into a wisps face as mercenary but be unable to hit it because you can only swing F o r w a r d.
!feedback don't let squid polyps or gooboo jr. get infected
!feedback
hopoo feather.
Instead of a double jump, double tapping sprint does a short little dash in the direction you’re moving, more consecutive dashes with more stacks
!feedback
There should be a (multiplayer-compatible) sandbox mode. This would entail
- all unlockables are treated as unlocked in this mode
- all Eclipse and Prismatic Trials modifiers can be toggled
- monster and item spawns can be enabled/disabled on a per-item/monster basis
- starting inventory can be configured (e.g. if you felt like it, you could start with 20 of Eulogy Zero and a Shared Design)
- monster starting inventory can also be configured
- Lunar Coins are separate from your usual counter, and can be set to start with 0 or infinite or whatever number
- run data (max stack counts, achievements, etc) are not saved
Basically just give players the ability to configure wacky runs, so that a eulogy run or a Heretic run or a Benthic run or whatever else they might feel like doing can be done starting on stage 1, but with a restriction that prevents cheating achievements.
!feedback
Unique interaction with Egocentrism and cleansing pools: Egocentrism has a flat 2% chance to convert into a lunar coin when cleansed. Cheeky little way to make a few more blue donuts out of a long run.
!feedback unnerf bencoat pls i want my bencoat back please
!feedback add the ancient wisp from ror1 as a secret boss (I will keep suggesting this)
!feedback
Bandolier buff idea.
picking up a bandolier ammo pack also applys it's effect to items with internal cooldown on their effects (raincoat, tesla coil, shield recharge delay, etc)
!feedback add the ancient wisp from ror1 as a secret boss I will keep suggesting this
!feedback
Revert Gup's interaction with void infestors.
Why does 1 infestor become 7 when it lands on a Gup? The infestor that infected it still falls off when you split the Gup so why should all the Geeps and Gips inherit one? It makes no sense lore wise and its a pain in the ass to deal with
!feedback
An item that lowers the cooldown of when shields can begin to recharge. Aside from a few cases such as Plasma Shrimp, I don't ever see it competing with health as you can usually get health back really fast, especially mid to late game. Shields aren't too big of an issue early game due to not having as many enemies to deal with and having an instant shield recovery due to the low enemy count and projectiles. But, in the long run, it simply cannot compete with health all that well because it interferes with one-shot protection. Getting hit once by the smallest projectile will cause you to wait even longer for shields to recharge, and I find it kind of frustrating. I think it would be a good addition to add such an item to the game because it would make shield builds a little more viable, because as of right now, I feel like shields are sort of a handicap in comparison to health
Change Engineer's bubble shield to additionally eat projectiles like nano-bots instead of only acting like a pseudo-wall.
It would solve the issue of certain aoe effects going through and be explainable by being an energy shield.
!feedback
captain's beacons should break and disappear, becoming redeployable but they only break if they've been on the stage for 5 or 10 minutes
!feedback
Idea for a rework of ignition tank
. Currently ignition tank has no effect if you don't have anything that can apply burn, and that's kind of cringe considering its effect isn't as powerful as similarly conditional items like ICBM
.
The new ignition tank would differ in these ways:
Rarity: Increased from Green to Red.
Effect: Critical strikes now apply burn. Burns deal 0% (+400% per stack) additional damage.
Hidden effect: +5% crit chance on first stack.
!feedback fix the bugs thatplague game before changing how item work please lots of game breaking bugs atm have already posted several times w/o fixes played since ror2 came out now it feels not worth playing when more then half games break
!feedback
MAKE REX ACTUALLY GOOD, or just delete him from the game(no skill issue, he just sucks)
!feedback
Rho Construct (enemy, 2nd level construct)
A tank-like construct that can operate amphibiously, fire semi-tracking missiles, summon Alphas similar to Xi.
The Rho Construct moves at a moderate pace (about lemurian speed), and can float on water with no speed penalty. This enemy is designed with a future beach/water enviornment being added in the future.
It's primary attack is a barrage of 12 missiles (2 fired at a time, so basically 6 projectiles). Each pair of missiles, fired in a 0.5 second sequence, starts by flying straight up, before reorienting towards its target. Once each are aimed at the target, they lock in the target's position at that specific moment, and boosts towards that position, creating a small explosion on contact. In their boost phase, they travel relatively slowly, and the position they are targeting is marked (think of how Providence's delayed range attack works in ROR1). The 'diagram' is an example of missile behavior.
The Rho Construct can also spawn an Alpha Construct on it's deck, and another underneath if it is on water. These Alphas are functionally identical to the ones spawned by the Xi Construct, and simply autoattack the player with a beam attack.
Lore: daddy issues part 3
!feedback
it'd be cool if mult could launch his saws after letting go of the button for like 200-300% damage with a short recharge(like a shitty nail burst)
the damage would be dogshit but he could actually hit things in the air much easier
!feedback when bosses spawn naturally make it a small chance to drop there respective boss item when killed like 30 percent seems good right? Edit: 5 minutes wow this time I genuinely want to know what's wrong
!feedback ion surge should blast u away from ur cursor so u can use it to attack things while fleeing, and give it more use as a mobility tool so it can compete with flamethrower since u dont just go straight up.
!feedback The Voidling should drop 15 lunar coins simply because he's harder and so there's more of a reason to spend your hard earned lunar coins on the frog instead of just having it as a net neutral or loss
!feedback
White Item
Magnetic Accelerator: Increase range and projectile speed.
-something like 5% per stack
-increases the distance that the damage falloff starts at
-increases the range the shots can travel
-I think "increase projectile speed" is self explanatory enough
!feedback
bc bandit revolver is hitscan,
vfx like railgunner
fake projectile is misleading
same goes for blast, the sniper
!feedback
Change the effect of Bison Steak to something a bit better, maybe something from the past, maybe Mysterious Vial from Risk of Rain 1.
Simply put:
"You Regenerate 1 HP/s (+1 HP/s per stack)."
You're eating healthy, afterall.
!feedback
please refine and release the cut "Helot" skin for commando that would've been in sotv, I just think it looks cool.
!feedback
consider making more equipment items based around movement whenever new equips are made, like
and 
!feedback
With the addition of Plasma Shrimp, it reveals that there is a hole in the itemscape of ROR2 for items that affect shields. At the moment, we only have PSG, Plasma Shrimp, and Transcendence. PSG merely gives you more shield, Transcendence gives you a lot more shield at the cost of health, and Plasma Shrimp gives you projectiles on hit while you have shields. Compare this to all the different effects that affect health and how completely worthless they are the instant you want a shield build and pick up Transcendence.
I think some more items that add some more functionality and/or reliability to shields will fill a niche that I have not felt filled since SoTV broke the Aetherium mod.
!feedback
Make it so that for each stack of micro bots that a character has, another micro bot appears floating around the character. It is very difficult to get more than one stack of micro bots, as you either need to have a very lucky shrine of order or kill captain with artifact of vengeance. This would just be a nice visual thing so that you could see the lasers destroying projectiles individually come out of their respective micro bot.
!feedback
not correctly timing your tricorn shot on magma worms or overloading worms results in their boss items spawning under the map 
!feedback
Holy shit please fix soul pillars on eclipse they are almost impossible to deal with. You basically need to stand completely still for 30 seconds without moving or else they start losing charge. It's actually run ending to have to do them.
!feedback new mobility equipment:
Sputtering jetpack
On use, it acts almost identical to artificers jump, not scaling with move speed and less damage. You are also immune to fall damage until you hit the ground, or gives a passive (but worse) hover (independent of cooldown)
Maybe: Doesnt start recharging until you hit the ground.
CD 25s
Can be used as a panick button, or to traverse terrain
Synergies: headstompers hehe
Not for bottled chaos.
!feedback
you probably been asked this many times before but could you give console players some info about how the development been going on the console stuff to the game?
!feedback
Buying drones on Wetlands implants them in the ground the second they are bought, and they will most likely die until they get to the next stage, as an avid drone enjoyer, i hope this is fixed 
!feedback
Rework defense nucleus, as it falls flat compared to other yellow items dropped by other stage 3 bosses (molten perforator, little disciple, and shatterspleen)
My concept is an automatic bubble shield like Engineer's dome that follows you for a few seconds when you reach low health, with an appropriately long cooldown (maybe a base of 30 seconds cooldown). This would offer a powerful bit of protection from Chimera Wisps and Clay Templars, as they have many weak projectiles that can easily bring you to 25% hp.
Obviously there are more crucial things to the game, QoL, items, characters but a feature since... forever, have been skins. Something so underutilised
I think it'd be great for people (and especially in multiplayer) to have more control over customisation in a more fun way
Skins in the game have always been a way for a player or a completionist to explore even more of each characters and the monsoon difficulty but we can on that with encouring players to take diffrent paths and endings
If we expand on the idea of "beat the game on monsoon" we can turn it into "get an ending on monsoon"
The mithrix ending could be a "true" skin or a completely diffrent skin not just including the colour pallet (like bandit, mercenary and such)
The twisted scavengers ending could be most of the current "mastery" skin (white-ish colour pallate) (like Captain, huntress acrid)
And (this might be a lot of bullshit because I'm a console player and haven't played the dlc yet) there's so much potential for void themed skins, SO MUCH POTENTIAL
Eclipse could also have a golden version of characters but that's very cheese and probably controversial due to an unlock being tied to eclipse
Here's some ideas I think the mithrix ending could give
-rex
Rex is a plant with a ton of different possibilities, from real life and Ingame. An interstellar desk plant, an aloe, maybe even a cactus
-Captain
Captain is old and a leader of the UES safe travels, eventually to be retired. His alt skin could be his old self. An old, retired, man. A gray beard coming out of his helmet, limbs replaced with robotic parts from the battle he went through
-engineer
And old time fanshined clockwork engineered, his brown armor covered in rust and his futuristic parts replaced with bolts, cogs and clocks, turrets with top hats moving by wheels
This idea would obviously would be way too much work but I just wanna demonstrate how much potential skins have (once again, especially in multiplayer)
!feedback
!feedback blacklist Volcanic Egg from Bottled Chaos.
!feedback
Though I appreciate what the team has been doing and overall find SoTV are worthwhile DLC I do feel like with the most recent Patch Notes the devs haven't been listening to the community properly in terms of the various issues SoTV have either introduced or made more prominent.
There are still numerous concerns about Power Creep with old survivors getting shafted (and even nerfed in certain aspects) while newer survivors get to have strong everything.
Numerous new enemies are way too overtuned, like Blind Pests being silent, harder hitting and tankier wisps. Blind Vermin demand way too many mobility items to avoid it sticking to you. Xi Construct just being the definition of Anti-Fun and feels like it wasn't properly playtested on certain survivors. Voidling a 'hide and shoot' Final Boss that lacks virtually all of the intensity and coolness of Mithrix while being artificially harder and gaining absolutely nothing from killing it.
Void Fields/Artifact of Evolutions still having the chance for enemies to get Spare Drone Parts, Unstable Tesla Coil and other unfair items that the community has been complaining about for awhile now and items like Regenerative Scrap doing nothing for the enemies but somehow Shipping Request Form was patched out? I'm not saying Shipping Request shouldn't have been patched but why weren't these other items not added with the blacklist as well? It's a simple fix that people have moded in by just updating the blacklist.
There are other issues as this isn't the whole of it but the latest patch notes have you guys claiming the current state of things was "perfect" and being all too eager to move on to your next project (which I assume is the next DLC or such) with the next patch being the last for a significant time it just screams of the devs not truly understanding the issues that plague their own game, which as a result turns the DLC from something incredible to a good but extremely half baked.
!feedback
Allow players to pick eclipse 1-7 for a character, as well as artifacts on eclipse, when they beat e8 with that character. This would allow eclipse to have some extra replayability value once you beat e8 with a survivor. Lower eclipse levels allow for a mode tougher than Monsoon but not as difficult as e8 for players who are replaying Eclipse.
!feedback
I know a lot of ppl have suggested about letting players see the time in simulacrum, but...
I suggest putting the wave counter and wave progression bar here. Let us see the time
You can't even get more micro bots outside of shrines of order
!feedback
Make huntress's Arrow Rain a collumn with vertical falloff instead of a sphere
Because why is it a sphere? Makes no sense and is just hard to use
!feedback
monsoon should be accessible without having to beat the game but heavily dissuading until you beat the game once
"heavily not recommended for first playthrough" in bold text type deal
!feedback
Make it so we can pet Acrid, Beetle guards and rex, they deserve all the petting
!feedback
buff void seed spawn chances slightly.
!feedback
cactus rex skin
!feedback You still didn't completely remove the spawning inside/right next to a void seed issue fyi, especially on higher difficulties, even though there's a cap now.
!feedback Give directive: harvest Slayer, it'd give it more viability as a single target damage alternative to tangling growth's crowd control.
!feedback remove blind vermins or change them to become stational enemy
!feedback
we've already got passive equipments but what about one-use equipments like the tricorn that give a permanent buff/change to your character? i wanna see more of those
||!feedback||
When setting up multiplayer lobbies, provide an option to let any player to use any (Non-DLC) survivor/ability the host has unlocked.
Reasoning: This is already the case with items unlocked by the host. Expanding the selection to (Non-DLC) Survivors/Abilities would improve the odds players find a character they enjoy improving the chances they continue to play. While there is a tradeoff of additional complexity, it can be offset by the host helping new players out. Worse case scenario, can the option can also be skipped.
!feedback allow RegenScap
printers, but make them drop spent scap so they can't be used infinitely
!feedback
just an idea for the next DLC
i would love to see a new melee survivor
specifically a buff and tanky one, like HAN-D from the fist game
!feedback
i feel like viends ability to pick up like 13 void items and then have instant, infinite on demand healing is kind of insane. maybe make it only usable with non locked amounts of charge?
!feedback
Gain the ten lunar coins when Mithrix dies, so if you go to Voidling via frog you have a gain
!idea Spicefic Items for curtain surviviors (red items, and they have an edited icon of the survivor you are playing a
!feedback
!feedback
Buff lesser wisps in a way so they aren’t overshadowed by blind pests. An idea for a buff is to make their knockback stronger.
!feedback
Add scrap to the Artifact of Command list
Why: I really don't know, I found it odd that it wasn't there. Maybe so that players would visit the Bazaar more to use it? No clue.
!feedback
Make a video on how you guys do your sound design because theres a lot of unique and interesting sounds that i havent seen any other games be able to replicate
!feedback New Survivor Idea: Cracked Mercenary
Cracked Mercenary is a variant of Merc, sort of like a nemesis survivor, who is way more epic and good. Cracked Mercenary specifically is themed around dml and missiles in general and is extraordinarily well designed.
Passive: The OP Build - Your base damage is increased by 10% + a flat 10 for every backup mag and berzerkers pauldron in your inventory. Additionally, all missiles you create deal 10x damage.
Primary: Visions of Disposability - Fire a swarm of homing missiles that deal 300% damage and have a 1.0 proc co. Hold up to 12 charges that recharges over 2 seconds.
Secondary: Rising Disposable Thunder Surge - Fly sky high with your rocket powered blade, dragging enemies hit and exposing, firing a missile, and dealing 300% damage per hit with a 1.5 proc co. If you use it in the air, you spin like a sawblade, rapidly hitting enemies. 2.5 second cooldown.
Utility: Volcanic Disposable Missile Launcher Assault - Briefly transform into a massive blisteringly fast controllable missile and explode for 100,000% damage on hit with a 5.0 proc co, as well as firing a swarm of 4 missiles. If you hit an enemy, the cooldown for utility is reset. 4 second cooldown.
Special: Slicing Eviscerating Unstable Strides of Windy Disposability - Turn into a storm of missiles, blades, and invincibility, becoming extremely fast and firing 4 dml missiles a second for the duration of 3 seconds. You also have the effect of unstable tesla coil, shocking all nearby enemies and applying expose. Getting close to enemies rapidly strikes them with blades 8 times a second for 399% damage with a 2.0 proc co, scaling with attack speed, exposing on every hit, and firing an additional missile every hit. 4 second cooldown.
Obviously, some of the numbers could use a bit of adjustment, but I think overall Crerk (the shortening of Cracked Mercenary) would be a very welcome addition to the roster and hopoo should absolutely make him real
!feedback
Make the Artifact of Kin only Family Events instead of only 1 type of enemy per stage.
Man, I love the artifact of Kin, it spices up the game so much and makes the gameplay loop so fun and interesting, and is a really refreshing experience compared to the classic risk of rain 2 gameplay loop! - Said no one ever.
Seriously, does anyone use this? Why remove all enemy variety in the game?
I doubt this change will actually make Kin an enjoyable artifact to use for most but it at least allows you to see family events I guess and makes it at least 2% more interesting
!feedback
Artifact of Honor change: Makes all enemies that would spawn as normal enemies instead spawn as elites. Makes all enemies that would spawn as elites spawn with an additional elite aspect.
!feedback
Time needs to be frozen in the Void Fields again.
!feedback branching off of this, contact hideo kojima and platinum games so that cracked mercenary can use the 3D model for jetstream sam from mgr
!feedback
Lunar item called Spry Scissors, increases sprint speed by 40% but makes you take damage (that scales with health) while you sprint
!feedback
New Red Item: Robin's Hood
Whenever gold is spent at an interactable, that gold is distributed to nearby enemies. Killing these enemies returns 50% (+50% per stack) of the gold to the player.
Reason: the buff that was given to brittle crown in a very good idea, however it was absurdly overpowered to be a lunar item. This idea implements a similar concept, however it is as a red item.
!feedback
Ban people who use the 🤨 emoji so I can say bad takes in peace.
!feedback
Small suggestions for Xi Construct:
Obviously, and this has been suggested a billion times already, it should have a collision box for Acrid. I feel like this was done to prevent Merc dash-slamming, but it just entirely fucks over another survivor, so I don't think it's worth it.
Also, I think it'd be nice if the Construct stuck lower to the ground during its shield-up "attack" instead of flying off into Narnia as it usually does and becoming obnoxiously un-targettable. To counterbalance it becoming a bit of an easy target, maybe the Alpha constructs could become more aggressive during it? So it's a thing between going in the bubble and doing huge damage or staying away and picking the alphas off while you're at a distance.
!feedback
Replace the clay dunestriders from sundered grove with grovetender. I feel that grovetender is an underutilized boss in the game with it only appearing on scorched acres. So why not add it to more stages.
!feedback
Allow some setting, like an artifact added with the DLC that disables like part of the content. Maybe divide the additions into Petrichor-5 and Void, allowing for the void part to be turned off. This would disabled void seeds from spawning and would also disable void cradles and not allow void fiend to be selected. It would also disable any access to the Void Locus or the Planetarium.
This would just allow for gameplay to be streamlined, in case you just wanted access to the 'vanilla' content, which is all of the regular items and the new enemies and stages.
It would still be one DLC, just allow some content to be disabled by the player if they didn't want to use it.
!feedback
It is visually unpleasant to see the health bar flickering when at ~100% barrier, and constantly gaining and losing barrier. A way to fix this, is to add a small buffer while at full barrier, that sustains 100% barrier briefly, or pseudopermanently while under constant healing.
!feedback
change the eclipse 8 icon to be just like the rest. for some reason, it has a ray protruding out its top that none of the other icons have, and it causes that part of the icon to have its white border get clipped out. if you are gonna make it different, make it noticeable and don't make part of the border straight up be missing.
!feedback
Aegis Rework
Reason:
Currently Aegis is a mid tier legendary at best and at worst is bottom tier. This is because of the massive amount of healing required to sustain aegis. You either need another red (Rejuvenation Rack), or be playing max bungus on engineer. Aegis also not only requires the player to already be at 100% HP to use it, but it also only grants 50% of your healing as barrier with the first stack instead of 100%. Additionally, Aegis becomes almost useless on eclipse, as Eclipse 5 basically shuts off all utility for this item.
New Aegis:
Makes barrier not decrease over time and only decrease with damage. Gain 1% (+1% per stack) of your maximum HP as barrier every time an instance of damage is done to an enemy.
Reason:
This effectively allows the maximum utility that Aegis is expected to give the player without the need for an absurd amount of healing. It would also allow for it to function as a stand alone item, which many of the legendaries that are considered "good" can do (Brilliant Behemoth, shattering justice, symbiotic scorpion, etc.).
optional addition
change the color of the ability sprites to match mastery skin
!feedback
!feedback
All I really want apart from more survivors is just more skins for them to unlock with challenges it really gives a goal to work towards and I think it wouldn't be too difficult to add them in compared to new survivors and weapons. PLEASE! The skins already in-game are so good and it feels even better to unlock them.
!feedback
Ravaged axe: corrupts all harvest crits spike a 3 round leaching burst on hit 200% (+100% per stack) 70% lifesteal (+20% per stack) random idea
!feedback
MacOS support, please
!feedback
Greatly reduce director cost of TC drone (with a low spawn chance) and add equipment multishops to Rallypoint Delta. Currently, RPD is an awful stage as it has extremely dangerous enemies, while not having nearly as much loot or options as Acres or even Pools, especially with TC drone being even worse than it used to be as it now dies extremely quickly to void seed suffocation.
!feedback
item idea
"Effigy of Grief" - Lunar Equipment with a 15 second cooldown
Drop a permanent effigy that cripples ALL characters inside. Can place up to 5. (characters within are slowed by 50% and have their armor reduced by 20)
!feedback
Void 
"Whenever you would take damage, increase your Max Health by 25 (+25 per stack) for 1 second. This effect doesn't stack with itself."
(Numbers subject to change)
!feedback
Buff bencoat to block 2 debuffs before cd or nerf cd. I like the item more now, but general consensus is that it needs help
C'mon Hopoo you gotta listen to this one because it's a dev item and devs are cool 😎😎
!feedback
!feedback turn stun grenade into a small aoe with like 100% total damage, +25% damage stacking linearly, with a 5-10% chance to proc which stacks hyperbolically.
if this is done, it would make the item less of a ''scrap on sight in hopes of a printer for literally anything else'' item like polyp. don't get me wrong, its not BAD, its just that everything else is better.
(i edited this to reformat it so the idea comes off better)
!feedback add some improved visual indicator for sticky bomb aoe so people underrate it less
its a very solid damage white but its severily underappreciated, specially by new players
!feedback
nanomachines (common item)
increases hp regen and gives a % max hp shield to all drones you own (acts like lepton daisy in multiplayer viewing all combined stacks over every player)
!feedback
Add back old sticky bomb but obviously with not as extreme scaling. Honestly, I think sticky bomb is probably the first white item to be scrapped as you would much rather have a soldier syringe or a energy drink. It just needs to be better as it currently gets outmatched in terms of value by many other items.
!feedback
Add more items and equipments that permanently alter the stage in some way like the effigy of grief
or the remote caffeinator
in the next dlc
!feedback
make the transformation to courrpted form faster for the void fiend. there is no transformation window when reverting why is it there when transforming. i think it just slows the game down a little too long so it should at least be faster.
!feedback Add Void color themed mastery skins unlockable by beating wave 50 Simulacrum on Monsoon difficulty. It gives Simulacrum a fun unlockable for folks
!feedback
Item Concept: Void 
+5 armor (+1 per stack)
!feedback
I thought I was so smart by doing this but sadly the Remote Caffeinator can't press buttons, I think it's could be cool if it works, I don't think this will make that equipment broken or anything but it could be an interesting interaction.
slight visual change to the primordial teleporter that i think would be neat: make the charge radius blue if it's aligned to the moon, which turns purple with focused convergence. planet aligned primordial can keep the red charge radius that turns blue with a convergence, as well as getting a standard red beam that normal teleporters have when active
!feedback
!feedback I think the topaz broach should say that you gain "Overheal" instead of a temporary barrier
!feedback
!feeback
Idea for some interactables:
***Proximity Chests: ***When interacted with, the chest blares out an alarm, which acts as a sort of miniature teleporter event. While charging the chest, a small wave of enemies will continually spawn until the charge is completed, and the spawn rate drops to how it was normally. Item quality of the contents would be either a green or red item.
The length of the wave would be only as long as 40 seconds or a similar length, and would be affected by Focused Convergence.
Hypothetically, the mountain shrine could affect how tough the enemies are in turn for more rewards
Shrine of the Hive: On activation, releases a number of small Flying Beetles (Think of the ones that the beetle queen spawn) from the ground, which immediately try to fly away from you. Upon killing them all before they escape the shrine's radius, it provides an item. This can be done repeatedly up to three times, but the flying beetles become significantly faster and more evasive and the shrine itself increases in the gold needed to activate. Ideally, the beetles would fly low enough to the ground that melee characters at least have some chance to hit them.
Lost Generator: Costs gold to repair, but once activated, it expands the teleporter radius and shortens the time needed to charge it by a considerable or slight amount. Could come in small or large sizes, and would imaginably spawn close to teleporters.
***Automated Mortar ***: A type of turret that fires mortar bombs instead of bullets. Its attack would ideally work like a hit scan ability similar to Rex's Seed Barrage.
Tesla Coil Turret: A type of turret that shocks enemies within a certain radius with a chain-lightning sort of effect. The damage itself would decrease by a slight amount as it chains multiple creatures, up to a maximum of 10 or so.
!feedback
!feedback
Please fix the hitbox(?) of these roots so nobody can get stuck between them. I accidentally fell between them and thought I was gonna have to start a new run
!feedback
When you beat the Voidling, instead of saying ”Fate Unknown” like when you obliterate, say something like
The Void eats you
or You become corrupted
!feedback
I love the changes to Eclipse, but I'd like to see the gold Eclipse badges be visible to other players in multiplayer lobbies. It still wouldn't be an explicit reward, just a little thing to flex on friends and lobby strangers with
!feedback make stun and invisibility more impactful. The former is only effective against a handful of enemies while the latter gets straight up ignored by enemies like brass contraptions.
!feedback
(I have a similar idea to this)
A little gold badge on the skin or something like golden weapons (for example just a gold blade on mercenary) that you get on a survivor for beating eclipse 8 that you can put on.
!feedback
This is too add onto FUnkY's idea.
After killing mithrix and killing voidling(not by normal void portal) there should be a new quote for every survivor, here are some that i could think off:
And so she left, unable to pursue her hunts(huntress exemple)
And so it left, running back into battle without peace(acrid exemple)
And so he collapsed, with nothing but fear on mind(commando exemple)
These are not the best ideas but it was to show what i meant.
I also thought that having it like opposites of the actual quote would be a good idea because, it would be similar to the void theme because the void items corrupt the normal items just how the void quote will not be the same as the normal one
!feedback
Certain equipment items should alter the behavior of the Equipment Drone it's attached to.
Examples:
- Radar Scanner: causes the drone to periodically activate the equipment regardless of whether there are enemies nearby
- Eccentric Vase: aims at predefined points on each map and prioritizes the farthest one with a clear line of sight
- Crowdfunder: causes the drone to generate money in its own reserve whenever its owner also gains money
!feedback
Allow Shatterspleen and Tri-tip Dagger to apply separate stacks of bleed like they used to. Current behavior is that if you both crit and have a 100% chance to apply bleed on strike, one 1 stack is added. This means that if you have both items and high crit or high proc chance, the other item is practically useless; other than the small interaction that enemies will explode if they die directly from bleed damage. With high crit, there is no reason to not take needletick as at least then you can apply both bleed and collapse.
In summary, please let multiple sources of bleed stack pretty please
works on Kjaro and Runald
!feedback
Hitting weak points with railgunner should not play the headshot noise for everyone else in the lobby with infinite range and full volume. It really gets annoying, and is just unnecessary audio spam that gets worse when there's more than one railgunner.
!feedback
Going off of this, Make Kjaro and Runald count as bosses so that things like Armor Piercing Rounds work on them. They kinda fall into the same category as alloy warship unit in a way, so this would make sense.
If they are turned into bosses, they maybe could be a special variant of the Glacial and Blazing elites with new abilities and attacks.
!feedback
pluripotent larva rework
every time you would otherwise take fatal damage, lose 25% of your max hp instead and get 1-2 of your items corrupted. max hp removal is based on the current amount of max hp you have, not the initial one (it won't be limited by 4 removals)
the reason for the rework is simply because the effect of larva is pretty boring both as an item and as a dio's corrupted counterpart
Bison steak Rework idea part 4, probably ```diff
+) Increase max health by 200%(+200% per stack) base damage
With a shaped glass, this amount increases and affects you more.
With each level up, this affects you more.
The best part is, infusion is almost guaranteed to stay as a better alternative, because it's more healing with less stacks of items period.
A good bonus to a mediocre item without breaking all balance connected to it.
!feedback
Please add more items which buff drones, right now Spare Drone Parts is the only one that directly buffs drones, while it is strong I'd like to see more items added to help it out and solidify it as a playstyle. It'd be nice to be able to just build a drone summoner build.
!feedback
Engie's primary and turret shots need some kind of a change, as taking visions is not only powerful, but has been proven to be a direct upgrade. Engies stock tools should be improved so that you aren't at a direct disadvantage by not spending lunar coins to get a visions.
For his primary, I suggest either a direct buff to it's damage or the velocity of the grenades, as they currently take too much effort to charge with not enough reward for doing so.
For his turrets, increase the damage of the stationary turret to be on par with visions, and for mobile turrets, give them a major boost to their range, as they can't hit things as easily as stationary turrets can, and even just straight up dont work on voidling.
!feedback a red item with the original effect of tough times from ror1, named Toughest Times
like a 25% damage reduction or something
!feedback
Artifact idea
Name: artifact of theivery, or artifact of mischief
Effect: every stage, enemies steal one of your items.
!feedback
I hope that enemies using items could be utilized in more ways, i feel like its very interesting but underutilized. Maybe there could be an eclipse modifer or more artifacts that use the mechanic.
!feedback
Make the collapse windup and collapse explosion vfx occur in the same place (the chest). For some reason the windup vfx occurs near the crotch and the explosion vfx occurs near the chest
!feedback I like the mithrix fight, I feel like it's a very fun culmination of your entire run to defeat him in his arena, but his revolving doors attack where he divides the arena into six slices feels like it could have more variety. Maybe he could do three in quick succession when at low health? Or maybe attack in a grid-like pattern instead of a circular motion sometimes? I dunno, I just feel like that attack needs something else.
!feedback if the red sword for merc is added make it a separate unlockable for us to work for, like the katana from Halo 3 or something idk just downvote or something
!feedback Give Lean ( Void ) Fiend Some Alternative Skills...He's Kinda Poor Even Though His Skills Are Good (But Utility Skill 💀 Very Usless Actually)
!feedback
Huntress should have full directional sprint, allowing her to strafe backwards or sideways while keeping up similar speeds to forward sprinting. She could use other buffs, but this would up her survivability while giving her back some uniqueness she lost from the first game.
!feedback
Would be really cool if the Remote Caffinator vending machine has a tiny chance to drop any items that look like a drink. Mainly energy drink.
If it seems broken then maybe have the vending machine break after the drop or increase in price?
!feedback
engi's overview says he requires careful planning. lol
huntress' says she has high damage. lol
buff the overviews hopoo
loader is a slow but powerful bruiser
!feedback me angy hopoop pls fix
!feedback Aspects are too rare -> 1/4000 chance!?!?!?!? And the elite has to have an aspect buff to even be considered.
I legit never see them.
Whats the point if I frequently get overpowered reds/etc. on normal runs and can't even use some aspects that aren't even that beneficial relatively.
!feedback
make it so that the ice aspect (on both players and enemies) freezes upon attacks that deal over 400%
this would make it compare better to the other aspects, while making enemies intrinsically more threatening, but only the ones that already were without the aspect
could also include a cooldown similar to bands since it procs on 400% just like them
!feedback We need a "Toggle to Run" setting pleasseee 💙 so may characters would benefit. My pinky needs rest
!feedback
!feedback add osts from ror1 I want to jam to surface tension while I get incinerated bye a blazing golem
!feedback optional added UI menu that shows player stats, ie. Luck, crit chance, jumps remaining, etc.
!feedback
loader's spiked fist should draw her in slower than her normal one or the normal one should draw her in faster, giving a reason and utility to pick the non-damaging grapple outside of "teehee look i can fly around on a wisp"
!feedback
please give us more melee survivors
at least one
!feedback
have scrap always be displayed last in the inventory, it's really annoying that you need to scan for it with your eyes when you have a shit ton of other items already
!feedback
Vote to Remove Aspects, because apparently people downvote the idea of them being more common than 1/4000 from even having the condition of killing an elite with an aspect buff, which occurs in the late game when you're already op with reds and stacked whites/greens and god forbid you get any stronger while already melting bosses with your current standard items.
Plus you only need 40, "57 Leaf Clovers" to raise your odds from 0.025% to 1% chance to drop from an aspect elite. That's BIIIIG. The SEVEN possible aspects are just too common(sarcasm). Yes there are seven aspects that might spawn after killing 4000 enemies, that have to have an aspect buff. Name another SEVEN items that are just not used in a remotely standard run. And some of the aspect abilities that only proc on your death are just the cherry on top.
Lovely, they are unseen and strangely inefficient. There are plenty of crazy strong items that take your run to the insta-kill everything stage, aspects are no miracle.
I also hate having game changing equipment slots(sarcasm). I'd much rather carry an aspect buff and no equipment, in case I need an ability to go off when I die.
In my 200 hrs of playing, I think I've had 2-3 aspects. If the odds went to 1/1000 elite aspects killed, I'd have around 6 aspects, that's still only 6 runs where I got to use 1 of 7 of these items. Out of the hundreds of runs, I got to try these less times than the amount of fingers on my hand.
Odds of being born with 11 fingers or toes — 1 in 500
I had greater odds being born with an extra finger than get a damn aspect. FFS
!feedback Extend the zoom out for Larva in logbooks cause currently if you want to look at their back, you just clip through
!feedback buff the malachite aspect too
!feedback
Can we just make the Elite aspects do... something? Yeah, sure, Mending, Overloading, and Blazing aspects are good to have early-on in the run, but the 1/4000 droprate makes those situations rarer than finding multiple run-changing reds on the first stage. Even if you find one early, the "good" aspects fall off pretty quickly once you get enough items and/or a decent enough equipment. Why not make them give you a flat damage + health bonus like they give to the enemies they drop from? Or give them an activatable effect that does something special for each of the different aspects? There's loads of things that can be done to make the item drops feel like they're worth something rather than just making you excited solely because of how rare they are. These items haven't been changed since launch and it just kinda sucks that they're still so disappointing to find despite how rare they are.
!feedback
This has been said a lot be4 but seems like Hopoo doenst care, so im giving REASONS to buff Huntress
:
-Shes weak
-Shes thicc
-Shes a Woman
-She needs a buff
-i got no bitches
!feedback
A possibility to switch between your default/alternative abilities in Bazaar Between Time for lunar coins, so you don't have to end the session to change it.
!feedback
Lost Seer's Lenses should not be affected by positive luck.
The item scales waaaay too well if you have positive luck, to the point of making it less fun to play when you or someone on your team has a clover and a few void glasses. I feel like this item should work like Tougher Times, where the luck stat does not affect the proc rate of the lenses. It's just too strong, especially on characters that proc a lot of items like Commando or Engineer.
!feedback
Void Devastators should spawn in the world as (tp)bosses past the first loop. Not only are they a little too rare in my opinion, but their title is 'Ender of Worlds' so you'd expect them to actively seek fights. Also makes Zoea more common.
!feedback
should replace your death message with "Ahoy!"
!feedback rework for engineer's abilities to make him fit the ''careful planning" description:
1: pressure mines now re-arm on their own and re-explode, no longer prematurely detonating and being forced to arm. arming/rearming time is increased to accommodate for not needing to replace them constantly. the move is simply to relocate them now
2: bubble shield now does the same as the mines, re-arming over time and staying in place, only activating when something is close enough or a projectile gets close enough so the timer isnt wasted. the move is just to relocate it like the mines
3: give engineer a passive similar to gnarled woodsprite in where any drones/turrets nearby regenerate 1%-2% hp on a timer that scales with distance, so at max range it'd be about 3 seconds per but right on top of them they heal like every 1 second, because the bots have to fly to engineer to get resources to heal them with.
i think these changes would give his base kit far more contrast to his more mobile and no planning needed alt kit, and the passive would still be useful for said alt kit.
Hello people, we want to play risk of rain 2 with a friend through different platforms, he has steam, and I have epic game. Will we get to play?
!feedback 
!feedback allow the sun attack from Grandparents to be cancelled by dealing enough damage to the sun they hold up. This would make the attack more engaging to deal with because currently the attack is just a drawn out cover simulator and drone killer
!feedback
Make it so that Blind Pests will always make the "squeak" sound when they spawn in. Some of the spawn sound variations are too quiet, so often either you don't hear them spawn or aren't sure how many have spawned.
I had an idea for a lunar dios “Grants a second like BUT weakens you” like all stats -15%
!feedback
Green item that gives all attacks a 5% chance to ignite enemies
!feedback
add this effect to ignition tank instead
!feedback so I can vote 👎
!feedback
I had an idea for a lunar dios “Grants a second life BUT weakens you” like all stats -15%
!feedback
Some sort of hidden setting, artifact, or interactable that transforms Commencement back to its layout from before the Anniversary Update (only accessible after beating the game at least once).
!feedback
I have an idea that could be added to the game for just general customization in multiplayer games on PC and console. Adding a way to change your name color in game as well as hide that option if you wish not to see it. Since some colors such as black can be kind of annoying to read in text chat when people pick up items or ping.
Because right now on steam if you add an html color hex to your steam name it will make your name said color like <color=#FFB3BF> (NAME)
Since I don’t believe there is a way to do this on consoles, I think it would be a cool edition to add some more personalization to the game in multiplayer
I was just remembering the old cod world at war clan tags from many years ago with ways to make your name bounce, rainbow in color, or just cycle through them
https://www.youtube.com/watch?v=j2sji2Mgou8&t=122s&ab_channel=soultealer
!feedback
add my last suggestion to the game, NOW! (because I said so)
!feedback
Pilot
Stranded Rookie
Stats - idfk don't ask me for numbers
Primary - Danger Zone
Rapidly fire out bullets for 10% damage each. Holds up to 100 bullets, and fires at a rate of 1 every 0.01 seconds. Press [] to reload.
Secondary - Red Flare
Fire out a flare that Ignites, and Cleanses all enemy buffs in an area. Enemies that get Cleansed have a 10 second immunity to being Cleansed after it wears off.
Alternate Secondary - Blue Flare
Throw down a flare that deals 100% damage every 0.25 seconds to enemies in an area.
Utility - Jet Boots
Agile. Charge to dash in the direction you are facing, distance scaling based on charge time. Landing near enemies slams them away, transferring fall damage to them.
Alternate Utility - Prowl Boots
Agile. Quickly dash forward a short distance. Has 3 Charges, that all recharge when killing an enemy within 4 seconds of dashing recharges all dashes.
Special - Vulture Apparatus Mk XIV
Gain Flight for a limited time. Swap out your single assault weapon for dual pistols that deal 100% damage per hit.
Alternate Special - Falcon Wing Pack Mk VIII
Gain Flight for a limited time. Drop 4 bombs on liftoff, and 1 bomb per enemy killed. 200% damage per bomb.
...and so he left, leaving his training behind
...and so he vanished, never to takeoff again
!feedback
With new items affecting Shields it seems more important than ever to take a second look at how shields function. Last I checked, out of combat you regain shields over 7 Seconds or something to that effect. Shield Generators are okay when you're early game, but quickly become troubling as time goes on due to how it affects OSP and how healing items function in relation to this. Gain enough shield and when its' down you don't have OSP. It's a clear issue for me when I play that I don't want shield unless I'm planning on jacking up the amount of shield I have by a significant amount, but at that point I would try and run Transcendence.
So, with the addition of Plasma Shrimp you have this awesome item that can clearly be shut off quite easily when you just get hit a little bit in the higher minute counts, and it can take quite awhile for you to regain that shield depending on the situation.
Please make Shields a bit more dynamic for how you regain them. Something to decrease how long it takes to regain them, or provide the following:
You regain shield over a set amount of time, much like how Shurikens function currently. You regain X shield over 7 seconds, essentially.
!feedback make it to where the ghost version of void infestor (friendly version) doesnt turn into an enemy upon taking over an enemy
!feedback a lunar item that swaps the regen of health and shield (regain health after not taking damage for 7 seconds & regain shield naturally/via healing items)
!feedback
The mending orbs dropped by killed by Mending elites only heal both players and monsters for 80hp, throughout the entire run. The heal is nice for the player in the first three stages or so, but is never a threat- or in later stages, even noticeable- if a monster gets healed by it.
I think it would be more interesting if the mending orbs healed % hp instead (like, maybe 25%). This way it'd remain a noticeable heal for players later into runs, and a bit more of a threat, as monsters would be able to actually benefit from the heal in a noticeable way as well.
!feedback dont let squid polyp get invested
!feedback
allow plasma shrimp missiles to go to a different target when their main target dies/disappears
!feedback
Going off of this, make a shrine that only appears on sky meadows after the first loop called “shrine of regression” that makes the next stage (if you’re teleporter is aligned with the moon) old commencement before the anniversary update. It does not allow petting the frog to go to the Planetarium.
!feedback
replace stone titan's boss item:
with these new ideas I came up for stone titan
Titanic Knurl kinda feels weak compared to other boss items at the moment, extra health and regen isn't too great considering how many items do that anyway with better effects
either buff knurl or remove and replace it with something better kinda like these two ideas
The Crystal Eye
(kinda like the stone titan red eye thing, the pearl is just a place holder)
4% chance (+4% per stack) to fire an additional slow, explosive laser attack that deals 650%(+300%) damage with a small blast radius
OR
The Crystal Rock ||bad name ik||
(another placeholder)
While under 40%HP summon a rock turret (like the stone titan) that hovers near your shoulder for 30 seconds (CD of 45s or something)
Shooting slow, homing, explosive laser projectiles that deal 600% (+250% per stack)
maybe lower the damage but other then that this would prove to be a good replacement for it
just give this guy some love honestly, for a cool boss his item SUCKS
!feedback
The game should pause when tabbed out, helps if the game suddenly lags when taking a screenshot, and removes the step of me having to go in game and pause it manualy
!feedback
scarlet eye; replacement for titanic knurl.
grants 5 armor, upon hitting enemies for 400% damage, fire a multi-hit titan laser dealing 12%x20 (+10% per stack) total damage tracking laser with a 0.4 proc co-efficient. 15 second cooldown.
the item, additionally, has a 5% chance to hit the enemy with a titan fist (which has half the startup of the boss attack), sending them flying and dealing 350% (+175% per stack) total damage (can be triggered by the laser) with a 1.0 proc co-efficient.
this move can extend upwards infinitely to hit air enemies, but has a travel time. air enemies receive either no knockback or very very little to prevent sending them to space. bosses take no knockback.
visual effect on survivor: basically that ball of rock junk the titans have above their heads, but scaled down a ton, with a scaled down titan eye connected to rock that looks like it was ripped from the titan's face inside of said junk ball.
the eye will rotate in the ball of junk to face the last hit enemy, and when firing a laser, point at the enemy it's hitting.
obviously this is purely cosmetic but i think it would help make it look less jank, unlike titans who fire out the back of their heads.
!feedback
Make worms not have an active hitbox for a few seconds after spawning.
It sucks having worms spawn on top of you when you activate the teleporter. It's not particularly deadly most of the time, but it's not something that should exist in the first place.
!feedback
Simple thing but please add keyboard functionality in menus, specifically the logbook. Like Q/E to move between "Item & Equipment" "Monster" "Environment" and so on. A/D or Left/Right arrow keys to move the smaller pages (the currently clickable left and right arrows), and most importantly, let us use the escape key to back out of the menu. It's weirdly off putting not being able to do that.
Slightly different but still having to do with the Logbook, please add a button to "Mark All As Read" I know a lot of people like to get rid of notifications on any game/program, but with how many unlockables there are, and having to manually click on all of them, then click to back out, it's needlessly frustrating.
!feedback
Fireaxe (Corrupted crowbar)
Deal +15% damage (+15% per stack) to enemies while you are above 90% HP.
!feedback
Make simulacrum give lunar coins based in the wave number, if you reach a certain wave, you now gain lunar coin after you dye or quit that is increased in 1+ after each wave
!feedback
make voidtouched collapse non-lethal like acrid's poison
!feedback
Going off of this, add 1 or 2 more boss items for every boss, and increase the chances of getting a boss item to 50% at the end of a TP event.
!feedback
idea
camo helmet
gain +5% critical strike chance.
critical strikes decrease a random skill cooldown by 1 second. can decrease the cooldown for the same skill only once per 4 seconds (-0.5 seconds per stack). corrupts all predatory instincts
!feedback
Artifact Idea
Name: Artifact of Comradery
Everyone shares items! (Players not npcs)
However, the difficulty scaling is +50% faster (you could increase or lower this value, whatever balances it), and chests spawn rate are decreased by 30% (again, adjustable).
I think this artifact idea would be a fun thing for you and your friends to mess around with.
This could even be used in speedrunning due to the increase in items.
!feedback I dont think Void friends summoned by Newly Hatched Zoea should be susceptible to corruption by the void infestors.
!feedback
this would add more depth but even I myself am unsure if it’s necessary.
What if engineer’s primary had a pressure system, where if you charge it to long, you would misfire, but you would get more grenades the longer you charged, with the dial moving faster and faster the longer you charge. Each grenade should do more damage alongside this.
!feedback
Why are infestors capable of corrupting void enemies? It's confusing gameplay-wise, and makes no sense in lore
!feedback
Change the larva’s name to “Blind Larva” and replace the larva family event with a blind family event. The larva’s color scheme, seemingly poisonous attacks, and aggression match up perfectly with the blind pests and vermin.
make nkuhana a boss
!feedback
!feedback
Soldier of Fortune
Umbra Title: ***Traumatised Sadist ***
Base Health: 110(+33 per level)
Base Damage: 10 (+2 per level)
Base Speed: 6 m/s
Armor: 0
Regen: 1.5 hp/s
- 1 hp/s
- 0.5 hp/s 
Passive: Tactical Webbing
Enemies have an 10% chance of dropping 1 magazines that gives you back 1(+0.2 per level) charge of your Secondary Skill. All skill cooldown reduction items increase magazine drop chance instead
--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 100% base damage per tick. All other debuffs applied while Corrosion is active are consumed into additional Corrosion stacks. At 10 stacks of corrosion, consumes them and inflicts Tetanus, which deals 250% total 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. Unaffected by Luck
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
If you land tails, temporarily gain -1 Luck and gain "Improvisation" buff, which will temporarily make all enemies killed immediately replenish your primary
Effects last 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. Every use will take 10% of your current gold. The skill can not be used if you have below 10 gold
30 second cooldown
!feedback
Void Sticky Bomb Concept:
Bouncing Grenade
Grants a 5% (+5% per stack) chance to drop a bouncing grenade that does not stick to enemies that deals 200% damage when it explodes.
!feedback
Add scrapper beacon to Captain's loadout.
!feedback
Why is void fog less transparent on low graphics settings?
!feedback
Make the cooldown of tesla coil a debuff that can be cleansed by blast shower
!feedback
Different amounts of egocentrism based on the rarity of the item consumed
!feedback
Please let family events have their teleporter event have a much higher chance to drop a boss item than a normal one.
!feedback
Scale up the dead mandos to normal mando on the moon when you beat mithrix
!feedback
The new Tick enemy is a bit overtuned with how it tracks the player. Some survivors don't have enough mobility to "bait" them and this should probably be rectified. What I mean is that once they choose a zone to jump and explode at, they don't track the player in the middle of their jump. Currently they do indeed track you during their jump.
!feedback egocentrism is very cool but has one big issue, and thats when you get ludicrous amounts of it, like im talking 200+, the outer ring of spheres is so far away from you that its likely out of the map and will never hit anything. I propose adding a cap on the radius the rings can be away from you, and that the rings would just stay a proportional distance away from each other within this radius. The radius can still be big, just not so big that additional stacks become superfluous.
!feedback
Necromancer
Passive: Small enemy's death within 40m create a specter of the creature to aid the Necromancer in combat. Specters lose 1% of their total health every 0.5 sec. and take 70% reduced healing from all sources. In Lich form, any enemy death in range starts collecting Souls up to 60 souls buffing both Lich and Necromancer; each soul gives 0.1% increased damage. Leaving Lich form halves recently collected souls.
“Hidden” Passive Effect: Ghosts spawned by the “Happiest Mask” item also benefit from the positive effects the specters do from Necromancer's/Lich's abilities.
LMB – Spectral Bolt – Fires tracking bolts of dark energy that follow the reticle. Deals X% damage on enemy contact. In Lich form, swings his claws dealing damage to enemies in melee range while also firing a 10m cone of dark energy in front of him, dealing X% damage on hit.
RMB – Necrotic Wave – Flings a wave of dark energy in a 20m cone in front of Necromancer, dealing X% damage and knocking away small enemies. In Lich form, forces all enemies (except large/boss enemies) within 30m to be damaged and pulled toward himself. Enemies killed recently affected by this ability heals Lich for 10% of missing health. 10 sec. cooldown.
L-Shift – Spectral Wail – Deals X% damage to enemies within 20m and causes small enemies to flee in fear of Necromancer. Any active Specters are transported to Necromancer and force unfeared enemies to attack the specters instead. In Lich form, medium-sized enemies can be feared and any active Specters are fully healed and gain 100% increased attack speed for 5 sec. 20 sec. cooldown.
R – Ascension – Ascend into a powerful Lich form, altering your other abilities and increasing overall damage by X% and attack speed by X%. In this form, lose 1% of total health every 0.5 sec. Upon reaching 0 health, return to normal at 100% total health. 60 sec. cooldown when returned to normal. Use again in Lich form to return to normal at will.
!feedback
what if cap had a boxing glove gun as an alt m2 and you could hit enemies for knockback or the ground for a sort of rocket jump
!feedback
Ben’s Raincoat Rework:
Make Ben’s raincoat grant immunity to the negated debuff for 5 seconds while it’s on cooldown.
!feedback
Make egocentrism spawn different colored orbs depending on what it consumes. This would be a purely visual change, but j think it'll be very neat.
It would spawn a red orb for red items, green for greens, and the current light blue for whites. Yellow orbs could glow brighter, (and be yellow) and void orbs could look all corrupted. Lunar orbs would probably be a deep shade of blue
!feedback Pinging an enemy should show their healthbar
!feedback
Void Tesla Coil Concept:
Focused Emitter
Every 10 seconds, fire a continuous piercing laser that deals 200% damage per second in the direction of the crosshair.
Void Hardlight Afterburner Concept:
Flexible Nanoskeleton
Your Utility skill is 100% more effective. (i.e. it either goes twice as far, moves twice as fast, does twice as much damage, or mixes the former depending on the skill)
(forgor !feedback whups)
!feedback
"Void Hardlight Afterburner Concept:
Flexible Nanoskeleton
Your Utility skill is 100% more effective. (i.e. it either goes twice as far, moves twice as fast, does twice as much damage, or mixes the former depending on the skill)
(forgor !feedback whups)"
curtesy of @soft mural
!feedback
Make visual changes for certain ability unlocks
For example:
Burst should have Bandit wield a rifle instead of a shotgun and Frag Grenades should have Commando have 2 grenades on his belt
Nothing too game changing just thought it would be neat
!feedback
Don't pause the game when I go to my Xbox menu I cant take screenshots I don't know if it's even something you can fix but please if so, do it
!feedback
Make it so that when gup dies it does not drop a void infester. The idea is that the void touched gets passed on to the geep, which means that it makes no sense that a void infester would pop out of the dead gup. Gameplay wise, it's annoying af, as if you get a void seed and the gup family event, you basically end up with infinite void touched enemies, which is nigh impossible to take care of.
!feedback
Void Shattering Justice/Symbiotic Scorpion (maybe replace both like the bands?) concept:
Suppressive Tethers
Upon reducing an enemy below 80% of its maximum health, permanently reduce its damage by 50% (+50% per stack, multiplicative).
(debuff should probably go away above 80% health to make umbra not a death sentence now that i think about it)
PvP Idea: It's still pve but every time you kill a monster it increases the difficulty for your opponents.
!feedback
Allow both of Acrid's utility skills to be aim-able downwards like they can currently be aimed upwards.
An annoying situation I've found while trying to get better with Acrid recently is that sometimes there's an enemy directly below me that I want slam into an acidic paste. However, because their leaps can't be aimed downwards (you just fly forwards away from the enemy), you either have to A: Aim you slam directly upwards to fall onto the enemy with it, which takes longer and leaves you wide open, or B: Move away from the enemy to reposition yourself, only to do a 180 and leap directly back onto them, which can be tricky and disorienting in tight situations.
Allowing Acrid to aim their leaps downwards in this way would not only grant them more strategy in where to aim the leaps, but also in how to use them, as it could also allow for things like quicker redirections with jump pads or more easy fall damage negation.
!feedback Remove wisps. I think the idea speaks for itself.
lol imagine spawning like 50 turrets when ignited
!feedback on switch there are no trees on any of the platforms in scorched acres and it makes the whole map way more ugly. i don't know why hopoo decided to remove the trees, but PUT THEM BACK
!feedback
Make Regenerating Scrap go into its "used" state when fed to a scrapper, and/or allow it to be used in white-tier printers as well. It's frustrating when it sits wasted in your inventory forever because the game wouldn't spawn any green printers to use it in; this would make it more likely to have at least some use on any given floor.
!feedback
Since Titanic Knurl
boost your defensive stats (max HP, base regen), it should also give you 10 armor per stack or 35 armor (doesnt stack)
!feedback
I’ve seen a lot of suggestions for knurl buffs or reworks recently, and had one of my own. To stay in line with its log, (where it will piece itself back together after being broken) it would allow your Allies to respawn x% (+x% per stack) faster (reducing the repair cost for drones instead) or, it would give you buffs per each Ally you have, i.e. x armor and x regen per each ally you have
!feedback
item idea
stealthy sumpit
all of your attacks heal you for 30% (+15% per stack) total damage. corrupts all brilliant behemoths
!feedback
Lunar Bustling Fungus Variant
Longing Fungus
After standing still for 3 seconds, you gain a passive healing of 2+ per 0,5 seconds boost for 10 seconds... BUT standing still makes you take 15% more damage...
!feedback
Make loot from void seeds more consistent. I just had a run where all the void seeds had either 1 cradle or no cradle at all with no void potentials spawning at all.
!feedback
Just kind of a revision to the earlier idea, but just make Regenerating Scrap regenerate when used with a scrapper.
It doesn't really make thematic sense that it regens when fed to a printer, but not when fed to a scrapper. Meanwhile, it feels like a big waste of potential value when you have the item but you're unlucky with printer spawns; having its effect work with scrappers would at least provide an additional option to let you "bank" that floor's free scrap for later.
!feedback
!feedback i've seen this idea float around before, so ill put it here;
bustling fungus healing zones should stay in place regardless of if the player moves, and relocating it requires standing still.
look i dont even care if its nerfed somehow for this to happen, im just so tired of finding fungus on mobile characters and not being able to use it when i have like 5 of them, and having to hope i find weeping fungus which then only benefits me and nobody else (not to mention then engineer stationary turrets wouldnt be the only turret that can benefit)
!feedback
An option to create control configuration overrides per survivor. Loader in particular can cause hand cramps when trying certain techniques with a control configuration better suited for other survivors.
!feedback this, or maybe have a replay system that saves your last run?
nothing crazy just something to where you can move the camera around and take dramatic screenshots right before your demise
!feedback
Lower the amount of debuffs needed in order for Death Mark to trigger to 2
!feedback
Can we PLZ have void infestor not effect squid polyp... it was a semi decent item that you could keep if you wanted but now it is completely worthless because of void touched and makes you instantly die with no counter just for have a single item
!feedback remove spinel tonic from enigma equip pool
!feedback
Void infestors infecting things should give them a delay before they start attacking and have a flashy visual effect showing distinctly what was infected. Infestors corrupting polyps and beetle guards is fine, but what's not fine is how difficult it can be to notice in the chaos of everything else, and having something that was once friendly turn instantly and start attacking you without notice, the sound effect is not enough. Having a delay and an effect can make it more noticeable what was infected, and give you time to react and fight.
!feedback
If there are no plans to make squid turrets immune to void infestors, then at least make them exempt from spawning when interacting with void cradles.
!feedback Ben's Raincoat
(I screwed up the formatting on my previous post, so I'll try this again lol)
Another rework concept for raincoat since it's quite bad in it's current state
You gain immunity to all Timed Debuffs, whenever you would get a Timed Debuff, you instead gain barrier equal to 10% (+10% per stack) of your maximum health. This effect can only trigger once every 5 (-1 per stack) seconds (Minimum of 1 second).
- This item is blacklisted for the enemies.
This rework effectively deals with the E8 debuff issue (Previously, Raincoat prevented that debuff, which made it incredibly broken on E8), and it makes the item stack well. (For some reason that matters on a red item.)
!feedback I'm sure this has been requested but it would be awesome to have some sort of cosmetic reward for the other modes. Something like earning a skin for reaching round 50 in Simulacrum with a character, earning a certain rank in Prismatic trials, completing eclipse 8 on a character, and maybe even a shiny universal skin for gold eclipse 8. Just thought it would be cool to be able to show your accomplishments from all parts of the game!
!feedback
add a small chance for rainstorm difficulty to say "green needle" instead when you mouse over it
!feedback
Give remote caffeinator a very small (like maybe 1-5% unaffected by luck) chance of dropping an energy drink item.
Just would be fitting and fun I think.
!feedback
item idea
petrified octopus
after using any ability, have a 35% (+20% per stack, hyperbolic stacking) chance to instantly reset its cooldown. corrupts all alien heads and hardlight afterburners
!feedback
Corrupted Infusion
Concept:
Supercritical Electrode
Gain 2 shield per kill up to a maximum of 200 (+200 per stack). Makes shields pink like Plasma Shrimp does.
!feedback
Buff commando's abilities so he can get past early game 
!feedback
Corrupted Rejuvenation Rack
Concept:
Overcharged Transformer
Shields regenerate 3 seconds (+1 second per stack) faster and replenish twice as fast. Adds 20% (+20% per stack) of your base health as shield.
!feedback
Corrupted 
Fast Watch
20% movement and attack speed, breaks at 20% hp
!feedback ally beetle guards should be able to get corrupted, makes the item so much worse
!feedback bring back a funny interaction of scrappers with used dios, where throwing used dios inside would break scrappers completely
!feedback
So many ppl suggesting void item idea with a opposite effect so...
Void Soda
is INCREASE MOVEMENT SPEED WHILE STANDING STILL
!feedback
item idea
hollow gemstone
gain +50% (+15% per stack) more gold from all sources for 1.5 minutes after spawning on a stage. corrupts all ghor's tomes.
!feedback
item concept:
Cat Glasses
cat glasses would be a red item which looks like a pair of shades with circular frames. they would give the player the ability to turn any green item into a hopoo feather as well as decrease the amount of time for the next expansion by 35% per stack
!feedback
Equipment
box
store a Scrapper ,3d printer or cleansing pool for later use
pick up a scrapper printer or pool and move it across a stage and through stages.
!feedback
Corrupted Rejuvenating Scrap
Concept:
Indistinct Mass
Prioritized above all other scrap. Can be used with ANY 3D printer to generate a corrupted version of the item contained inside. Cannot be used with 3D printers with no corrupted variant. Regenerates at the start of each stage.
!feedback
Briefcase equipment
Briefcase (Empty): On use, brings up a list of all your items to select from. Selecting an item will store one stack of it inside the Briefcase then drop the equipment from your inventory so it can be picked up again by you or another player.
Briefcase (<Item name>): On use, retrieves the item inside the Briefcase and adds it to your inventory. Gets replaced with the Empty version on a 45s (?) cooldown
Useful in scenarios where you either really would rather not have picked up that one item and there are no scrappers, or (intended) when you've accidentally took a single item from a teammate who wanted it/whom *it's more useful on, while also not overly powerful in which you can just trade dozens of items whenever.
!feedback
Void fiend alternate m2: Torrent. Visually and functionally similar to Void Jailer's shotgun attack. Charging the attack increases the amount of flechettes and the attack roots enemies as expected. Corrupted Torrent also drags enemies towards you to get them in prime lasering range.
!feedback Commando passive ability: While firing double tap, shots that connect grant a small stacking buff which increases the attack speed of double tap up to a cap that increases with attack speed gained from items.
Huntress Passive ability: Whenever she connects with a primary attack against a target, that target takes more damage from her primary per arrow to a cap.
Engineer Passive Ability: Hitting enemies with Bouncing Grenades paints the targets so the turrets will focus on said targets more exclusively.
!feedback
Corrupted Gasoline
Concept:
Napalm
All shots have a 10% (+10% per stack) chance to ignite enemies.
!feedback
literally delete all the melee characters
💀
!feedback
Currently, there is no real use to the bubble shield (outside of void fields, but in it's current state who the hell is even going there lmao) since Thermal Harpoons gives engineer himself a much needed offensive boost on an otherwise squishy, low damage character. The main issue with Bubble Shield is that it's just overkill, as Engineer is already exceptional at defending and locking down certain areas, so having just another way to do the same thing but on a cooldown, instead of having a pocket royal capacitor is just not a trade worth making, especially on harder difficulties.
Therefore, I think that bubble shield should have some small offensive capabillities, so that it can hold it's own against Harpoons.
I suggest the shield itself should deal rapid, but very small amounts of damage to enemies that touch the bubble, and should deal a small amount of knockback to bounce potential threats away.
Bubble still should be significantly weaker than harpoons in terms of raw damage, but it should provide something to the engineer himself and his turrets other than raw defense, as there is just no real need for an extra layer of projectile protection as it stands.
!feedback
building off of this, as a non meme idea, it would be neat if there was a void or lunar item that when standing still it would '''''store'''''' movement speed and when moved again depending on how long you stood still it would have the hunter's poon effect x how long you stood
standing still for like 5 minutes just makes you enter the stratosphere lol and standing still for 10 seconds gives you a nice burst of speed
!feedback
Eulogy Zero Role
Reason: Eulogy Zero is such a unique item in the game that it affects the loot pool, and those who love Eulogy Zero (live by it) I believe should be distinguished from non-Eulogy Lovers (the non-enlightened players). It would help distinguish the more based RoR2 players from the more basic and simplistic ones
!feedback
Add a Discord Suggestion channel for these types of feedback
Buff eulogy 
!feedback
I guess?
!feedback
Makes OSP works when you take more then 90% damage while triggering a power elixir
!feedback
Elite Aspects are bad, horribly terribly horendously bad
Id say the ZetAspect mod is what the game need: Make the Aspect a yellow item and add more Aspects to the game
I understand that Aspect are equipment coz you cant have 2 types of Aspect at once, so just make it so that other Aspects wont drop once an aspect is picked up
!feedback
add an attack to mithrix where if you stand really close to him for too long he does an attack similar to disperse that launches you across the boss room and follows up with projectiles
he would do it after like 5+ seconds and merc i frames would dodge it
!feedback
Item conversion should grant respective item logs.
For example, currently Pluripotent Larva can convert boss items into Zoaea but the logbook remains unlocked. It would make sense for it to unlock from this to me.
!feedback
Void Tier
Hagfish Flask
Apply blight and poison in a 14m (+6m) radius. Corrupts all Gasolines.
!feedback
void gasoline: leaves a short lived acrid acid pool on kill :)
!feedback
Corrupted Hopoo Feather
concept
Bird Leaf
Allows the player to hover in the air for 3 seconds (+2 seconds per stack) by holding space. Continuing to hold space lets you slowly glide down to the ground and avoid fall damage.
!feedback
continuing the chain of actually thought out void item ideas
increases defense by 50 or 20 (+20 per stack) when 3 or more enemies are in close vicinity
stops barrier drain when not hit for 7 seconds, slowly regen barrier = regen ÷2 after not taking damage for 7 seconds
increases barrier cap by 5% per stack after the first
brooch idea kinda with a grain of salt but any of it's individual effects work
!feedback
I don't know if someone pitch these ideas but I would love changes to defense nucleus and stone flux palduron.
Defense Nucleus(reworked entirely)
Every 20 seconds, you gain a bubble shield reduces all damage taken by 50%(+15% per stack, stacks hyperbolicly) for 10 seconds. Spawn 2 Alpha Constructs around you that last 30s
Note: The whole switching on and off is similar to how Unstable Tesla works.
Reason: Xi Constructs are a bad ass boss eneny and is a difficult one to a tiny extent, but it doesn't feel rewarding beating one or obtaining this item normally. Furthermore, this will keep it in name as a nice defensive item.
Stone Flux Pauldron(reworked slightly)
Increase your max hp by 100%(+100% per stack, stacks exponentially) and gain 100 armor, but reduce your movement speed by 50%(50% per stack, stacks exponentially)
Reason: I want to keep this is a simple item like Light Flux is, but it needs a bit of love that will not make it op, but won't make it irrelevant neither.
Overall Reason: I want the whole tank meta to get some love and these changes can help boost the relevancy of these items a lot.
!feedback
If Void Fiend ever gets an alternate skill, give him the ability to possess an enemy and make it an ally like the Void Infestor.
!feedback
make acrid's 3rd combo hit of his m1 to be poisonous if running blight, i never see myself get more than a couple stacks on most enemies, or make it stack like bleed
!feedback
Add new alternative skills for MUL-T and Captain. Their skills just don’t seem as effective as needed.
!feedback
New Void elixir, which upon reaching low health, would either damage nearby enemies, increase player atk speed, or something else.
!feedback
Risk of Rain 1 Mobile?
!feedback
Corrupted
Concept:
Timekiller
Upon killing an elite, all of your skill cooldowns are accelerated by 15% (+10% per stack logarithmically) temporarily.
!feedback hello chat it is I the legendary MonsterSkinMan back again to bring you another banging feedback
so I have two item ideas that are very good and epic and balanced and fun and epic and good
So let's start with the first item:
Faulty Spacetime Clock (White)
Gain 10% (+10% per stack) stage transition crit chance, which makes you progress by 2 stages instead of 1.
This item would be quite epic and fun and would open the avenues for a ton of epic fresh hard synergies. It also allows you to progress through the game faster, and woolie always says to go fast and woolie is always right as we know. Now here's an example of a stage transition crit synergy item, just to show off the sheer potential of this revolutionary new concept:
Grandfather Clock (Green)
On stage transition crit, die. One stack is consumed on use.
While yes, on paper this sounds like nothing but a detriment, when you think about it's actually very overpowered. It is an incredible item for proccing your on death items, like glacial aspect and any new on death items hopoo adds. It also has synergy with Dio's because dios allows you to use grandfather clock without ending the run. Anyways that's all let me know what you think. This is your host MonsterSkinMan, signing off (also credits to @harsh ice for coming up with stage transition crits)
!feedback reduce the number of barnacles that spawn during void events in simulacrum.
it is not fun having every surface covered in homing projectile turrets
!feedback
fisherman character lol
!feedback ^
buff individual barnacles, make them take up more credits
they cover the entire map with irrelevant bs in void family events on the normal game
!feedback
A similar idea to make it still serve it’s purpose as Power Elixir: Adrenaline Flask
Upon reaching 25% health, freeze you’re health there for 10 seconds. You cannot regenerate health, gain barrier, or regenerate shield for 15 seconds. Gain a 100% increase to attack speed and 50% increase to movement speed for 10 seconds. Breaks upon activation. Corrupts all Power Elixirs.
Reason: Like Power Elixir, by freezing your health at 25%, it still stops Delicate Watch from breaking. However, it does have a trade off like most void items, by making it so you can’t gain health for 15 seconds in exchange for the massive attack and movement speed increase.
!feedback can we get lore on the void whales through either environment logs or monster logs? They seem to be very important to the story and look cool/fascinating
!feedback Adjust Artifact of Swarms to straight up double Monster Spawn without reducing their health
!feedback 
!feedback
New equipment: Refunder
Heals enemies by 1500% base health per second with a windup. Healing enemies grants money. Refunder has a negative proc coefficient, so every time it heals an enemy, it has a chance to proc one of your items on you. The item's sprite and model must be memetically engineered to brainwash Woolie into putting it into S tier.
!feedback
Blueserker's Pauldron
upon dying 4 times within 1 second, gain the frenzy buff
!feedback
Make the eclipse difficulty symbol that appears during a run be golden if you have the 8th golden ring
!feedback
Add a equipment that deploys a trampoline
!feedback
enter a frenzy after repeatedly taking damage (3 times over 2 seconds maybe)
!feedback
What happened to the Void Whales in the various media presented around SoTV?
They're not very present or noticeable in the game, it also seemed like a cool thought that it might have been the new final boss or something. Imagine fighting a flying enemy with actual mobility for once.
!feedback
Void 
Keep 10% (+5% per stack) of gold between stages
!feedback
Going off of this, add a new ending and a new final boss:
Currently, the game has 3 ways to win: Voidling, Obliterating/Twisted Scavenger, and Mithrix.
Idea for a new enemy: Void Behemoth.
His first attack is dashing at the player and ramming them like a magma worm. His second attack is launching a void explosion that annihilated anything it hits. His final attack is breathing void fire, inflicting “Void Ignite”. When it dies, it does a massive void explosion larger than void devastator.
Alternate Final Boss: On stage 9, a magenta portal appears, taking you to the Emplacement of Emptiness. Here you fight the void behemoth but as a boss (like the twisted scavenger). The void behemoth is now equipped with 5-7 void items, however he cannot gain more during the fight.
!feedback
Make Egocentrism give 1 stack if it takes a white item, 3 stacks if it takes a green item, and 5 stacks if it takes a red item.
!feedback
Artifact of Pain: a new artifact that would be placed in one of our new maps, allowing enemies to infinitely level past level 99 and let the game continue to get progressively harder. would also keep default enemies spawning longer into a run.
idea can be tweaked or modified and probably will be by the devs, Upvote if you like the artifact idea at all, I think it would be nice for the game to keep getting harder, even if done via a artifact
!feedback
Make equipment activated state more noticable on the icon.
One of the reasons: You can't tell if your crowdfunder is turned on or off in the middle of the big fight (especially in endgame, where you barely can tell what's going on on the screen).
!feedback
Buff Elite Aspects and give them logs.
Also maybe add a log for Umbra and Twisted Scavenger.
!feedback
"Thumbtack" equipment item.
Whenever an item drops you can hover over it and "pin" it (just like a recycler), making that item and every stack of it "pinned" in your inventory.
Pinned items are then stuck to your inventory and unable to be used up by a printer or consumed by assimilation items, like egocentrism and benthic bloom (maybe prevent items from being corrupted but that doesnt sound interesting).
Probably consumed upon use like the tricorn.
!feedback
Make Scavengers that get corrupted by Void Investors have any items that can get corrupted be corrupted.
I feel this would be kind of fun, and would add a new layer to Scavengers
!feedback
Ideas for REX skills
When REX has LeptonDaisy, Corpsebloom, and BenthicBloom at the same time, it immediately consumes them and enhances the special skills to skills that have effects derived from each of the three items
!feedback
New item: Deep Titan DNA.
Has Void rarity.
Increases damage by 50% (+35% per stack) when lower than 20% health. Corrupts all Delicate Watches.
Looks like Delicate Watch but purple and has tentacles coming from it.
The name of the item is a reference to Romain Titanic-DNA, which are the watches made of metal taken from Titanic.
!feedback
Equipment: Scavenger’s Backpack
Cooldown: 45s (maybe)
-
You can switch between the Open/Close states of the bag by clicking E
-
Opened state lets you open chests and multishops for free, these items will then fly into your opened bag. (Opening chests will have the animation and take time, similar to
HackingBeacon -
Closed state let you buy chests as normal. All the items inside (up to 10 items) will be active for 10s when Q is pressed.
(Breakable items can be reset, except Dios
)
!feedback
In the world of ror2 item debates, everybody has a different opinion when it comes to red items. Many people say that a large portion of red items are either outclassed or not impactful enough to warrant the rank of a red item. However when it comes to the worst red item, I would say that everybody would agree that Happiest Mask is the most useless red item in the game at the time being.
The effect on it's own isn't the problem with Happiest Mask, but rather the chance to actually see the effect occur. A measly 7% chance to summon a ghost on kill is really, really rare, and even when it does happen, you don't feel like anything happens because of it because of how short-lived they are, and how bad the a.i. can tend to be.
My suggestion to bring mask out of the cesspool of warbanner and squid polyp garbage is to give it an effect similar to that of Newly Hatched Zoea, and cause a ghost that is chosen to be an on tier enemy (i.e, later the loop better the summoned enemy) be summoned on a hard capped timer of about 50 seconds. Stacking the mask should not increase the lifespan of the ghosts, but rather increase the amount summoned per 50 seconds by one, to make stacking masks feel like it's actually doing something
I, and many others would really like to see something done to mask, as even some of the other mediocre red items have uses, but I really can't see any point to picking up mask over other items as is.
(where is the 👍 reaction?)
!feedback
After having done countless runs by now and seeing plenty of people play this game, I know that, to plenty of people, osp is one of the most frustrating mechanics in the game, but only because it's execution often seems lacking in effectiveness. Whether it be an elite lesser wisp connecting multiple pellets extremely late into a run, a fire breathing elder lemurian ""chipping"" away at your health, or an enemy colonel droneman, osp can easily seem very ineffective at blocking certain attacks, or even non-existent when there's two heavy attacks that hit you in rapid succession. I propose a change to osp so that it could feel a bit more present and responsive than it does now.
Osp should still only be active at 90% max hp and above and it should still bring you down to a minimum of 10% max hp, but there should also be a very brief window of invincibility when osp activates (maybe around 0.5-0.75 seconds) and you should be forced to a minimum of 10% health (and of course you'd be able to heal to surpass 10% hp) for that short duration of invincibility just in case your health would've dipped below that threshold for any reason.
!feedback
Give players a solution to the trolls ruining multiplayer runs by taking people to planetarium then people AFKing in the spawn. A simple solution would be to have a timer start when the first person reaches the bottom of the stage instead of the boss encounter starting when all players reach the bottom. This would still allow a run to continue and combat the trolling done in multiplayer lobbies without having to restart and simply not play with that person again.
!feedback
let the host kick people ffs
!Feedback
Add a .01 chance for squid turret to turn into a mobile squid turret
!feedback
Let us spend lunar coins to start as the heretic! (After beating the game or obliterating as her)
This would also give a good reason for us to go out and get them from obliterations and using the beads
!feedback
Change the Irradiant Pearl item visual on Commando to replace his entire helmet with an Irradiant Pearl like Egocentrism does
!feedback add a marker similar to a charged teleporter that directs you towards the stage's unopened scav bag
its annoying when you've looped like 3+ times and kill a scav just to realize another one somewhere else died without you realizing it and you run around trying to find it if you want the loot
!feedback
Rework volcanic egg to have less base damage but have its speed scale with your move speed items and give it the Heavy trait, so it would act like a flying transport mode. This would make it more interesting to use and incentivize ramming enemies with it instead of just being pure mobility.
!feedback
Add an interaction between Eulogy Zero
and Benthic Bloom
such that if you have the former in your inventory, then items upgraded by Bloom have a 5% (+5% per stack) chance to become lunar.
!feedback
Idea for the next Expansion: Elemental Chaos Unleashed
"The aspects of Petrichor have become unstable after the Void struck upon the planet! The planet is tearing itself apart under the apocalyptic strain, and even the aspects' original holders have returned to wreak havoc upon the planet's surface:
Ifrit has returned to scorch the surface of the planet into cinders, risen like a phoenix from its' own ashes. N'kuhana has come at the behest of her worshippers to end the disparity between life and death...."
These are just a few of the ideas related to a continuation of the story of Risk of Rain 2. The general idea is that the Aspects have become Unstable and are causing untold damages upon the world, affecting Elites, bringing about new Elites in the process due to the instability, and summoning creatures that are the epitome of them. This update would probably introduce more Elite Bosses, like the Overloading Worm, such as the Frenzied Vagrant from Risk of Rain.
!feedback
make hunters harpoon an item that functions
Alt Passive 😳
!feedback
A way to unlock an alternate Rex primary: have
,
,
,
, &
/
at the same time.
!feedback
Just wanted to repost the first item idea as I quite like it but feel like the second part is rather ... whatever
Item idea:
Faulty Spacetime Clock (White)
Gain 10% (+10% per stack) stage transition crit chance, which makes you progress by 2 stages instead of 1. (Probably would scale hyperbolic)
!feedback
A new lunar or lunar equipment that would increase armor, but reroute a percentage of damage dealt to Allies (drones, teammates, ghosts) to the player holding the item. The effects would obviously be temporary if the item was an equipment. The item would mainly be used to help your Allies not die while also mitigating overall damage. The item could be named something like obsidian buckler or temporal ward. The item would also serve as a unique support equipment, as there aren’t very many rn.
!feedback
sandbox mode

!feedback make lower speed not also lower friction, it makes stone pauldron even worse, because if you do get speed(like through using
) you slide around to a point where you can barely hit the teleporter.
!feedback blind pests and vermin no longer detect you while just walking
!feedback nerf Solar Flare Grandparent attack, making them more aparent
!feedback
Death Mark rework (kinda)
In it's current form, the first Death Mark you get is very strong, but stacking it is almost useless.
Instead of making Death Mark increase the damage vulnerability debuff duration when stacking, give it something like
In addition to its effects, Death Mark gets +25% (+25% per stack) duration on all inflicted debuffs per stack. This would allow stacking the item to not be useless when you don't have four sources of debuffs and makes the damage vulnerability debuff easier to proc when you only have, for instance, one stack of Tri-Tip Dagger. Perhaps omit Needletick from the new effect so it doesn't take forever to explode.
To compensate you could reduce the damage vulnerability. It's really strong anyways.
I think it would be super swag to add Mastery Skin unlockes for beating Eclipse 8 on eacher character, it would incentivize playing eclipse for casual players too because theres no achievements related to it atm
honestly more unlockable skins in general would be awesome

!feedback
Arrow Rain could use several small tweaks to make it a better side-grade to Ballista.
Raise it's Proc Coefficient to 0.5 a hit, Rex's Directive: Drill has this Proc Coefficient as well while performing a similar role to arrow rain, and it's... definitely not overpowered.
Another small change could be making it's hitbox cylindrical to make the attack make more sense with the visuals of the arrows, and/or letting the player target enemies directly like with Captain's Orbital Probe.
These changes would make Arrow Rain less annoying to use against flying enemies, while the raised proc coefficient makes it a better crowd control option, while being preferable for consistent procs over Ballista.
!feedback you cruel bastards hopoo give the man his son back
!feedback
make charged primary's ( Vulcan shotgun and engi m1)use shuriken's after the attack has been used not just when u press m1
!feedback
rename Engi m1 to "Bouncing Bombs"
why bouncing grenades Hopoo why?
!feedback
add a secondary timer that keeps track of how long you have been on that particular stage, doesn't apply to hidden realms where the total run timer is paused eg bazar, can be toggled on/off both in and outside a run in the options menu.
!feedback
Have
Resonance Disk perform a continuous line of sight check before it fires.
Resonance Disk can be very powerful and very fun in the right situations, but I've found these situations infrequently, as it often tries to target enemies through walls, which results in its explosive power being wasted. This can happen especially often if you have enough movement speed, as the enemy it would have hit normally is now blocked by cover as you book it past Petrichor V's speed limit.
To fix this, have Resonance Disk perform a line of sight check on the enemy it wishes to target for the entire duration of its start-up animation. If the enemy becomes blocked by terrain (not enemies or items otherwise it would probably never fire), have it cease fire and begin looking for a new viable target.
!feedback lower eccentric vase cooldown to half or lower
the item has a great utility/mobility effect but i've noticed people dont use it cus of the cooldown
!feedback
I'd love to see an extremely late game enemy that's meant to be similar to the player in capabilities, movement, size, and so on. It would act as a "check" for the player that far surpasses late game enemies like overloading worms or malachite scavengers, with it only appearing rarely and always in very small groups of at least 1 and no more than 3. I believe they should be extremely hard to have the upper hand on, but with enough sheer strength and mobility you eventually overcome them.
They should be the absolute hardest enemy when the director has so many credits that it stops knowing what exactly to do with all of them, instead of having an insanely lengthy game looking like a slideshow of malachite and celestine scavengers instantly dying upon appearing.
!feedback
give captain alt M2 please. his current M2 is suck.
any alt M2 is fine, but this is my idea.
when you use the alt M2, every drone/turret and you shoot the enemy twice(scale with attack speed) using the microbot
edit : just ranting, but it seems not a lot ppl want captain alt m2 huh
!feedback
Add a setting that disables the items appearing on your survivor
Mostly for quality of life and those who play on switch
!feedback
Add a setting that allows you to disable automatically picking up items when you walk on them.
!feedback equipment idea;
homebrew cauldron
the homebrew cauldron is an active item that acts similar to bazaar cauldrons, but the player has to use it like recycler on items. it has no cooldown, and using it on 3 whites makes a green. also works on scrap on the floor.
suggesting this cus i thought of it with the reveal of chef being confirmed 🧑🍳
!feedback
In Simulacrum mode, guarantee at least 1 or 2 augments per stage, or at least 1 augment per each 5 waves.
Simulacrum is a lot of fun, but some runs can get really boring if you're unlucky enough to get almost no augments the whole run.
!feedback
Void Fiend meter minimum value getting bigger due to the player having more and more void items is unclear to how it gets bigger the minimum value, i think this could be a bit more clear, for example the part that would be underneath the minimum threshhold could be alredy be red, indicating better that something happened before you alredy at 20% minimum, it could also do a slight animation when he picks up a void item to indicate that something has happened.
!feedback
have a unique interaction where if you manage to trap mithrix in a void implosion he just disappears and after a short silence the escape sequence starts
my reason?
the chance of a new player looping, using a tricorn on a devastator and then making it to mithrix with zoea and then trapping him in an implosion is ridiculous
!feedback
Rework harpoon to be a movement speed infusion, as there's not much in the way of move speed green items and currently the item feels really awkward and bad to use. Maybe 0.3% permanent Movement Speed on kill, up to 30%.
!feedback
Random survivor button that randomly picks one of your unlocked survivors at the start of the run for those times you don't know who to play
!feedback
Not sure where else to put this but…
if you wanted to ask for player statistics to (specifically for the performance of given survivors, as brought up in Dev Thoughts #27) improve balance, I, along with others I’m sure, would be receptive and offer the data you’re looking for.
!feedback
Voidling, Void Locus, and the void in general need some serious adjustments. Voidling currently feels out of place as a final boss fight. Voidling shouldn't be just a "harder" alternative to mithrix if there is no good reason to actually take the time to go there in the first place. Currently, I dont think anybody ever hops into a run, let alone an eclipse run, and thinks to themselves, "this is going to be a voidling run". There is just no reason to make things more difficult for yourself just to fight a less intuitive and more rng-based mithrix, with no reward. Some of voidlings attacks are even just completely broken, for example: the homing spread of orbs that are fired. There is no real way to dodge all of the orbs, you are GUARENTEED to get hit by at least one each time he fires, as hiding behind cover isn't enough, running at him isn't enough, and neither is running away. The fact that you also are required to have hooves or energy drinks to even have a sliver of a chance at this boss also doesn't help.
I understand that most changes for the near future will be small bug fixes and nothing else, but there is currently numerous things wrong with the core designs of SOTV that need adjustments, as all this new content will go to waste if nobody ever wants to even go take the risk to see it.
!feedback
!feedback
Lunar item idea: fossilized dice
Adds damage variation to all attacks. Total damage dealt by any attack is increased or decreased by up to 10% (+10% per stack). Unaffected by luck. (edit because I out affected instead of unaffected)
!feedback
blacklist spare drone parts from enemies, including scavengers. The devs have claimed that scavengers having daggers was unfun, but it can be argued the droneman is even worse, especially if shaped glass is being used.#
!feedback
add an achievement for using the frog to get to the deep void 
!feedback
Instead of ragdolling like the other survivors, have the Void Fiend create a small implosion upon death that wipes out any nearby enemies with him (excluding the final bosses). Mainly for flavor, but it could also have some interesting, niche applications in multiplayer or with revival items.
!feedback it should also kill allies for funsies
!feedback
Listening to the dev thoughts, I understand why you didn't add in a cutscene for Voidling's defeat - but could it at least play the credits sequence? Voidling inherently feels like it has more weight to it than lunar scav and obelisk, so it'd be nice if the weight at least payed off in the credits rolling. Doesn't even have to play a new track on the results screen, Lacrimosum would still work just fine.
!feedback
this but for 
also leeching seed is functionally a white
!feedback
Engineer Bubble Shield (QoL, better visual feedback on duration)
For reference, the Engineer's bubble shield has a 25s cooldown and 15s duration.
While it is possible to figure out when the shield would vanish as the Engineer (at 10s cooldown), better visual feedback on the shield duration would help other players using the shield to strategize accordingly. As of now, I find the shield blinking at the end to be a bit subtle.
As the Engineer's shield timer runs down, the color could shift from green -> yellow(5s) -> red(2s) to provide sufficient warning to other players on when the shield is running out.
!feedback
Honestly Hopoo, it really doesn't seem like you even looked at player feedback when writing Dev Thoughts #27 despite what you said, and often times it seems like players are more agitated with the things wrong with survivors of the void than are satisfied by the content it adds.
I think we should go through popular suggestions in the community that you have seemed to never add no matter what:
- Un-nerf Ben's Raincoat.
- Blacklist Col. Droneman from scavaneger, mithrix, and enemies.
- Blacklist Ben's Raincoat from scavaneger, mithrix, and enemies.
- Improve the Voidling fight
- Give Void Fiend alternate skills
- Allow Remote Caffinator to press buttons
- Generally fix the power creep in the game and make older (worse) survivors better
- Add more alternate skills for Engineer (mainly) and other survivors
- Add more skins
- Add rewards for completing every eclipse difficulty
- Add more void items
It just seems like these are reoccurring suggestions and yet are never addressed. It would be nice to see the more common player feedback be acknowledged at least and addressed as to why none of the changes have been made, and add them if they are good. When only the suggestions that could basically be classified as bug fixes get added, it makes it feel like the ideas for interesting content and general improvements to the game are pointless.
agree with some points, un nerf ben raincoat, absolutely it made into a incredibly bad item, a good middle term would be to make so the items gives you imunity to all debufs for x seconds and then goes into a brief cooldown both being respectibely incresed and decresed from stacks so it gives meaninful stacking which was a issue in old bens raincoat
i agree with the blacklists
i agree with a little more void items
i completely disagree with you point of power creep, while its been a lttle more wilder the last two survivors all of them are viable if played right and rightosly fun some may feel a little underpowereed(commando feels like it does less damage overall but the numbers say not)
as for skill its would be fun to get a 4th alternate skill in every survivors bu t it would need to be in EVERY survival to be just
the golden medals in eclipse are plenty for a completely optional game mode for hardcores only
as for the cafeinator i dont know what you mean
!feedback
to put this in a different format, i think what people are really upset about currently with the new dev thoughts and in general is the fact that the community has created genuinely good fixes to numerous problems that are in the game, and these fixes gather well enough upvotes to be in top feedback, but are never implemented whatsoever. And if they are implemented, it is in the form of some extremely minor bug fix. It would just be nice to see some larger changes made from community suggestions, and for the devs to give reasons why a suggestion may not work, instead of ignoring it, because it's honestly a tad insulting for people who have issues with core flaws in the way the game is currently designed, and want to fix it.
(also yeah enemies really shouldn't be able to have tesla coil and droneman still)
I'm still surprised how little shields are used in their current form. Most of the items in the game that aren't lunars are strictly positive, with negative aspects being more related to things like ruining a specific build or being simply unreliable at lower stacks. However, shield generators remain one of the few common items that are completely capable of directly hurting the player at high stacks. Obviously, 3D printers and scrappers solve this issue, but shields do not have enough benefits to outweigh the negatives. Plasma Shrimp was a step in the right direction for this underused mechanic.
!feedback
!feedback
new lunar item
essentially reverse purity
+2 (+2) seconds added to cooldown of ALL abilities (including primary), but +1 (+1) luck.
!feedback
Squid Polyp Spawning Mechanics
Previous: Activating an interactable summons a Squid Turret Nearby
Proposal: Upon activation of a held item, chance to spawn a Squid Turret (chance increases with each stack).
Squid polyps are currently green items with white item level of utility, having the spawn event tied to interactibles severely limits its usefulness compared to other green items. Next to Bundle of Fireworks (a white item, also tied to interactables), the Squid Polyp is only a so-so upgrade considering fireworks have a wide range with okay damage. As opposed to downgrading the Polyp's Green rarity, I propose moving the spawning event from activating interactibles to item usage to give the Squid Polyp higher nominal value over Green Scrap.
!feedback
mechanical pearl, equipment.
while holding this equipment increase your stats by 5%, this effect is increased to 20% during boss fights.
!feedback
remove volcanic egg from bottled chaos
!feedback so i recently messed around with scrapped characters and found han-d.
man please finish him :(
!feedback
Add in a scoped sensitivity option in the settings for the railgunner
Bumping this. just needs a few more votes. suggestion is an artifact to make enemies level infinitely, with non boss enemies possibly spawning longer under these rules.
!feedback
Going off of this, Make shield not mess up One Shot Protection. One of the main reasons Personal Shield Generator is often discarded is because it messes with OSP. Because of this, Shield is often seen as a detriment to the player, and the fact that having regeneration is just often better, causes PSG to often be scrapped.
I’m guessing the reason it is this way is to make Transcendence not extremely broken, but this could easily be fixed by just adding a clause to transcendence saying “Removes One Shot Protection”. This could also make sense as you basically have a curse setting your health to 1.
Honestly, the only change needed though is for Personal Shield generator to not be a detriment to the player at higher stack counts.
!feedback
Bring back quick play option on PC.
Problem 2 folds: (1) unable to quickly join a game room (2) unable to get enough people to join a game room
Core issue: people do not have the time to join/host game rooms.
Personally, I would rather do a quick run of RoR2, having to find games with others is a chore.
!feedback
Make Genesis Loop and Old War Stealthkit activate when Power Elixirs activate, not when Watches would break. Stealthkit and Genesis Loop are both not very good items in most situations, and if they worked with elixirs it'd at least allow them to safely activate when you lose a potion.
!feedback
make the damage dealt graph work on a log scale. as it is currently, the moment you get a godrun with anyone, they instantly become 100% of the graph, making it fairly useless. putting it on a log scale would keep the spirit of the graph while making it somewhat interesting as well.
!feedback
Lunar Item Reworks:
Stacking Transendence has no downside whatsoever, it literally just increases max HP, and that's kinda boring.
Make stacks of Transendence provide a larger hp up, but also increase the amount of time it takes for the shields to begin recharging after damage.
Stone Flux Pauldreon isn't horrible, but is overshadowed by other lunars when it comes to y'know, not dying.
Make Pauldreon give a decent amount of armor on the first stack, to really make you feel like a tank. Also, change the "double your hp" in the description to "significantly increase max hp" since it isn't actually doubled.
Mecurial Rachis is an item so forgettable I had to look at the wiki again to see the effect.
It could be interesting to see it function somewhat like Loaders old special in ror1, creating electrifying zones, but could come with that downside that it can affect you as well.
Glowing Meteorite is really fun in multiplayer, but has little to no use in singleplayer, due to the strange damage formula the meteors follow.
Make meteors that hit enemies always do max damage with no falloff, even if it only hits the enemies pinky toe. However, give it this same effect on players, to really boost the risk vs reward idea of the item.
Lastly, don't be afraid to nerf Gesture. The idea of "just don't pick it up on normal runs" is kind of redundant. It would make much more sense to actually fix the item instead of letting be in it's current state, and I think you seriously over-exaggerate how upset the community would be to see it nerfed a bit, because the reason the community reacted so harshly to the Ben's Raincoat nerf is because of the already low amount of useful red items there are, and the item really didn't need to slashed this hard, as a simple tweak to make it not work on eclipse 8 modifiers would work just fine.
!feedback
Please remove the sound effect from weeping fungus while sprinting if your HP is already full. Kinda annoying imo.
!feedback
Items falling off cliffs
Items from interactables are spawned in an arc, but this clearly poses a problem when the interactable is next to a cliff. Many-a-items are lost to the inifite void and many-a-runs are ruined; unfortunately this still happens semi-frequently. Here are some possible solutions to this:
- Pre-compute spawn arcs: pre-scan the end of the spawn arc to see if it ends up below some height threshold. If yes, consider adjusting the velocity, angle or direction of the arc iteratively until an acceptable solution is achieved.
- Respawn item on map: survivors that fall off edges are spawned back on the map, I suspect the same logic can be applied to items.
!feedback
allow for grenades to blow up on contact with a surface or enemy or allow grenades to be manually detonated. The abillity has so much potential to make commando fun as hell, and the stupid physics prevent it from being a fun ability to use, even if it is better than suppresive fire.
!feedback
[console] please allow the player to select items from the scrapper with a cursor controlled with the analogue stick, this would be a MASSIVE and NEEDED improvement, please please do this, or pause the game while in the scrapper menu, that works too.
!feedback
I think it would be cool if they added a slow but powerful bruiser.
He's talking about the buttons on abandoned aquaducts to get double bands
!feedback
New equipment: Offensive Designator/Attack Flare:
Upon use, increase attack speed of all NPC allies by 300% and mark one enemy or location. The marked target would be targeted by all NPC allies for 10s. 20s cooldown. Marked enemy could possibly have reduced armor if the item is too weak.
(All numbers subject to change ofc)
!feedback
If it was a flare, maybe give it an aoe that inflicts the ignited debuff?
Lunar Item Idea:
Curse of the Obelisk
Taking damage spawns several glowing meteorite impacts randomly scattered around the player that damage ANY creatures caught in their AoE. Has a 5 second cooldown. Extra stacks increase damage and decrease cooldown.
!feedback
Please also respond to frequently requested QOL and visual changes such as
-Character specific keybinds,
-A random survivor button.
-Auto fire/manual fire on non primary abilities being different for each character
-Mercs sword being red in his oni skin
!feedback After watching the interview I want to say thank you for the console update news. I fully understand the need for delay.
TL;DW They're trying to rebuild the console versions try attempt things like same day updates or at least faster updates to console (with the potential of cross-play)
So for that again thank you and I'm more than willing to wait just for those prospects! 👍
!feedback
You spawn with a random elite aspect at the start of every stage when using the artifact of honor
!feedback After receiving nothing from a shrine of chance 5 times in a row, it should just give you an item with the message "The shrine takes pity on your misfortune."
!feedback
Please improve how the game runs after you release the next patch. As some examples: I had the distant roost theme loop multiple times in while the timer said I was 3 minutes in, random game freezes, and spawning in on stage 6 commencement with the most intense part of the song blaring.
!feedback roll of pennies should work more in line with how ghor's tome works, splitting the money between all players so one player doesn't have all the money. besides fixing potential item hogging in public lobbies, it'd also mean you don't have to figure out who gets what once the roll of pennies guy opens all the chests for you. It might need a nerf too, but i'm enjoying it too much right now to complain.
!feedback
Nerf plated elites they reduce my damage to 0 😿
!feedback
New mode suggestion: Highlander mode
Every 4 weeks or so, roll a new seed. All players start with the same survivor, selected randomly, progress is reset.
Progression will go as follows:
- 4 random players are spawned into the stage. Players are only matched if they share the same stage number (i.e. stage 1, 2, 3, etc.).
- Artifact of sacrifice is activated by default, monsters drop items.
- When a player is killed, last hit inherits all their items.
-- Players that drop out scatters items on map - Player's objective is to kill each other until one player remains, only then can the teleporter be used to exit the stage: this ends the current match (boots the winner back to the matchmaking screen) but player progress is saved (level, stage, items etc.).
- Players who die lose their progress and have to restart from zero.
Difficulty follows 2 different hierarchy:
(1) Global difficulty: With every stage progression, difficulty floor is bumped up by 1 relative to the difficulty floor of the previous level (e.g. stage 1 always start at Easy, stage 2 always start at Medium, etc.).
(2) Local difficulty: The longer players linger on a level, the harder the enemies become.
Matchmaking:
Since player matchmaking during an active game is actually a mathematical nightmare, I suggest the following passive system instead.
- Each session is its own self-contained match: Every time a player teleports out of a stage, they are returned to the matchmaking screen and their current character progress is stored.
--This allows players to start the matchmaking in their own time, and also greatly simplifies the problem, since it relaxes the constraint of needing 4 players getting to a certain stage at the exact same moment (statistically unlikely unless the sample size is massive).
--Also allows players at higher stages to wait for more players to reach the same stage (instead of ending the game abruptly).
!feedback
scrapping consumed one-use items
removes them from your inventory
simply a method of optionally removing clutter
!feedback Add a character that wall runs and has a shot gun please.
!feedback
Add someone who can wallrun with insane mobility
!feedback
New lunar item
Reverse purity, MK2
Adds +1 (+1) Luck.
Increase cooldown of ALL abilities (including primary) by 2 (+2) seconds.
Also, increase cooldown of all abilities by 0%. (+25%, linear) (they take longer to cooldown)
!feedback
Add Planula's effect (heal +X HP when you take damage) to Aegis, and rework Planula entirely.
Aegis is currently a lackluster legendary on shorter runs, and this change would:
- Add a passive effect that complements the main effect (one works when at full health, the other when you take damage)
- Give the item some value when you have no other healing items
- Essentially act as flat damage reduction and synergize with repulsion armor, which is fitting for a legendary shield item
!feedback
Potential new Planula effect if this ^^ goes through:
Release a small Solar Flare upon falling below 50% health.
- This is a smaller version of the the grandparent's sun attack at roughly 1/2(or smaller) the size of grandad's flare.
- The flare would remain in the spot it was created instead of following the player.
- 20-45 second cooldown. (30s is what grandad has.) lasts for 7-14 seconds. ( grandad's is 14s)
This effect also actually has something to do with the grandparent.
!feedback
Planula Rework:
All hits Apply Overheat to Enemies. Heal for 5%(+5% per Stack) of the damage dealt by Burn to enemies
!feedback
Buff to engineer turret range
The mobile ones infamously cannot reach the voidling, only buff it enough to reach voidling. Alternatively, give the voidling hitboxes on it's legs.
!feedback Due to the availability of cross-platform play and the fact that it uses a different lobby code system, include #lfg-crossplay channel for gathering players for cross-platform play.
!feedback
Potential Planula buff idea:
- On taking damage, heal 15 health and ignite enemies for 100% (tentative #) base damage to all enemies in 50m.
!feedback my own take on a planula rework:
same effect but now it spawns a child ally 😎
!feedback
artifact of alliance
players share items
Note the the stage director will have the same number of credits as if 1 player was in the game. Meaning the chest count will be the same no matter the player count and tp will drop 1 item (more if mountain shrines are activated)
!feedback
New Red Item: Immovable Grapple Snare
Upon use of your primary attack, also throw a grapple hook that homes onto a nearby enemy dealing 200% damage and pulls them towards the player, stunning the enemy for 2 seconds and roots them in place for 4 seconds. The player can hold up to 3 hooks (+1 per stack) which recharge over the course of 10 seconds. Prioritizes flying enemies.
Obviously the numbers can be tweaked to balance it.
!feedback hhhhh I wanna rework planula toooo
"When attacked release a burst of fire damage (kinda like frost relic range) that is very lethal (you decide the damage) and receive alot of flat healing upon taking high amounts of damage"
!feedback
planula rework competition entry
chance to fire a primordial cube-esque projectile that deals continuous damage to whoever is inside
!feedback
Suggesting a change for the Blind Pest. To me, and I think many others, the main problem with the flying Pests are their sheer quantity amplifying very high base damage and health, making other enemies really pale in comparison. However hard-nerfing all stats or removing it from the early stages entirely is kinda boring (and makes for less variety early on)
So instead, what if their damage was reduced and to make up for it they inflict the "Poison" debuff. Which is the same debuff the Sulfur Bubbles apply when exploding.
Main reason being that this would keep their intended "annoying"-ness and still remain a threat as the debuff can shutdown certain healing items, while also removing the surprise one-shot that many seem to have a problem with
!feedback
Allow Artificer to sprint while using Flamethrower.
The attack speed buff to Flamethrower was nice, but it is really annoying to accidentally cancel your attack because of muscle memory.
!feedback
I would love to see more accessibility options. Some examples could be:
-Colourblind modes
-Sound effect subtitles
-Higher contrast enemy outlines
-More toggles rather than holding down buttons/keys
-Narrators for item descriptions and other text
-Customizable aim assist strength, including on mouse and keyboard
-Option to disable certain effects that can make it hard to see or strain the eyes
Of course some of these may have to be unavailable in public multiplayer lobbies, but when playing solo or with friends you should be able to choose what kind of assistance you want from the game.
!feedback
Being frozen/stunned should count as debuffs for Death Mark.
!feedback
Elite aspect drops unlock using that skin on said survivor.
Gives another use for aspects and new skins don’t need to be created
!feedback console players seriously need to be able to use the dpad in menus!!
!feedback
scrap launcher rocket jump
(scrap launcher aoe applies knockback to mult)
!feedback
Control the trajectory that Ion Surge launches you, being much more than a vertical panic button
Basically, you can control the trajectory that Ion Surge launches you on a 180 degree scale
You can launch yourself backwards, forwards, vertical forwards, etc.
This seems like a really fun idea and just gives more mobility to Artificer
You could set the trajectory by holding down some button (maybe hold down your special button?) and setting it with your mouse maybe?
!feedback
Every 2 broken items gives you one white scrap when fed to a scrapper.
!feedback
**Planula buff(not rework:3)
**
Heal from incoming damage for 15(+15 per stack). When HP falls below 25% creates a sphere that apply the Burning and Overheat debuffs on every enemies (Recharges every 90 seconds)
!feedback
and ben's raincoat
!feedback
Spare Drone Parts further upgrades Gunner Turrets
Spare Drone Parts should give Gunner Turrets the ability to follow you around by walking like Engineer's Carbonizer Turrets are able to, or instead bring them to the teleporter when it's activated so they can help fight. This would make Gunner Turrets more useful as they are normally stationary in whatever area the game decides to place them in. Flying drones are able to teleport to the player and Carbonizer Turrets are able to walk around so I don't see it being a stretch that a spare parts upgrade would allow Gunner Turrets to be able to do either of these as well.
!feedback
make mul-t's heavy multiplier based on current speed like loader's is because currently its not mul-t's scales on the movement speed stat
!feedback
Credit to @buoyant plinth
!feedback
Give Bandit a special icon on the reticle that indicates he is behind a pinged enemy. It can be hard to tell what can proc Backstab sometimes, especially with certain enemy models like Wandering Vagrant. It would only show on pings since you'll inevitably be swarmed with enemies, so an automatic toggle would be on all the time past a certain point
!feedback
An idea for a Gesture of the Drowned change that will give it a proper downside while also allowing current builds to still be possible.
+ Dramatically reduce Equipment cooldown...
- BUT Equipment activates randomly and cannot be manualy activated
TLDR: Activates Randomly, Affected by Luck. More stacks means more cooldown but more unreliable.
What does this mean Mechanically?
Functionally, gesture would still reduce your equipment cooldown by a whopping 50%¹. However, now that it activates RANDOMLY instead of as soon as it comes off cooldown, it won't be as reliable.
Gesture could periodically attempt to activate your equipment at set intervals. For example, if an item's cooldown BEFORE gesture is 100s, it can attempt to activate the item every 10s. It should make the first check the second the item is used, and not when it comes off cooldown, so it can activate multiple times right away with fuel cells and soulbound.
If the chance to activate the item per attempt were 15%, that would mean an ~80% chance to have it activate at least once during the Before-Gesture Cooldown. After a set amount of time or fails² the equipment should be guaranteed to activate so you don't get completely screwed.
¹ Since the item is now less reliable, the cooldown reduction can probably be increased even further with multiple stacks. 60%-75%?
² Additional Stacks of Gesture can increase the time before the item is guaranteed to activate again.
What does this mean Gameplay Wise?
PERMANENT UPTIME EQUIPMENT WOULD STILL BE POSSIBLE! However, it will be harder to get to that point. [Edit] It would still take 3 fuel cells + 1 gesture to reach permanent uptime, but it will be a rather high risk thing to do due to the chance of it failing to activate. This is also assuming Gesture's cooldown itself doesn't get changed.
This would also mean luck would affect how often your equipment will activate, making clover a good pair with it.
crossplay when
!feedback
Corrupted item idea: for the 
Instead of giving you a jump boost forward, while running, your first jump is a small warp/teleport in any direction you are looking at.
!feedback broken command artifact, each time you open the command menu, the item orders are randomized, i find this very funny, and that's all folks
!feedback Dios best friend plushie as merch. need i say more
!feedback since yallve added a new gamemode with dlc, i assume that may be a trend, so...
moba alt gamemode/side-game with one of the dlc? most everything is already built into the game - leveling, items, abilities, equipment, currency n difficulty scaling, and it would take very little fidgeting with whats already in the core game to add a very ror2 pvp mode
could even spawn random chests around for random loot like in normal game, put some garunteed good chests and etc in a jungle-type area, theres actually so much potential for a very clean moba gamemode without a headache of making it fit with the vibe of the game overall
shut up weeb
or what
(please dont talk in the feedback/ideas channel)
or what
I will find you.
!feedback
!feedback a bit of a meme suggestion, but the higher your level on loader, the more enemies get pulled to you with spiked grapple
!feedback
Saw the interview and hopoo says something about getting some real data on things (pick percentage, etc.) in regards to balance. Maybe you could record player profile stats pages so that you could get that actual information. Could be handy and solve this issue, at least internally.
!feedback
Change the on kill effect of Hunters Harpoon so it instead shoots a giant fucking harpoon that skewers all enemies in front of you like a kebab and then you can reel the harpoon back in and apply 25 stacks of bleed to all enemies that just had a harpoon ripped out of them. This would be ten times cooler and more fun than just giving you 5% extra movement speed after a kill or whatever the fuck the harpoon even does idk console hasnt got the DLC yet
!feedback
Differentiate Roll of Pennies' description from Razorwire, they both say "on taking damage" to activate them, but Roll of Pennies does not work on self damage.
Edit: "Gain gold when attacked." Would be acceptable.
!feedback
Lodestar Prism (Focus Crystal corruption)
Deal increased damage on a single attack after a period of not attacking.
- Damage boost cap increases with each stack
- Time to maximum damage boost increases with each stack
example implementation:
1 stack: 10% maximum damage boost after waiting 1 seconds;
2 stack: 20% maximum damage boost after waiting 2 seconds.
3 stack: 40% maximum damage boost after waiting 3 seconds
4 stack: 80% (etc.)
!feedback
a win streak counter would be cool.
!feedback
Going off of this, in a more respectful way, as a rework for Hunter’s Harpoon, every 10 seconds, upon use of your primary, fire out a massive harpoon skewering the first 3 enemies it hits, dealing 400% (+200%) and applying 5 stacks of bleed, before pulling all of the enemies towards the player.
It does give a debuff to the player as a “cooldown”, so the cooldown can be removed with Blast Shower like Runalds’s and Kjaro’s bands.
!feedback
On the subject of Hunter's Harpoon, why not throw something out there that doesn't turn it from mobility into an offensive item. It currently feels like garbage due to how it jerks you around like a dog fighting for a chew toy because of how it gives a boost for barely a second before dropping you. If the goal is giving you more speed the more you kill, make it so its a stacking speed boost for much longer that degrades over time.
Say, every time you get a kill, get a stacking buff that increases movement speed by 3% (+1% per stack of Harpoon) that degrades over say 5 seconds. That way, if you have 1 harpoon, kill 3 enemies, you get a 9% boost of speed that degrades to 6% in the next 5 seconds if you dont find an enemy to kill. It gives more incentive to find kills and, instead of feeling nearly useless and even jarring at times, actually gives the chance to find those enemies and keep the buff going.
!feedback
Add a map editor.
woolie
!feedback
!feedback
I think loader should keep her walking crosshair even when she's running/swinging, since you're almost always running anyway, and it would be quite useful when airborne and trying to swing
!feedback
Artifact of the bazaar
All items become lunar(all multishops and chests, and printers only contain lunar items)
This could be unlocked by visiting the bazaar a lot of times(20?) or maybe killing the newt
!feedback
There's a bunch of stuff that could be enabled/added into Simulacrum to spice it up some more:
Radio Scanners - When one player does not have that environment log.
Large Category Chests
Barrels
Cleansing Pools
Shrine of Chance / Order / Woods
Green/Uncommon Tri-Shops
Overloading Worms
Aurelionite Boss Event
Twisted Scavenger Boss Event
Artifact of Evolution - Shuffle/Randomize monsters items for that wave.
Artifact of Vengeance - Relentless Doppleganger boss wave
Some of the items could be slightly edited to be more useful in Simulacrum as well as disabled items being enabled such as:
Warbanner being placed upon activating the Assessment Focus
Bundle of Fireworks and Squid Polyp triggering off the Assessment Focus at the start of each wave
I also think it's a bit odd the Augment of the Scavenger wave reward is lunar items, instead perhaps the Scavenger reward should be multiples of items so the void potentials would look something like this:
[Tri-Tip Dagger x3] - [Runald's Band x2] - [Laser Scope]
!feedback
ban woolie
!feedback
turrets should have infinite range with damage fall off down to 25% total damage
easy fix that should've been implemented (to some extent, if not this exact wording) in anni/sotv with more flying and large enemies
!feedback
Before chests spawn they should check to see if the item would fall past a certain distance when the chest is opened and if it's beyond a certain threshold they should not spawn there. This would prevent situations where a chests spawns in a location where after you open it the item flies off of the map.
!feedback
oh thats there purposely, they didnt change for comedic reasons, you should see theirs q&a and interviews, they say that theres some things that although stupid makes up for a funny and memorable moment, thats why its still there
!feedback make it so that when you use command selecting the item gives it to you immedietly this makes it harder to steal items
!feedback please rework corpsebloom to be a viable lunar. i have a few ideas, but to keep the voting clear, i'll only list my favorite:
corpsebloom: gain 100% healing (+50% per stack), but only heal 3 (+2 per stack) seconds after you would normally.
!feedback
!feedback
equipment idea:
bong
every 30 seconds smoke weed to gain +100% damage -50% attack speed and -33% movement speed and make the game turn epic style (this is a secondary effect) for 15 seconds
i just think it would be a good reference to the fact that marijuana is legalized on petrichoir v (but not in sky meadows if u use it there u get arrested and instantly fail the run) and it would tie into the lore perfectly well because commando and engineer definitely smoke weed together when captain isn't looking
thank you for reading my cool item suggestion i hope it makes it in
!feedback Add the ability to customise the order of items for command, bc items like soldiers syringe that are used often are the furthest away
!feedback re-add the Safe Travels during the escape sequence
!feedback BUFF ACRID'S BLIGHT and acrid (slightly) overall. With the drama that has occurred recently I think we should make both passive users happy. ACRID CHANGES. Acrid is already in a good place as a survivor so the only change to base acrid would be that your 3rd melee hit also applies poison or blight. WHY SHOULD BLIGHT CHANGE?blight requires a more focused playstyle and doesn't feel like its worth the risk to stack for most players while poison allows you to sit back and chill so let's make blight more aggressive and a more reasonable pick. BLIGHT CHANGES. I have two ideas on how blight could change. Bothh making you more single target focused and additionally feel like you are rewarded for repeatedly hitting a single target. 1ST CHANGE. My 1st change is a simple one. Just make blight refresh on reapplying a stack of blight this way you could deal a large amount of damage to a single target but to keep this balanced, blight could get its damage slightly reduced or time slightly reduced. 2ND CHANGE. This is a separate idea so both of these wouldn't be added to blight. Blight now applies it's stacks through regular melees (One stack per hit 3rd hit applies 3) all abilities that apply the passive apply 3 stacks this change would allow for more burst damage but less sustainability to keep this balanced you could also make blight not kill. ONE LAST THING I am by no means a game developer so I don't know if this would be to powerful or hard to implement but I think this would be very fun and a change to make both passive users happy. TLDR Acrid is fine as is but it wouldn't hurt to give him a little love and make blight vs poison more of a choice.(
Someone help me make this more compact lol)
!feedback
Make cloaked chest's item pool equal to large chest item pool, since its a rare thing to find anyway. Finding it once a thousand years just to get a small chest worth of item for free is kinda meh.
!feedback
Reduce the rate at which barriers decay by around 75% per stack of Aegis.
This should make it easier to build up and maintain the barrier even with limited healing sources.
!feedback
As a way to make this more multiplayer friendly, how about there is like a one second period after choosing the item that only the person who chose the item can pick it up. After that period, it’s fair game for anyone.
This makes it so items can still be chosen and given to other players, however it makes it so items cannot be stollen when playing with command.
This could also be implemented as a feature for regular chests to prevent stealing from those as well.
!feedback
I would like to see low-probability, stage-specific environmental events, like family events. (e.g. snowstorms, thunderstorms, etc.)
!feedback
Suggestions for Railgunner Polar Field Device, many are just for qol:
When throwing it out, let the player press the same button again to manually detonate it mid-air. This effectively increases its size and makes it more usable against flying enemies. This may also mess with it when the player has more utility charges, but then the player can just use it like right now, without manual detonation.
Remove the activation-delay. It has a short delay before it turns on which makes it difficult to use as with the swarms of enemies from multiple directions, and many being fast enough to go around it.
Let it be used to cancel end-lag. What I mean is that when you use something with end-lag you have to wait for the end-lag to finish before you can throw out the device. Rex' and Captain's right clicks can cancel the end-lag of their left clicks to increase fire rate, but this isn't about fire rate and dps, but about using a utility which, coupled with the activation-delay, currently feels bad to use. Might mostly affect using it with the alt secondary.
Let it be used during the charge-up of the special skill. Just so it can be used more reactionary.
Don't let it bounce of monsters. It sticks to surfaces though, which is great. But I want to throw it onto a Solus Probe unit sometimes too lol
Maybe decrease attack speed and increase cooldowns of monsters inside. You can suddenly dodge projectiles very easily, which is great. But because the frequency of attacks doesn't change there is sometimes a literal wall of fireballs making it impossible to be inside it. With this suggestion though one could use it more actively offensively, sometimes.
Could also give it 2 charges by default, like the normal skill.
Other ideas were to increase dmg when shooting through or increase attack speed while inside, but any of that stuff probably turns it into another ability, which could be suggested separately.
!feedback Void item, euology infinite, same thing as euology zero, but with void items instead
!feedback as it was mentioned in the q&a, celestines are weird. They're very visually cluttering, especially late game, and their mechanic is not immediately apparent unless you've fought them before. Instead they could act like healing elites, drawing beams between themselves and the enemies within their area of influence. The beams should be subtle, and fade out toward where they touch the affected enemies. This would make the beams act as a vague indicator for where they are, while still masking their identity. What might also help is lessening the range of their influence, at least for non-boss celestines. The danger of the elite should be not knowing what you're signing up to fight, rather than searching for invisible enemies in a massive circle
!feedback
There needs to be a separate Eclipse ranking for single-player and multi-player. I get that a big part of Risk Of Rain 2 is playing with friends, but if one player wins, you get to advance your Eclipse rank on that character even if you or didn't really contribute. I know people won't farm it, but I'd rather have separate Eclipse ranks so that I have to win the run to get a rank up on single player.
!feedback
Make goobo inherit items
!feedback
Oddly enough, Bottled Chaos might be funny to have as the downside for Gesture of the Drowned in addition to its' current "activate equipment when its' off cooldown" effect. Mainly because Gesture of the Drowned is just stonks, and Bottled Chaos is not always helpful or useful when you gain its' effect. If the effect extended to lunar equipment it would also be appropriate in this instance.
!feedback
Void Shattering Justice concept
Weakening Inequity
After hitting an enemy 5 times, lower their damage by 30%. Corrupts all Shattering Justice.
!feedback Add a streaming channel into the discord, or allow N-boosters to stream.
!feedback
There needs to be at least some incentive to fight Voidling, as going through the nightmare that is Void Fields and Void Locus, and somehow managing to beat Voidling (with it's many flaws) and getting a measly 10 lunar coins with no skin or anything special is kinda underwhelming, especially with no satisfying end screen. Because of this, Voidling for a lot of people currently is just the boss you fight if you are stupid overpowered so you can bypass the difficulty spike, and in all other situations, you just loop or go to mithrix. It's a shame too, because Voidling is such a cool looking boss design wise, and some gameplay tweaks and added rewards would go a reaaaallllyyy long way for the crab
!feedback
Keep the ben’s raincoat (
) cooldown, but make the debuff negation effect last for an amount of time, and make that time increase and the cool-down decrease by an amount % for each stack
!feedback New void item to replace
: Parasitic Piranha
Hits that deal more than 400% damage also apply Charged to yourself for 10 seconds.
Charged increases damage dealt by abilities by up to 100% (+100% per stack), proportional to the power of the hit.
Recharges every 20 seconds. Corrupts all Symbiotic Scorpions.
Other notes:
-
To be clear, a hit that deals exactly 400% will apply a very small attack boost, whereas a hit that deals 1000% will apply much more (maybe 50% extra damage with one piranha)
-
Is a more consistent damage boost compared to Scorpion's slow ramping
-
Rewards single, planned strong hits over multiple fast ones
-
Increases damage dealt while avoiding the minimum armor cap that enemies have
-
Gains a synergy with
but loses the one with 
!feedback
Artifact of Bounty
Doubles enemy scaling/strength (depending on if it's level capped or not, strength might work better) and chest spawns
!feedback
make predatory give 3x10% on all stacks
i dont see why this item should be betyer in first stack then poorer afterwards
!feedback
they should add chef from ror1

!feedback
(add an upvote i agree with this so much)
!feedback Wetland Aspect is a graveyard for drones, the pathing is just gone.
!feedback
wireless detonater (red item)
40% chance on hit to attach c4 to an enemy that will detatch and dissapear after 5 + 5 per stack seconds. activateing your equipment will detonate all c4 dealing 400% of your base damage per stack in a 10 meter radius plus an extra 25% of the targets missing hp to the enemy with c4 on it.
!feedback If an enemy died before Huntress’s arrows reach it, they should target the nearest enemy instead of tracking the dead enemy.
!feedback
new character:
The Simulacrum
The Simulacrum (known as SIM from now on) is a character that has the unique ability to switch conciousnesses between allies, while weaving in and out of dimensions using her Reality Tear. Using Spiked Mace along with Nano-Bomb can allow for high damage combos when switching between powerful bodies.
Abilities:
- Spiked Mace -
Swing two spiked maces, hitting enemies in front of you for 150% - x2
No cooldown - Nano-Bomb -
Throw a nano bomb a short distance in front of you, disabling an enemies attacks for 2-5 seconds. (Time depends on enemy type, listed lower down)
5 second cooldown - Reality Tear -
Break open a piece of reality and warp through it, teleporting a short distance in front of you and dealing 600% damage to any enemies caught in-between the two warps.
8 second cooldown - Simulacrum Transfer -
Whenever the transfer is available, a indicator on your crosshair will show whatever ally you're aiming at. Using the ability will transfer your conciousness and items into the ally you transferred into. You will have all of their abilities, strengths, weaknesses, and size. If an ally cannot move, it cannot be transferred into. Your original body will lie dormant where you left it, and it can be transferred back into no matter where you are by pressing [Special] again. All allies you switch into will retain their normal health x2.
16-35 second cooldown depending on enemy type
probably a little wild of a concept even for ror2 but i thought the idea of being able to control any ally you have could make for some really interesting runs
!feedback
Currently, Shattering Justice is literally worse symbiotic scorpion. Shattering justice removes armor for a duration while symbiotic scorpion removes armor permanently and can stack.
I suggest a rework for shattering justice:
(Obviously the numbers can be changed to make it more balanced)
After striking an enemy 5 times, incapacitate them, reducing movement speed by 50%, damage by 20%, and slowing projectile speed and attack speed by 40% for 8 (+8 per stack) seconds.
Reason: Symbiotic Scorpion and Shattering justice with this change would be opposites, with one focusing on increasing damage done to the enemy and the other decreasing the damage the enemy can do to you. This would also solve the issue of scorpion just being better.
!feedback
Just thought of what I think would be a neat audio detail to add to the game.
After landing the finishing blow on Mithrix's final phase and ending the fight, the faint sound of a ukulele snapping could play, quite literally breaking up Mithrix's theme as he's defeated.
!feedback
Enable Huntress's primary attacks to fire unguided arrows straight forward when there are no enemies within targeting range.
!feedback
Void fields are in desperate need of a rework. Its not worth 10+ minutes of monsoon scaling to gain a few measly items. I undestand the need to avoid a free power spike situation, but it's just not worth going there rn.
!feedback
give Polar Field Device self-knockback when it detonates while Railgunner is in mid-air.
-won't knock monsters away from its own AoE, only Railgunner
-Railgunner can still choose to stay inside the AoE by staying on the ground when it detonates
-still offers less mobility than concussion mines due to it being only one charge with doubled cooldown
-new tradeoff: lose some mobility and gain a situational AoE
-current tradeoff: lose almost all mobility and gain an AoE too situational for what it replaces
!feedback
Give Engineer sentries that orbit him like egos (for example) or follow him like drones from RoR 1 (always behind your back no matter what, never leave you) that also respawn automatically (or you can keep having to respawn them with pressing R)
This will make engineer more active and let players actually play and not sit/sleep while overdosing on bunguses or waiting for the walking sentries to restock/go where you want them to. Keep their original RoR2 weapon or give them machineguns idk.
I suggest this as an alternative R skill.
(illustrations provided)
!feedback
An Among Us reference in game:

Lunar equipment: (Pending)
**Gain 5 random allies (Allies includes:
, drones, ghosts, ...). **
Upon activation, the equipment will become a Royal Capacitor-like equipment, marking your allies for you to decide whether to eliminate them or not.
One of which will SECRETLY and SLOWLY (which means that it will still be shown as your allies on the screen) kill you and your allies.
The items cant be activated until all allies are dead
Killing 2 non-impasta allies will kill all the other allies and reset the equipment
!feedback
Make it so that attack speed on Merc increases the amount of times slicing winds hits an enemy, and also make it lengthen, not shorten dashes, so that attack speed isn't an actual detrement to Merc's playstyle of dashing like a lunatic 24/7, as it's kinda weird that the offensive item makes you less offensive
!feedback
Many players seem to agree that Void Fields is less worth it than before due to the running timer. I propose adding some void potentials on the stage to balance this.
To clarify, they should mostly be the ones that drop standard items (choice of 3), with only a few void cradles on the map, because too many void items from one stage would be too busted.
!feedback
should have been the void of
from the start
it looks and functions the part
I have an idea for a new survivor, The Gunner. I haven't figured out stats yet but, the abilities are as follows. Primary: 75 round LMG, 2.5 sec reload. alternate primary, 15 round shotgun, same reload. Secondary: single shot shotgun, 6 sec cool down. alternate, single shot rifle, same cool down. Utility: shotgun blast beneath you, pushing you up. Alternate, mine beneath you, pushing you up, both cool downs unknown. Special: minefield. Simple. Alternate, spawn two drones for 25 secs. They have your items. Passive: upon killing three enemies, spawn a drone for 10 secs. Alternate, all drones and minions are doubled. I think that this survivor would be capable of supporting themselves with drones and heavy fire.
!feedback
!feedback its a little goofy but i had an idea for an artifact: Artifact of Shadows
All enemies would be completely invisible until they received damage, attack, or enter within some small distance of the player (for the sake of visualization lets say 15 meters, for reference focus crystal's range is 13 meters). After becoming visible, they would become invisible again after a brief delay. I can just imagine the amount of heart attacks something like this would generate, not seeing an elite brass contraption until it starts charging its volley, or the sounds of tens of jellyfish spawning but not knowing where. True horror. (also an extra layer of challenge for those of us that hate themselves)
!feedback
Make gunner, incenerator, strike, missle, and col. droneman hover next to your right and your left sides and shoot at your crosshair when you shoot with thier normal attack cooldowns. This would make drones worse as distractions, but I don't think they were made to be distractions in the first place given how powerful and fun they were in ror1, and instead make them better in combat as a sort of extra backup firepower instead of a randomly flailing target dummy.
Emergency, equipment, and healing drones can stay as they are currently, as they exist to heal you, activate equipment, and strafe enemies, not to shoot things down like the other drones are supposed to.
Drones have so much potential to be a fun mechanic like they were in ror1, but their unpredictable and clumsy nature make them hard to utilize.
TC180 is too big to really hover near you, so he can stay the same
!feedback
increase the ally cap from 20 to 25, maybe even 30.
20 is too low, causing certain items to become useless on later loops, like Defense Nucleus, Worship Probes, or Beetle Guards not spawning in
!feedback Please remove the railgunner weakpoint hit sound being heard by everyone in a multiplayer game, I know my railgunner wants to flex but it's getting annoying
!feedback
Make it so Beads of Fealty does this as it’s kinda useless on the normal endings
!feedback
Have mobile turrets for engineer sprint when more than a short distance away from the player. I know the turrets do this at a much further distance right now, but this would help them keep up. (The exact distance isn't important, but I would like it to be much closer.)
!feedback
Make holding down Acrid's M1 as fast as with the use of animation-cancel tech, removing the necessity for said tech, as it is kind of uncomfortable to pull off for some of us. Don't remove the tech entirely as some people will already have gotten used to it, though.
!feedback
while giving a pretty good effect of making crit damage hit even harder perfect for crit base builds. The issue is that unlike other items that effects your crits (
,
for example) It doesn't give you any crit chance meaning if you get this item very early in a run before you even get any
or the mention greens. You still have only the survivors base 1% crit chance to pull from.
I purpose to give the first stack of Laser scope to provide a 10% crit chance boost. That way if you get it early in a run it'll give you some benefit instead a mostly dead red until you get other crit chance boosting items
!feedback
On this topic, every character should have small skill increases based on their level.
For Loader, increased tether length and/or faster pull
Commando gets less damage fall off.
Void Fiend's transition is faster (meaning less time sitting still)
This would not be like skills++ where you get to increase every skill every x amount of levels. This would be a very small increase that would be more of a QoL change than a gameplay one.
Happiest mask has always been a strange item in that 7% chance to spawn a ghost is not enough to warrant its rarity
In a similar way to how tougher times and safer spaces works, rework happiest mask to be "every []th kill becomes a ghost". Treat it like a charging system, in the same vein asand
Also, I'm personally against mask as an item, because any item that is inherently worse on bad computers is terribly designed in my opinion, but anyways, here's my feedback
Current Stats
+) Killing enemies has a 7% chance to spawn a ghost of the killed enemy with 1500% damage.
*) Lasts 30s (+30s per stack).
``` __Suggested Stats__ ```diff
+) On kill: gain 1(+1 per stack) "soul" status effect
+) Killing an enemy when you have 14 status effects turns the enemy into a ghost with +75% base damage per status effect, and cleanses you of all status effects
*) Lasts 20 seconds
The added effect of scaling the damage based on the status effects is mainly so you can't get "perma uptime" and run into the current problem mask has where half of the stage is ghosts and your computer runs the risk of crashing because you picked up a couple legendary items.
Also it's every 15th kill, because 7% comes out to roughly 1 in 14
!feedback Make Engi's mobile turrets considered always sprinting so that they can get use out of things like Energy Drink and Rose Buckler
Change raincoat to have an effect that is constantly active, but way less potent than it was before
Current Stats ```ansi
[0;32mPrevents 1(+1 per stack) debuff and grants a temporary barrier for 10% of maximum health.
[0;37mRecharges every 5 seconds.
__Suggested Stats__ ```ansi
[0;32mUpon taking damage, reduce all debuff timers by 50% total
Gain 5%(+5% per stack) max health in barrier per debuff affected
Reducing timers has the ability to completely remove debuffs, too. For instance, having 5 stacks of burn that would normally deal damage over 10 seconds (so 2 seconds per debuff) would be reduced to 5 seconds, or 3 debuffs for a net -2 debuffs
All in all, this would be much more useful compared to the current version while not being as broken as raincoat in release
!feedback I would love to see more unlocks like miner, acrid, and dead mans foot in risk of rain one, or like Runald and Kjaros bands in ror2.
!feedback it would be cool to get a RoR1 parity themed DLC. This would mostly consist of items, enemies, and stages though, because selling peoples' old favorite survivors for money seems mildly manipulative, so they'd probably have to be permutations of the originals like how railgunner is compared to sniper.
!feedback
add a blue item that increases your falling speed, perhaps like a gravity hoop? it'd be cool to have for a headstompers run where falling speed increases your damage
!feedback
give Bouncing Grenades its own entity state machine so Engi doesn't have to give up his entire attack just to use another skill. it might be more power than Engi needs, but it would feel significantly less awkward imo
!feedback
The pillars on Commencement in general could use some work, but I've always disliked Mass pillars especially, since they don't have as interesting of an effect as the other pillars; they take a while to charge and their effect is very hard to notice (I think they increase enemy spawn rates? maybe they do nothing? idk).
Here's my take on a change for them: charge time and radius are the same, but charge time is reduced by 10% by killing Perfected elites, and the pillar applies the Perfected aspect to a nearby enemy (prioritizing wisps and golems first) every 10 seconds.
This way the pillar would have a more easily noticeable effect by buffing nearby enemies, and killing Perfected enemies would speed up the charging process a bit.
!feedback
Let's be real, Commando is close to the worst if not the worst survivor. Sure you can argue that because double tap has a 1.0 proc coefficient he is good as he can proc things lot, but if a survivor needs certain items to be viable, then they are not good. However, the issue with Commando is not his kit, as obviously he does work as not only does he have good mobility, and although his damage is certainly not great, it does seem to get the job done. In all honesty, he just needs a buff to put him on the level of other survivors, as he just gets out performed most of the time all things considered.
A change I suggest is to add a passive to Commando:
(Obviously stats and other mechanics can be adjusted for balance)
Passive: Against All Odds
Every time Commando attacks a NEW enemy, gain a buff that grants +1% attack speed and +5 armor. This buff can stack up to 100 times. After Commando has not hit an enemy for 7 seconds, all stacks disappear simultaneously.
Reason: This kinda fits the idea that he is a soldier, with him getting an adrenaline boost when he is in threatening situations, such as being surrounded by multiple enemies.
!feedback add a chance that racoon will jump out of barrel
!feedback
Regenerating Scrap Unlock:
Use a Recycler to transform an Equipment into a Recycler
!feedback
Make the act of Mobile Turrets moving be considered "sprinting" so that the turrets can benefit more from items like rose buckler, wungus, little disciple, ect.
!feedback
Fishing minigame
!feedback
Voidling should behave like a spider in terms of its mobility. It can jump, it has a very fast rush on foot, and it loves to stay away from you. It's already spider like so no reason not to go all in on it.
!feedback
Considering Void Fiend's unique Escape/Vanish phrases, perhaps Mithrix could have a couple unique interactions with it. Maybe the Voidling could also have one with the Void Fiend and Acrid too
!feedback
Minor nitpick, but make separate stage/boss music flags for Gilded Coast, A Moment Whole, and the Planetarium. Don't have to add in new tracks for them, this is just a small QoL change for people who create and use soundtrack mods.
!feedback
Make "behind" the Wandering Vagrant for Bandit's crits the underbelly directly below the jellyfish so it's easier to understand.
!feedback
Idea for a new green utility item, the BOGO Coupon (Buy one get one)
The item would give certain items that can be consumed a chance to not be consumed upon their condition being met.
Items that it would synergize with:

Other items that it could synergize with if we think it would be funny enough, although could cause balance issues:

Not sure how the scaling would work out but for sure maybe something hyperbolic so that it soft caps around like 35-50% with enough stacks (otherwise you'd just recycle dio after dio and be unkillable)
Just think it would be a cool item that can help those lesser gamers not lose their watches 
!feedback
Please just fix the dedicated server once and for all. The log floods with useless garbage I don't need to know as an admin and the ever present wrong connectionId in received user packet makes it really hard for people to reliably host and is seemingly random since nobody seems to have a concrete answer on why this happens nor how to fix it.
On top of that please do make an installer package that works efficiently and enable good mod support for said servers. Think tModLoader for terraria, everything doable through the CLI.
This is massively overdue and would massively improve the server listings, it'd give us some more really quality servers. I for one would happily host a handful in the poorly supported Aussieland, but getting them working is like pulling teeth.
!feedback
Make Void Fiend's non-corrupted dash send you at an upward diagonal angle instead of straight up, although the dash distance should be lower than corrupted form's.
This is to, A: Give Fiend a better and less annoying way to move around while not corrupted, while still giving him some vertical distance
and B: So that he doesn't get screwed over on Eclipse 2+ from the fall damage penalty from being yoinked in the air so often
Also, even though the animation is cool, just make the transition from non-corrupted to corrupted function like when you go from corrupted to non-corrupted, a brief flash and color scheme change, not a second long animation that you have to wait for. Even if you are invincible, it kinda messes up the flow of the game.
!feedback
if its not so much to ask, less harsh damage falloff on commando. most players follow the blast/nade meta anyway so its not like it really matters outside of players that wish to be more effective at longer ranges
i am one of those 4 entire people in the community
!feedback
OK hopoo, i have NO idea how you could let a character as blatantly overpowered as huntress exist in this game for as long as you have. I spent FOREVER trying to beat eclipse as loader, the most pathetic excuse for a survivor i have ever seen. Her primary? Has ZERO range, and doesn't even home in on enemies! Huntress has the fastest mobility, a lock on arrow attack, and ARROW RAIN. Yeah, ARROW RAIN, the broken ability that, get this, SLOWS enemies down so they can't even reach you. It's RIDICULOUS that anybody could have thought to make a character as overpowered as huntress. To fix her, I suggest removing her ability to shoot, and instead force her to hit enemies with the bow itself for about 50% per hit and about the same speed as merc's sword. I also suggest toning down her speed a bit, her health is fine as it is, but she would be WAY more balanced if she moved at let's say, 0.5% base speed. Her ability to blink should also be removed, instead replace it with Void Fiends movement skill, but without any of the horizontal mobility. Then, and ONLY then can this character even be close to balanced. This needs to be dealt with hopoo. Shame on you.
!feedback
Lunar item: Narasumas' Bounty
Gain +100-300% additional gold from hunting <specific monster type: e.g. "Lemurians", "Beetles", "Wisps">.
You are now hunted.
Hunted:
- Monsters of the type stated in the contract actively aggro on the player holding the item.
- Skeletal elders of the monster type actively spawns near and hunts the player holding the contract.
- Skeletal:
++ Immune to most physical status ailments (e.g. bleed, burn, poison).
++ Chance to revive on death.
++ Chance to deal "despair": temporarily increase cooldown on non-primary skills (does not stack, additional procs only resets timer)
Upon death: Replace Narusumas' Bounty with "Broken Contract" (inactive Narusumas' Bounty), no longer receive any bonuses or drawbacks.
!feedback
A fun little sound effect to hear after using
or
would be hearing a small snap to indicate that you've consumed the key to get the box open. The item's already gone from your inventory anyways.
!feedback
Instead of a sound. You should get a consumed version of the item that does nothing similar to a
or
being used up.
!feedback
what about both?
!feedback
A option that let you change the ping-in-game duration time for you, to a few seconds or to a 1 or 2 minutes and more
!feedback
make it so when u repair rex u get him as a rex fren
this would just be neat i want plant
!feedback
[Survivor: Demolitionist]
Deranged Saboteur
Passive: Blast Suit
Take 75% less damage from explosions.
Primary: XRL-03 Triforce
Launches a powerful rocket for 400% damage in a 5-meter radius. Direct hits reduce the 4-second cooldown by 1 second and make the next shot fire 3 rockets.
Secondary: Cluster Rocket
Launches an unguided rocket that deals 400% damage in a 5-meter radius. In flight, the rocket fires a missile for 150% damage every half second. 8-second cooldown.
Alternate: Plastic Explosive
Throws a large bomb that sticks to enemies. Activating again detonates the bomb and deals 4000% damage to everything in a 10-meter radius. 12-second cooldown after detonation. Unlocked by Demolitionist: Nuked: Kill three boss monsters within one second.
Utility: Repulsion Rocket
Launches an unguided rocket that deals 300% damage to everything in a 5-meter radius and sends them flying. 3-second cooldown, 2 charges.
Alternate: Jump Charge
Fires downward to propel you into the air. 3-second cooldown, 3 charges. Unlocked by Demolitionist: Weeeee!: Go 200 meters above ground.
Special: RL-20 Stormbringer
Equips a large rocket launcher that rapidly fires shocking rockets for 200% damage each in a 2.5-meter radius. The launcher carries 20 rockets. 25-second cooldown when emptied.
Alternate: XML-04 Trailblazer
Equips a large missile launcher that carries 4 missiles and can lock onto enemies. The missiles each deal 600% damage in a 6-meter radius. Ignites enemies hit. Creates a pool of fire in a 4-meter radius for 200% damage per second. 20-second cooldown when emptied. Unlocked by Demolitionist: Bombs Away: Have 50 missiles or rockets in the air at a time.
Victory: And so he left, bursting with excitement.
Vanished: And so he vanished, his fire snuffed out.
!feedback Allow for shurikens to be fired out from automatic attacks like Mul-T's nailgun and the Engineer's mobile turret beam attack.
!feedback
Make void fields clock half time, so every two seconds counts as one on the clock. This could definitely help fix the void fields
!feedback
actually, still on the topic of the void fields, why not make the timer start paused but start running faster and faster as you charge the cell vents? or maybe do the same thing in reverse, have the timer slow down until it stops as you clear cell vents. could be an interesting way to rework void fields
!feedback add void skins when you defeat the voidling on monsoon and make the voidling give 20 lunars to give more incentive to fight it
!feedback
Helfire Tincture (
) really kills the player with (
) Ignition Tanks (4x burn damage)! Helfire Tincture cannot be used with Ignition Tanks (only Ben's Raincoat (
) can help, but the chance of meeting him is quite small). Please disable the Ignition Tanks buff on the player, or change the way items interact with Helfire Tincture to make it more usable.
!feedback
REX's alternate abilities have always been harshly overshadowed by the default options, and on one hand this makes sense, you are trading stronger but dangerous abilities for weaker and safer abilities. But right now, the other options are too weak to have any real use outside of eclipse (please for the love of god remove self damage penalties for eclipse 8 ). 
Drill: Drill is probably the most useful out of the alternate abilities, although still not strong enough to warrant it's use on a normal run. All I think it would take to make Drill a good sidegrade is to make it apply slow to enemies, so that they can get stuck in the barrage for longer instead of just walking out.
Disperse: Bramble Volley completely outclasses this ability in every single regard, as it has the exact same movement potential, but with damage, self healing, and band proc potential. I would suggest giving Disperse a more powerful boost backwards to promote mobility and self-survivability instead of damage.
Harvest: Not horrible by any means, but needs something in order to make it worth giving up the incredible utillity and power of Tangling Growth. Increase the collection radius of the fruits so it isn't as difficult to run around and scavenge for them. It would also be a nice change if instead of enemies dropping fruits on death, they will occasionally drop fruits when damaged by any other attack.
!feedback
Add artifact of king in the base game.
I am proposing this beacuse i am a console player and after seen 2-3 videos of artifact of king i would really love that hopoo add that artifact in the base game beacuse it is nuts.
!feedback we need a scavenger plushie
!feedback
marksman rifle needs some sort of interaction with
please
!feedback
Make brilliant behemoth fire activate multiple times when using void fiends corrupted primary, I noticed it was only activating once and that’s kind of weird considering it’s a giant death laser that hits multiple times per second
!feedback
if you were ever to make an alt huntress secondary heres an idea for it:
Plasma Snare
Throw a snare that flies out in a straight line until it contacts an enemy or surface, where it will snare onto that enemy and shock it for 60% damage every second, while also slowing it for the duration. Snare lasts for 3 seconds.
4 second cooldown.
!feedback
what if there was an option to have a tiny commando that follows you but does nothing?
!feedback
It would be nice to have the option to turn off environmental particles. The snow on Siphoned Forest makes the teleporter significantly harder to find
!feedback
New red item
If an ability kills an enemy, reset its' cooldown, and gain 0% (+20%) damage on that ability for 5 seconds. This effect stacks, and does not affect primaries.
!feedback
!feedback
have a restart button to quickly restart runs
!feedback
acrid tier of items:
only has one item
only item is;
Acrid
description;
Do not
effects;
causes a tiny acrid to follow you around that uses its attacks deals 20% of your damage
stacking spawns +1 per stack of Acrid
acrid tier has a 0.2% chance of dropping from any chest (lunar, void, normal, big, no matter what)
(yes this is a joke suggestion do not take it seriously)
!feedback
Freeing artificer should be repeatable (once per run, though), and freeing rex and artificer should give you a rex/arti minion/friend for the rest of the run
!feedback
A little tweaking for @prisma vapor ‘s cool idea
Narasumas’ Bounty
Gain +100% (+100% per stack) more Gold and deal +50% damage(+50% per stack) to specific monster types (will reset at the start of each stage)
But...you are now hunted
Specific monster types (reset each stage) now hunt you...more agressively. These monsters have a +50% (+50% per stack) buff to their attack and attack speed.
The Item broke upon death...
!feedback
Hula skirt
...And his groove was on fire
!feedback Increase Leeching Seed's healing from 1 to 2 (and +1 to +2 health per stack respectively). Very minor, Scythes still outclass it later on in a run, but I think that only healing for 1 (+1 per stack) per hit is too low for a green item. It isn't big, but I think it'll at least make it a little more worthwhile when you get it early on.
!feedback Give Mithrix a frame 1 anti-air with upper-body invulnerability
!feedback
Item: Green (or White): I dont know
Grants +1% (+1% per stack) damage whenever you hit an enemy. The buff will gradually decrease after you stop hitting an enemy for 2 seconds
Visually: An one-eye goggle
!feedback
Artifact of rain: constantly raining blue meteorite.
!feedback
Revert the nerf done to Scrap Launcher, as the reason the Scrap-Powermode combo was stupid broken was because Powermode was stupid broken. Scrap Launcher was always an underwhelming weapon, and had no reason to be nerfed as well as Powermode. It could also be interesting if Scrap Launcher could get some kind of buff, like launching scrap sharpnel on direct enemy hits in random directions.
!feedback artifact of perception: the contents of all chests are visible. This would sort of act as an offshoot artifact to command; obviously together it would only serve to tell you the item rarity, which isn't very useful, but alone it could make for some interesting decision making especially in multiplayer lobbies. I'd probably use this with something like artifact of death as a trial of teamwork.
!feedback
Buff Arrow Rain's proc coefficient from 0.2 to 0.5
!feedback I don't know if this has been asked for yet but artifact of the mountain basically it just doubles the difficulty and gives you double boss items based on how many players there are
!feedback
make plasma bolt function somewhat like an implosion where it sucks all enemies hit closer to the center of the blast
tldr: negative knockback lol
!feedback
lunar item idea;
Imbalanced Injection
Increase and decrease random stats by a random percent. (+12% damage, -9% speed, etc.)
Stats such as speed and health cannot be decreased past 1% as not to cause softlocks or kill you
!feedback
If a item fall off the map you instead gain a single scrap in return for your "luckiness"
!feedback
Allow Arrow Rain to scale with attack speed, could go the suppressive fire route of gaining more hits within the six second duration.
(as posted without the feedback tag and then deleted by @warm crater)
!feedback
Since
Scavengers are considered a boss monster (iirc) I believe they should get their own boss item
I have two ideas, both of which I feel would be very fitting and fun to play around with.
Mini Thqwibs
+ X% chance to activate 1 (+1 per stack) random on-kill effect(s) on hit.
Goodie Bag
+ Upon entering a new stage, gain 5/2/1 (based on rarity - 79%/20%/1%) items.
*** Stacking either increases the chances of getting a higher rarity items, or simply increases the number of items you get.
Both of these items are related to extremely iconic abilities of the scavenger. Since Scavengers only appear post-loop unless you get lucky on sundered grove it would be exceptionally rare to get this item without an early printer. Better make that
tricorn count!
!feedback
Ok so basically: Merchandise idea, gup plushies. Please I am begging
!feedback
!feedback
!feedback
Make it so when you get to over %100 minimum corruption as Void Fiend get some kind of symbol signifying your complete corruption by the void
!feedback the ability to generate seeds and create seeded runs outside trials
it would be nice to be able to share seeds of runs for races with friends etc or to expand upon the speedrunning scene
!feedback
Void Tesla Coil
Concept
Ruby Channel
Every 10 seconds, switch on and off a continuous piercing laser that deals 250% (+250% per stack) damage per second.
!feedback
a proposition on how to make Bens Raincoat good, but fair. 
currently, the items is not fun. it is regarded as a pointless red item to be avoided.
I propose that when you pick up the item, the player gets permanent lasting immunity to ONE GROUP of statuses, with additional stacks adding other groups (it should be impossible to accidently get the same immunity twice), as long as they possess the item.
the groups should be:
- Immunity to Slowness: 80% slow (ice), 50% slow (some enemies), Tar slow (50%), and 60% slow (chrono bobble)
- Immunity to Ensnarement: - Rex's entangle, Nullified, Heretic's lunar root, Ice elite's death effect.
- Immunity to Piercing: bleed, collapse, and deathmark
- Immunity to Flame: fire and ignition (and hellfire tink effects)
- Immunity to Pestilence: Malachite, poison, Rex's Weak, Blight, Beetlejuice (Beetle Queens)
- Immune Armour: armor reduction (scorpion), Pulverized (justice), Cripple (lunar).
all these immunities include potential item and character skills due to the possibility of enemies ALSO getting this item, or players having to fight their Umbra, adding some extra spice to the game.
ruin and expose are intentionally not accounted for since it would kind of break Merc and Heretic if an enemy as immune to them.
"fruiting" isn't much of a debuf so it's not worth including.
nothing should be immune to void fog.
in terms of implementation, this could be done by creating 6 separate items that exist in their own pool, and adding one to the players (or enemies) inventory when they receive a "bens raincoat". every time a bens raincoat is added to a players inventory, it checks to see what version is already there and picks a different variant of the pool to replace it; similar to how corrupted items work.
after the 6th stack, the raincoat should simply give 100 armor.
!feedback
I would be nice if void infestors don’t latch onto the squid polyp or Goobo Jr.
!feedback
Instead of thoroughly reworking Ben's Raincoat, we could (alongside the current effects):
- Add a small speed boost (since no Red items currently do that)
- (On activation) disable effects for elite enemies that were near the player during activation for the remainder of the cooldown, e.g.: blazing elites no longer burn, Celestine enemies no longer turn allies invisible, Malachite enemies stop spitting prickly bastards etc.
!feedback
broken thqwib generator
constantly throw 1 (+1 per stack) thqwib in a random direction (even behind you) every 1.5 seconds that activates 2 (+1 per stack) of your on-kill effects
!feedback
Tainted manual - Void 
marking enemies causes drones, polyps, turrets, ghosts and Gold boi (i can spell) to attack marked enemies and add +25% (+15% per stack) to minion damage
!feedback building upon this, perhaps each stack of backup mag would shoot another shot rapidly after the first one each time you pressed the trigger, kind of like burst fire. To stop this from becoming too strong perhaps every stack would give you more recoil on the following shot so you would have to control it if you wanted to make use of all the extra shots, which would reward skillful gameplay. I imagine this would also be very wacky and fun at high stacks and would fit well into the game :)
!feedback
Lunar Items and all related content (coins, interactables, hidden realms, except commencement), should be togglable just like Sotv content. Will help improving public lobby experience.
!feedback
i play a lot of mercenary so i'll list some frustrations i had in my 300 something hours of only mercenary 
• it is frustrating that red whip gets cancelled by ability casts that dont hit anything (other classes don't suffer from this)
• it is somewhat annoying that in later parts of a run it is nearly impossible to gauge utility distance. its very difficult to dash onto an enemy and immediately attack with M1 or M2. this kind of makes mercenary very fun early on and more frustrating the higher my attack speed goes. maybe this is skill issue but i'd rather it not scale dash distance at all.
everything else about this class rocks so hard. thanks
!feedback
actually check this channel once and awhile to see some idea that could help the game
Slightly different idea (I think) regarding
marksman backup mag
!feedback each stack of backup mag charges up at about 1 per half second while NOT scoped in. Then every stack of backup mag is shot out in quick succession after making your first scoped shot.
The exact speed of firing for this first volley would be: [base fire rate × number of charges saved]
!feedback
It’s dark matter
Become an aspect of the Void
Block incoming damage every 15s, seperated from Safer Spaces . Attacks have a 10% chance to apply the *Collaspe* effect on an enemy. Upon death, create a black, large Implosion that kills every enemies inside.
!feedback the fact that drones and allies can aggro onto the player if you damage them with artifact of chaos is all well and good, but can the aggro please not last an eternity (and in the case of the beetle guard, be its default state)? Its supremely annoying having your gunner drone ignore enemies and pick away at you for 10 mins because you accidentally hit it with a gasoline proc (and god forbid you pick up drone parts, GG)
!feedback
make aspects yellow items
(that are technically separate from other boss items so you can’t recycle into them (like ancient keys))
!feedback
Please remove Volcanic Egg (equipment) from possible effects from Bottled Chaos (red item)
Random Egg really disrupts the play in a really bad way. Bad Lunar-levels of bad.
!feedback
Give Squid Turrets Googley Eyes
!feedback
in lieu of the recent issue people have had with the jellyfish event on wetland, and for future problems that might arise similar, add a 8-10 minute timer where if the tp boss isnt damaged by anything it will just end the teleporter event as a failsafe
the timer has to be long enough to make it not a strat lol
!feedback make it so you can spend lunar coins before a game to start as heretic
!feedback
Let Tactical Dive grant a sharp defense increase for the duration of the move. Tactical Slide provides so much more utility for Commando that Dive feels pointless in his kit. This would allow it to support a more defensive play style compared to the aggressive one Slide encourages, while still requiring good timing like the first game.
!feedback
either fix Flamethrower's damage so it matches pre-DLC damage values or change the numbers in her skill description, as they are currently far from being correct
!feedback
New Lunar Item: Dusk Net
Increase gold gain, but reduce movement speed the more gold you have
!feedback Devastators should be immune to void implosions. As they are they’re a cakewalk since they only spawn with other void enemies, and since they’re huge they tend to get instakilled by a nearby reaver. Additionally, if they spawn as a teleporter boss, there are usually 2, and often kill eachother. Making them immune to the implosion would make them a lot less cheese able
!feedback
The fps limit should be a slider. This would be better for people with say something like a 75 Hz monitor and no way to cap the framerate accordingly without resorting to V-Sync.
I know it's not the most exciting suggestion, but it'd be nice to have a little more freedom.
!feedback
give us more lunar equipments. it's been way too long since we've had any new ones and the ones we have right now don't exactly make up for it even if i like me some spinel tonic or some helfire tincture once in a while
!feedback
Going off of this, bottled chaos needs to be closer to a red item and less like a lunar item.
One Idea to to divide the equipment into sections like normal items. Combat would have stuff like royal capacitor and preon accumulator, Utility would have stuff like radar scanner and jade elephant, and Healing would have stuff like remote caffinator, gnarled woodsprite, and foreign fruit. From this, if you had a damage equipment, the only effects that would activate would be damage effects. This would go for all categories as a way to sort of "control" what effects you get and increase the overall usefulness of bottled chaos.
!feedback give me the scavenger's equipment
!feedback
When using an equipment with bottled chaos, leave a message in chat stating which extra equipment(s) were used
as it currently works, its hard to utilise bottled chaos because you dont even know what it did
!feedback
nerf Blind Pest by reducing their damage to a reasonable level, BUT buff beetles by allowing them to lunge forward during their headbutt ability
!feedback
Have
Bottled Chaos display the equipment being activated by the item in place of or alongside the bottle outline that appears over the player's head. This should make it easier to tell what random equipment you're getting so you can plan accordingly.
!feedback
Remote caffeinator should be able to press down the buttons in abandoned aqueduct. Crazy that captain's pylons can, but the soda machine crashing onto the planet can't
!feedback
Make the lowest geyser in sky meadow more consistent, it seems to bump you up at random and often misses the high platform youre supposed to land on.
!feedback
A lot of people want to change
entirely, suggesting full reworks for the item. However, I think that Polyp just needs a fairly simple buff. Currently, Polyp can become very powerful and do all the work for you IF you stack it enough (after 4-5 stacks in my experience). With the addition of
you can create an entire army of Polyps whenever and wherever you want. While this synergy is funny and powerful, getting just 1 Polyp doesn't seem impactful at all in an average run unlike with most other greens. This is where my suggestion comes in.
Increase Squid Polyp's lifetime and base attack speed
This may not seem like that big of a buff at first, but this would accomplish 3 things
- Make Polyp's effect more noticeable at lower stacks
- Make Polyp more competent against Void Infestors (tho you should just prevent all allies from being infested in the first place)
- Make the Caffeinator synergy an option rather than a necessity
I may be a bit biased towards the current iteration of the item, but I don't think any drastic reworks are needed to make Polyp better
!feedback
With ~192 hours on captain, I'd like to see some qol changes to his kit to make it more "nice" to work with.
Take everything with a grain of salt
-
Let captain use orbitals anywhere
Dev thoughts 27 gives some insight why the captain can't use his orbitals in certain areas. But that doesn't change how bad it feels gameplay-wise.
If "lore friendly" is a priority, Instead of disabling the ability entirely, suppose instead that it starts on a 60-second cooldown while the ship "searches" for their position before giving access to the abilities. Perhaps the ship uses experimental void tech to make the deliveries? That will surely not cause any issues in the future -
Make taser more useful
Aside from locking down a target and call an air strike onto them, this ability feels pretty lackluster since it does very little damage on its own, and can only lock down 1-2 targets at a time. In addition, with the beacons/orbitals being disabled in certain areas, it feels like the captain ends up losing 75% of his kit at times. If we don't want to change the shocking mechanic, a small change could be to increase the AOE radius of the taser to 8-13m and damage from 100% -> 400% -
Diablo Strike
Remove friendly-fire damage to other players. Watching randoms dash into the big red circle of death stopped being funny after being flamed. Also remove damage fall-off from this ability, and/or make the radius bigger. Buffs aren't necessary, 40000% to everything in the area is expected, not just half the radius
a) attack speed reduces time to impact -
Make Beacons Temporary independent Cooldown
Can be alternate skill
Simulacrum with 2 permanent beacons is rough
a) 2x beacon range
b) can call any beacon (m1, m2, shft, r)
!feedback Maybe void enemies could spawn naturally after loops or on stages that had void seeds? I feel like they aren’t as common as they should be. If devastators could spawn naturally as a boss I think it’d make zoea easier to get too
!feedback to fix the voidtouched squidpolyp problem, I think void cradles just shouldn't spawn a turret.
!feedback
As of right now, Gesture Of The Drowned is a broken lunar with a downside that isn’t really a downside or is a situational downside. So I would like to suggest a potential rework to this item that still works with the idea of an equipment cooldown but gives a proper risk and reward to the item:
Your Equipment is automatically activated… but your cooldown is reduced or increased by -25% to +25% (25% hyperbolic per stack)
So if an equipment typically has a cooldown of 100 seconds, the cooldown can be anywhere from 75 seconds to 125 seconds. The values can definitely be changed to what is deemed more fit
!feedback Item Idea
Rarity: Red
Name: Strange Moldy Bread
Description: Every fungus you pick up will have twice the effect
!feedback Equipment Idea
Space Milk
Spawn a ghost parent resembling a father figure
knuckles that deal contact damage?
!feedback
!feedback Suggestion
Crossplat
It would be fun to play ror2 with friends on playstation and xbox (if the game does exist on those platforms). Ik this mightve been already suggested but it would be nice tho
!feedback
make
delete larvae
!feedback
It'd be neat if Microbots was somehow obtainable midrun as a normal item drop, maybe at a reduced rate if it's possible. There could be some kind of challenge to unlock it, like reaching a certain stage in time to activate something as Captain
!feedback
Make pocket icbm affect all explosive projectiles instead of just missiles
!feedback
Please make cryocharges icon-thingy match the rest
Edit; probably should of specified in color
!feedback
Huntress ideas:
- give her a single target secondary
2)Rework arrow rain to scale off attack speed and a slightly higher proc coefficient (this was stated earlier, but im too lazy to find it so I can’t take credit for this idea) - potentially buff her base move speed from 7 to 9 to make her more agile to combat her lack of health. This might sound broken, but considering Merc’s base double jump and Heretic’s higher base speed, this is actually quite reasonable as Huntress arguably needs more speed than birb
Just a few ideas, take them or leave them, but as it stands, I think Huntress is down bad…and she’s my fav character and I hate to see her this out classed…
!feedback voidtouched allies like squid polyp should have their projectile speed slightly nerfed so it isnt a death sentence for them to get corrupted if you aren't paying attention.
!feedback
A small bottled chaos change, so people complain about it less. Make it only activate damage equipments while in combat, healing equipments while on low hp and utility equipments (all of the movement ones, radar, scrapper, etc) while out of combat and not on low hp
me want a dwarf miner!!
rock and stone?
rock and stone.
To the bone
!feedback
Collapse is terrifying on enemies, everyone knows it, most of us hate it. Voidtouched elites can often act similarly to malachite enemies in practice, in that getting hit by one is a virtual death sentence. Therefore, I think a reasonable way to balance them out without completely getting rid of the "tense and exciting moments they create" as I'm sure the devs would put it, would be to remove collapse from voidtouched enemies only for the first loop. Given that voidtouched elites can hold similar power to a tier 2 elite in many regards, I think this would go a long way into making them feel more fair. A blind pest being able to two-shot your health bar makes a lot more sense on stage 6 than stage 2.
!feedback
Add an alternative misc to the Void Fiend that when reaching maximum corruption makes them into a more defensive version of the base form rather than offensive
!feedback
make monster collapse non-lethal above 25% hp. if *applied under 25% hp it kills
!feedback
Make Pocket ICBM
give you a 10% chance to fire out a Missile. And if you get an AtG
, the chance will become 11% (10% + 10% x 1/10)
!feedback
Artifact of Consecration
Start the run with a random Elite Equipment. No Equipment Chests/Drops spawn.
!feedback
If you pick up the equipment that lets you get a gold item from bosses by 1 shotting them, and you have Fuel Cells, You should be able to use that item again. you can make it so it has no recharge time for the other charges so it'd balance right?
!feedback can we get keyboard and mouse accessibility on Xbox? I loved the game on PC and I think all Xbox users would enjoy the ability to play the game as it was created!
me want dwarf miner!!!!!!!
!feedback this isnt a suggestion i just made a cool remix 🙂
!feedback yes i want it
!feedback blind pests seriously need a nerf or just to be removed, they do an ungodly amount of damage and they are impossible to hit especially if you are melee their sporadic moment mixed with their above average health just makes them such a pain not to mention their tendency to appear in giant packs during bossfights.
!feedback
Rework Ben's Raincoat to function as its original incarnation for the majority of Elite effects (Malachite, Burn, Freeze), while retaining its current functionality for Collapse.
!feedback
I think collapse needs a rework. It should not be a ticking time bomb that when applied just does damage and kills. Overloading enemies already do that. Honestly, each elite enemy type has their gimmick: Overloading is shield and sticky bombs, malachite cancels healing, glacial slows, etc. The fact that Voidtouched enemies are basically Overloading enemies that have a safer spaces is kind of dumb. Addtionally, it seems like the community as a whole is rather unsatisfied with how OP collapse it on enemies.
What I think collapse should do is be similar to bleed, however it is a DOT that does X% of the damage that applied the collapse instead of a percent of the character's base damage. Additionally, it cannot stack, however hitting the enemy again refreshes the collapse. If the damage done when refreshing collapse is higher than the initial damage when applying collapse, it does a DOT of the higher damage attack.
!feedback
Give commando default double jump
!feedback
fragile vest of haste. (lunar item)
multiply your total movespeed by 1.25 +0.25 per stack (the upside scaleing is linear), but reduce the damage reduction gained from armor by 35% per stack (the downside starts linear but then scales hyperbolicly with extra stacks)
!feedback
A breakable lunar item in the same vein as
&
. Something only positive by default, but something only negative when broken.
Example: Not Broken: Boost speed and armor --> Broken: Reduce speed and armor. Breaks at 25% hp like all the rest.
This does not need to be its effect. This is just to get the idea across.
!feedback
Please make Lunar Equipment Helfire Tincture (
) damage the character, but can't drain the last 1% of health (couldn't kill the character). Then the stronger damage dealt to the character from the Ignition Tank (
) item would work better and not just kill the character.
At this moment: If character has a large amount (3-6) of Ignition Tank (
) or Lunar item Transcendence (
) with Ignition Tank, then he will definitely not be able to regenerate his health in time and will be killed when using Helfire Tincture (
).
!feedback
Change magma worm knockback to be a consistent 45 degree angle (upwards)
It is incredibly frustrating to take tremendous amounts of fall damage by being shoved directly into the ground, simply because a worm decided to punt you at a specific angle.
!feedback
Green Item Idea: Battering Ram
Hitting an enemy causes them to be knocked back by X meters (+Y meters). Works on all enemies.
Obviously they could get pretty insane, but it seems like a good form of crowd control that is more interesting than regular AOE or stuns.
!feedback
Make happy mask passively execute non-boss enemies below 10% max HP. This would make it slightly less bad and fit with the theme of killing to create ghosts.
Edited to be non boss as mostly regular enemies are used for ghosts, so the execute should work for them only.
!feedback
item idea (idk the name)
causes a small explosion on contact with an enemy. (when hitboxes contact each other) stacking increases damage done by the explosion
!feedback
Huntress is (DEBATABLY) the worst character in the game currently, and the fact that about half of her unlocks have no use whatsoever doesn't help.
These are some potential reworks so that you don't always have to use ballista triple blink all the time in order to have fun and win.
Flurry: Fine for the most part, but it could be nice if you get a small increase to base crit chance, about 5% when used so that you aren't completely reliant on rng to help you.
Arrow Rain: First thing, allow the ability to be placed on flying enemies like captains orbital strike. Next, decrease the damage from 330% to 270-285% but make the damage per second scale with attack speed similarly to arti's flamethrower rework. This would make it worse than Ballista for high burst damage, but could scale much better for later runs once you get more potential attack speed.
Blink: Reduce the cooldown by one second so that it is equal to the cooldown of three mini-blinks.
le bump
!feedback elite aspects could get a cosmetic equipment effect, like a sound effect, or something similar to
. This way they get some synergy with equipment items, and might be worth taking
!feedback
add a rare chance (like, 0.001%) when loading into a game for your character to be tiny (like 1/3 of their normal size)
i think it'd be quite funny to load into a random game and be playing as a tiny acrid 
this would of course make runs that it happens on a cakewalk due to the smaller hitbox, but it'll barely ever occur so i don't think it could be used as a free win strat (unless you're incredibly dedicated)
!feedback
voidlings legs should have hitboxes
!feedback
Void Item: Charred Patty
On entering a new stage, gain 3 (+1) stacks of Fruiting. Enemy DIRECTIVE: Harvest projectiles are shot down 5 (+5) times per second. Shooting down an enemy DIRECTIVE: Harvest projectile increases movement speed by 42.06% (+9% on Wednesdays), fading over 1 (+0.5) seconds. Each stack of Fruiting grants 5 (scales randomly) armor while there is exactly 10 (scales randomly) enemies on the screen. Cheat death. Dying consumes 1 stack of Fruiting and drops 25% (+f⁽ⁿ⁾(1)%, f(x) = e^1.1x, n increases by 1 per stack) of your items that are not Overcooked Patty or Empty Bottle (scales with player count, unless any player is playing Huntress). If one of the items dropped is Dio's Best Friend, Power Elixir, Tougher Times, Safer Spaces, or Pluripotent Larva, multiply your current gold by 1.06 (x1 per stack). All dropped items are converted into Charred Fruits, which can only be picked up by enemies and grant the enemy the containing item, unless the enemy who picked up the Charred Fruit is Gip (-0 per hour). Killing an enemy who has the Ifrit's Distinction, Her Biting Embrace, Spectral Circlet, or Remote Caffeinator equipment has a chance to spawn a ghost ally Voidling, which lasts for 2 (+1 (-20% per stack, compound) per stack) seconds. Hitting an enemy with the Seasoning debuff applies Ignite (scales) and removes all existing stacks of Seasoning. Grants immunity to Seasoning. If upon picking up the item, your base health is 110 and increases at a rate of 33 per level, your base damage is 12 and increases at a rate of 2.4 per level, your base movement speed is 7 m/s, and you have equipped your alternate special ability, spawn a Void Devastator with 128 Shaped Glass at your position every 5 (-10% per stack, compound, minimum 1) seconds, unless your equipment is The Crowdfunder. Using a Delicate Watch printer with no Item Scrap, White, makes all attacks apply Blight and Poison for the next 10 (+5) seconds. Corrupts all Unseasoned Patties.
!feedback
currently there is a negative incentive to taking the frog portal to the voidling fight. forfeit the 10 coins you would have gotten for escaping the planet, spend another 10 for the frog, and your reward for killing it is.....only refunding the 10 you spent on the frog. so even if you win you still loose 10 coins with no other benefit. not even a special benefit like an achievement or 3rd skin for your survivor.
so heres my solution:
make the frog drop a lunar item when he spawns the portal called "gaze of the frog". while holding it, voidling grants 30 coins on death. why 30?
- 10 for not taking the shuttle
- 10 for a refund of what you gave the frog
- 10 as a reward for fighting the boss
imo it should be gamble. fight it for a chance of an extra 10 coins but at the cost of loosing out on your mithrix winnings and what you paid froggy, or take the shuttle and keep what you got. make this a concious choice the player has to make, just like any choice the player might make throughout the run regarding how much time to spend on looting, what items to take from a multi-shop, what equipment to use, weather to take that shiny red item in the lunar bazar, etc. make the player decide if the chance of an extra 10 coins is worth loosing out on 20 coins if they die.
alternatively gaze of the frog could make it drop 40 to act as a "double or nothing" gamble. spending 20 for a chance of 10 might seem like a poor choice to some players, but you guys are the ones balancing the game, not me 🙃
!feedback
make petting the
free
this but for 1 stage
!feedback
make it so blind pests aren't so hot 😩 😩 😩
🤨 😟
!feedback
Move squid polyp from damage to utility
!feedback
Upon reaching the end of eccentric vase, a reasonable damage AOE explosion occurs. So it can be used to enter fights.
!feedback
Make N'kuhana's Opinion show skulls as a buff, like Shurikens.
It'd clear up how the item works while also showing players if enemies have Nkuhana's up.
!feedback
Now that we have Blue 💙 Crab 🦀 allies from Zoea, don't forget to also make Zoea itself
blue as well!
We don't want the baby crab to be left out :c
!feedback Remove Unstable Tesla Coil from the Void Fields as a possible item for the enemies. It's basically a death sentence if it shows up, resulting in either you dying from staying around to maybe win (but most likely dying in the process) or you leaving early to try to preserve the run. It's really unfair when you get swarmed by dozens of small guys and get deleted instantly from 9 different directions, but that's my two cents on the matter.
!feedback
Please, please, please either make it so that
either cant be void
infested are rework how squid work when they are.
As it stands, squid shoot fast, and have significantly faster projectile speed then any enemy in the game. I just had a squid give me 8 stacks of collapse in moments before I realized what was happening. its not fun and its not cool and makes squid into one of the worst items in the game as it just ends a run unless you kill it fast enough or run away fast enough.
!feedback
Bottled Chaos
should be a Lunar item.
!feedback
Blacklist volcanic egg from Bottled Chaos
!feedback
defense nucleus rework bc it's pretty useless and underwhelming right now
taking massive damage (more than 25% max hp over 1.5 seconds) spawns 6 stronger allied alpha constructs in a general area around you. recharges in 20 seconds (-25% per stack)
!feedback
When someone has a lightflux pauldron, please make the sounds of their attacks also get slowed according to their attack speed e.g. if they have 50% attack speed their sounds are 50% slower (and deeper pitched) just for the funnies
!feedback
Stage idea
I had a dream last night that RoR2 had a huge new stage on a big damaged spaceship that was in close orbit over the planet. The stage was split into 5 sections where there were small teleport terminals in each area that coupd be used to go place to place.
Area 1 was Hanger Bay C and it was a big hanger area with a few small ships in it and a forcefield screen.
Area 2 was Springleaves Garden and it was a huge, beautiful garden that had trees and flowers all over in a fun configuration with lots of shallow streams of crystal clear water separating them.
Area 3 was Emergency Hull Maintenance and it was out on thw hull of the ship where you can see a huge gash that leads down into a cargo bay with lots of rooms with chests in them, and a locked door that could only be opened if you found and killed The Janitor, which was a non-hostile mob guy that spawns in a random part of the ship and just hangs out in the background and drops a keyring that opens the locked room in that has a legendary chest spawned in for each player on the stage.
Area 4 is Navigation Bridge where you find the navigation room and get a viewfinder screen that shows different parts of the planet and different enemy schematics. It is a non combat area where a stage specific boss enemy spawns. Once you defeat him, you can teleport down to the planet surface underneath the ship, but you will be unable to re-enter the ship.
Area 5 is Lonely Hamlet, a collection of light brown stone ruins in a forest of sparse, giant trees. A river flows through the hamlet, and this area is where the Stage Teleporter always spawns.
In my dream, the terminals had a menu where you could choose which ship area you wanted to go to, and it showed you which players were in each area. For some reason in my dream there were 5 players and 2 of them were unfamiliar. It said that Martial Artist was in the garden, and Shepherd was in the hull maintenance area. Which sound like intriguing classes to me lol
!feedback Crowd Funder is able to hit your character at certain angles, wasting shots. Crowd Funder’s bullets should go through your character, since wasting shots on yourself because of camera angles is a bit stupid
!feedback
Gesture of the drowned
when used with the crowdfunder
should reduce the cost of using it since there is no cooldown.
This gives some incentive to take gesture with crowdfunder, even if it is forced into permanent uptime, and really wouldn't be that strong since late game money is already abundant.
!feedback
Have
reduce the time it takes for
to reach max fire rate.
!feedback
Whenever a Void Infestor infects an entity, make it go through a brief, flashy transformation in which they are unable to move an attack, like Void Fiend's. This should allow people to react to them properly without needing to remove one of the main downsides to interacting with the infestors.
!feedback
i love rex but ive never felt incentivized to play any further than stage 1 with his robot abilities
change Directive:Disperse to be much bigger than Bramble Volley
change Directive:Harvest to have 400% instead of 330% and have the Slayer modifier
and if you're so inclined, maybe give Directive:Drill some method of innate lifesteal, maybe against weakened targets to promote use of Disperse
!feedback
Either Beads of Fealty or a new Lunar should power up Mithrix's phase 4, with a reward of 15-20 Lunar Coins if you beat him. It'd be a good way of keeping him on par with the endgame of the DLC, especially if DLC #2's final boss is another super hard fight. The item steal should stay but with modifications to prevent it from being too bullshit (e.g. items don't have any effect, or items are returned twice as fast)
!feedback
Narrow the power gap between survivors (hear me out).
I understand from the latest QnA with Duncan and Paul that the developers believe survivors should be naturally somewhat unbalanced - for example, you can play as the Commando when looking for a challenge but if you prefer to feel overpowered, you can play as the Loader. However, I believe survivors should differ in playstyle, not difficulty. That's what the difficulty settings are for. Some players, like me, find themselves playing harder survivors like Commando almost exclusively because the other survivors are simply not enough of a challenge to be engaging, despite wanting to explore the different playstyles they offer.
I'm not saying Commando should become stronger - on the contrary, I believe some of the other survivors should shift a bit towards his level of difficulty. This doesn't mean every single survivor should be equally viable, I just think that, in the current state of the game, some survivors are just a bit too powerful for some of us to enjoy. Thus, I believe the diversity in power levels should remain, just narrowed a little.
!feedback
For the Railgunner, make the Ocular HUD change her scope's UI or crosshairs to look like the item. I think it would be neat
!feedback "Narrow the power gap between survivors (hear me out).
I understand from the latest QnA with Duncan and Paul that the developers believe survivors should be naturally somewhat unbalanced - for example, you can play as the Commando when looking for a challenge but if you prefer to feel overpowered, you can play as the Loader. However, I believe survivors should differ in playstyle, not difficulty. That's what the difficulty settings are for. Some players, like me, find themselves playing harder survivors like Commando almost exclusively because the other survivors are simply not enough of a challenge to be engaging, despite wanting to explore the different playstyles they offer.
I'm not saying Commando should become stronger - on the contrary, I believe some of the other survivors should shift a bit towards his level of difficulty. This doesn't mean every single survivor should be equally viable, I just think that, in the current state of the game, some survivors are just a bit too powerful for some of us to enjoy. Thus, I believe the diversity in power levels should remain, just narrowed a little." from don sancho
Dyno i am going to kill you
!feedback
!feedback
tfw lunar coins push abandoned aqueduct buttons but not remote caffeinator
!feedback
!feedback
!feedback My idea is probably been said before but i wanted to ask see if maybe others feel the same " some players like to loop more than 2 or 3 times and i would love to see more maps be added to the current pool that are only accessible once you've hit a certain loop. Nothing crazy or special but it would be amazing if i looped 5 times and saw a never before seen map, So maybe like Loop 5 10 15 ect for thoes dedicated to keep going and not Celestial Portal .
!feedback
Alternative to the above suggestion, what if maps visually changed with loops, had some extra details since you're practically destroying the entire ecosystem of a planet, and also getting searched and nearly destroyed by Void Reavers?
!feedback
weather and day/night cycle
!feedback
Have Commencement get darker and redder as you progress through Eclipse, reflecting the stages of a Lunar Eclipse, until Eclipse 8 where it reaches it's reddest point. You could also potentially have this effect appear the more you loop.
Purely a visual change, but I think it would make Eclipse Mithrix feel even more threatening without actually changing the gameplay.
!feedback
An item that boosts all electric attacks similar to the ignition tank? there's more electric/lightning items than fire items.
!feedback
Have it so that when a player picks up an artifact in a run, they can take that artifact with them throughout the rest of the run. It would incentivize more people to do it, even after collecting an artifact the first time. And in the times people do it to farm sacrifice, they don't stay there for 10-20 minutes (sometimes more), rather they can quickly pick it up and take it with them through the rest of the run.
!feedback
give clay apothecaries a passive walking animation, or at least one that always works. i've seen apothecaries sliding around the ground several times now, but i've also seen them walking around like they should.
!feedback
[Lunar Coins]
Lunar items is nice, well most of em (looks at :L_Corpse bloom: ), but way of getting them is terrible since it forces to grind, some people don't like system that much so they choose to cheat count.
So what i'm suggest: If happened Lunar Coin drop, this also works as ticket to have any lunar item for free until run ends along with +1 to counter. Of course this not entirely fix problem, but mitigate annoyance. Per run usually drops up to 3 = 3 items, if player want go beyond - then there uses own coins.
|| Maybe this ticket also may work on reroll machine, dunno. ||
!feedback
Have Benthic Bloom prioritise items based on how many duplicates of it are being carried (i.e: higher stacked items are prioritised for upgrading first)
Benthic Bloom is a really interesting new void item that can be really fun to play around with, but arguably outside of meme runs it's not really worth taking over the 57 Leaf Clover it replaces. imo this change while not buffing it up to the bonkers power level of 57LC would at least make it feel a bit more consistent in effectiveness in regular gameplay and give some opportunity to play around it's effect in more interesting ways.
!feedback
1/500 chance for Bandit alt skin to swing/throw a hammer instead of a knife (purely visual obviously)
!feedback
Abyssal Hoof
Legendary item
(Looks like a red, demonic goat hoof, goes on the left leg so you have 2 hooves with goat hoof and abyssal hoof)
Gain 50% (+50% per stack) Movement Speed. Sprinting surrounds you in a burning aura, dealing x% damage (+x% per stack) and Ignites that grows larger the faster you are moving.
!feedback
i think i can represent everyone when i say having more alt loadouts for already existing survivors would be nice, and give a good reason to play ones you dont like too much
!feedback
You get +10 extra lunar coins for each modifier 
!feedback
!feedback Allow Captain to use beacons and more in void and other hidden realms. The game will not lose something and most likely be even more fun.
!feedback Have the chance for a purple portal spawning on the teleporter increase every stage. When a purple portal spawns, reset the chance.
The purpose of this is to have a more consistent way of reaching Void Locus that isn't going through void fields, which can be tedious late-game, and is also a path you can be locked out of if you do void fields early on in a run.
(Additionally, you could have the chance increase +1% faster for each held void item)
!feedback
Make Aegis convert healing to barrier with a 1:1 ratio rather than a 2:1 ratio.
!feedback
This but the other way around, it takes the lower stacks first so you don’t immediately lose all of you important stats like attack and movement speed
!feedback
Should be able to use mouse and keyboard on console edition
!feedback can you have more melee survivors I don’t like how every melee survivor is either your a weeb or you suck or not actually melee. But maybe it’s just because my friend group hates my favorites
!feedback
give bandit a like 1/10000 chance to be wearing an overly long top hat when he spawns in
!feedback
Give Power-Saw agile, you can already sprint while using it so sprinting being cancelled when used feels off.
!feedback
Make huntress's lock-on better. If that's too vague, at least make it so she doesn't target grovetender wisp projectiles
!feedback
Have items that reduce cooldown also affect item cooldowns (not equipment). For example, purity reduces Runald's/Kjaro's Bands cooldowns by 2, Alien Head reduces it by however much it does. Although there may be exceptions with items such as Safer Spaces to make it so you don't become essentially invulnerable.
!feedback
give Laser Glaive agile for the same reason, and also because huntress
!feedback Give Bandit a molotov as another alt ability like in Risk of Rain 1
!feedback give rex an rpg
!feedback
Also with Nano Bomb and Ice Spear
!feedback just put agile on every character
!feedback aspects should give you their damage & health buffs or at least to a degree. The aspects feel lacking in their current state with being super rare and worse than many normal equipments
!feedback Make TR-12 Gauss Auto-Turrets' main attack agile 
!feedback Make the TR-85 Carbonizer Turrets agile on their attacks 
!feedback I think Tesla should do reduced damage to players, I get that it’s a strong legendary but it’s an instant run ender in the void field or simulacrum with 0 counter play or skill expression to overcome
!feedback add Woolie as a playable character
!feedback
Make it so that if huntress pings an enemy, the Lock-on will instantly switch to that enemy.
!feedback
Make mobile turrets able to jump to clear gaps and while in combat. This would help them traverse maps more easily and use wax quail to keep up with the engineer.
!feedback Blind Pests need some form of a nerf, the damage they deal from such a distance while also being able to fly makes them easily the most dangerous enemy in the game, and it sucks to spawn on a stage with pests early game, and just getting instantly removed from the game. For example, having a group of 5 wisps shoot you in the face early in a run will chunk you for sure, but you can live if you can run away from them long enough. With pests, you die so hard you go into the negatives and back.
!feedback I like the Heretic, but I would like them to be a playable character selectable from the character screen, I understand they have negative health regen but I did have an idea I thought to circumvent this.
The Husk:
An incomplete version of The Heretic as a survivor, she is hollow and without her power, she has nerfed powers of The Heretic but when she gets the Heretics items she transforms back, however to make it not so busted maybe make it nerfed slightly compared to a normal survivor turning into a heretic, like The Husk to Heretic gets the powers but gets half of a stat boost while Commando to Husk gets the full stat boost. I love the Heretic, but I feel like she should be known more as it is entirely possible for people who avoid moon items to never run into her
!feedback
Make resonance disk and any other auto-target attacking item (i.e tesla coil) not target the N E W T until you attack it manually
!feedback
Void
concept:
Chilling Vengeance: after landing 5 hits on an enemy, freeze them.
The freeze effect is what you'd expect. Unable to do anything and an instakill threshold for a few seconds.
The 5 hits is just a suggestion. It can be whatever works out best.
Visually, this would be like a frozen ice pickaxe.
!feedback
Void Aegis
Build up barrier while not healing
shouldn't be super fast, but enough barrier per second to make it actually build up and no what you see with 3 wunguses
!feedback
Void Razorwire concept
Shellstrip: Taking damage shoots out large clumps of spiked void shells in random directions around you, when they land, they shatter and create an area of effect zone that rapidly slows and damages enemies.
Stacks would increase the amount of shells launched when hit by one per stack.
This item would be not as accurate as Razorwire, but if an enemy gets stuck in one of the shell zones, they will take significantly more damage than a normal razorwire proc.
it would also be the spiritual successor to a certain beloved ror1 item

!feedback let us get rid of broken items with a scrapper, it obviously wouldn’t give us a scrap but would just clear the item bar
!feedback A great balance to the Void Item obtainment would be a split between a Chance Shrine and a printer. My thought is that the cost of getting a void item is way too low for the power you get from it. 50% health? When I can just insta heal from that… too easy.
This new method would have you throw a random item W:60% / G:30% / R:10% into the void pool, and get a chance of it returning a void item equal to the item given. e.i. If it takes a green you get a green void item. It can take any item not just ones with void counterparts. The chances of getting a void is the same as a chance shrine. However you’ll only get one item per pool.
!feedback
the most troublesome enemies and bosses, and what should be changed about them
!feedback
Give mercenary the health regen of a melee character, and not that of a ranged character. I can understand that he's supposed to be a glass cannon and thus doesn't have the hp stats of a melee character (loader and acrid), but given he's less of a cannon than loader, it'd be nice to at least have decent regen.
!feedback
Fix Character Descriptions
There are some survivors with extremely inaccurate descriptions, and I think that they need to be fixed given changes to them to properly represent how they perform in game. Here are the ones that need changes:
Huntress: "The Huntress is an extremely mobile but fragile survivor with a high damage output."
This is actively not true. Yes, she is extremely mobile, however her damage output is very, very low, and tends to underperform compared to most other characters. Either buff her damage output or adjust her description.
Bandit: "The Bandit is high-skill combo character that can dish out devastation backstabs while weaving in and out of stealth."
Bandit is not high skilled, and is actually one of the easiest survivors to play.
Engineer: "The Engineer is a unique class that requires planning and positioning to be successful."
Engineer requires almost no planning. That's his thing. Plop down your turrets and let them do the rest. All you got to do is dodge or place down your bubble shield.
Loader: "The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment."
This is also not true. Loader is not slow and in fact has the best mobility in the game. It is extremely inaccurate against her playstyle, and often times she is swinging around the map like Spiderman and is significantly ahead of everyone else.
Tougher Times plushie to be sold.
!feedback (also safer spaces)
!feedback (also dio's best friend and Pluripotent Larva)
!feedback
Remove Needletick
!idea give rex a passive that would align with plant based items (i.e. fungus, 57 leaf clover, lepton daisy, etc.), giving him a bonus to a stat perstack based on rarity, amount or sumthing
!feedback
!feedback
When Merc uses his dashes or eviscerate, SAFER SPACES is used even though he's invincible.
SAFER SPACES should not be used when Merc is invincible.
!feedback
Allow for more sources of Lunar Coins passively throughout gameplay? Currently it does feel either pure RNG from random enemy drops, or feast-or-famine from completing a run; it might be interesting to have some ways to snag a few extra throughout a run (e.g: clearing all enemies in a Shrine of Combat could cause the shrine to spawn a Lunar Coin, or defeating all teleporter bosses when at least one Shrine of the Mountain is active could spawn a Lunar Coin).
!feedback
Make artificer’s flamethrower agile
!feedback
Rework Ben’s Raincoat
and make the current version into an alternate captain passive.
!feedback
Red Whip's mobility bonus shouldn't be cancelled after using a skill, if that skill has the Agile trait. Currently Red Whip is a decently strong item but very, very niche which dampens it's appeal for an uncommon item. Since Agile skills are meant to be used on the move as is I don't see why not to let Red Whip stay active in these cases.
!feedback
open #top-feedback-archive
!feedback
Upon beating eclipse 8 with a survivor, add the option to display items with the lunar shards mithrix has instead of their normal models.
!feedback more skins!
Here's some ideas:
(cosmetic only)
-
Elite | Appear as your elite variation | Earn by finding an elite aspect with that character
[This should be a great long term replay value like shiny Pokèmon hunting] -
Void | Appear as a void version | Defeat Void Devastator on Monsoon

-
Ghost | An ethereal appearance | Find unique drop on Halloween
-
Santa Hat | Now you have a hat! | Find unique drop on Christmas
!feedback
Change Lepton Daisy to proc on a set timer based on how long it takes to complete the given holdout event.
For example, the teleporter takes 90 seconds to charge, 1 lepton daisy will proc the nova every 45 seconds.
Pillar of Design takes 30 seconds to charge, 1 lepton daisy will proc the nova every 15 seconds.
This is primarily to make Lepton Daisy useful when you're stuck at 99% teleporter charge trying to kill the boss.
!feedback Void Fiend
main attack can target friendlies making bot able to body block your shots.
!feedback
Just like with reds, add an unique sound effect for dropped lunar items, primarily because that makes it less likely for accidents to happen while using 
!feedback combine fresh meat and bison steaks abilitys
!feedback
Make it so that we can revive our fallen friends.
Or at least make a red item that functions the same
!feedback when you have wake of vultures and kill a void elite enemy, it should allow you to be able to go into the void seed area without taking damage
!feedback
An idea to stop the issue of a player dying on one stage and being severely far behind for the rest of the run by just repeatedly dying:
For the next 3 stages after a player dies, that player will get 50% damage reduction, then 30% damage reduction, and then 10% damage reduction. this would allow for the player to have enough of a small advantage to successfully collect items and get to the same level as the players that have not died. This effect would only apply if the player had gathered 3 items or less on the stage they died on.
!feedback
I still cannot believe how people were so upset about
being "boring" or "too strong" and managed to get it changed and a whole new buff icon was added for it, BUT no one is talking about the very common scenario of getting
or
and having them do NOTHING?
Why don't both of them have a small chance for an effect to happen on their own so that they're not completely useless until you get:
- Gasoline, molotov, fire aspect, wake of vultures or playing artificer for Ignition Tank
- ATG/Plasma Shrimp, Disposable Missile Launcher, Fireworks or playing Engineer with harpoons for Pocket ICBM.
They both need a x% chance to apply ignite/fire off a missile for X% base damage.
And just like
and
the small chance and the effect would not stack beyond the first stack. Similar to how those 3 grant a 5% crit chance only on the first stack.
Here's an idea
Don't suck:,
!feedback
With some fine-tuning, the old animation of mithrix sitting on his throne and turning to look at you when he spawns is way more badass than him randomly coming out of a bubble.
!feedback
We need more void items
Tattered rain coat, going with the theme of the void items it would be a manta ray or something that would look similar to a cloak.
Rarity:red
Void bens rain coat
Blocks all attacks that apply debuffs, and cleanses all debuffs that would be applied to you. It has a 25% chance to hurt you when it cleanses a debuff or blocks an attack but it can only activate once per time you would be hit. The amount of damage it deals you is equal to 25% of your max health but this scales down similarly to how tougher times or alien head scales, first stack scales down by 5% and then it does the same kind of scaling as mentioned before the more copies you get. This is now a sort of opposite version of the normal copy like most void items are, dealing damage instead of granting barrier and blocking all debuffs instead of the confirmed one.
!feedback
I'd like the next DLC to have a few more new characters. Maybe another melee character that's a martial artist. A necromancer/summoner type character would also be fun. Of course I wanna see HAN-D and Chef come back too.
!feedback
add option to seduce mithrix instead of fighting him
!feedback
Adding a UI element to Void Fiend's secondary ability that shows when it's fully charged. Sort of like how Artificer's nano bombs make the reticles in the HUD get bigger until the ability is fully charged.
!feedback
New lunar Idea: ** Swelling Splinterplate**
Gain armor when not taking damage but... Lose armor when taking damage.
- 1(+1) armor gained per second. X(+X) armor lost per hit
- there is no limit for how much you gain/lose
!feedback
Random void item idea: endless ammo box
"Defeating the teleporter boss grant you a buff that reduces skill cool down to 0 to skills and grants 30% movement and Regen rate (+30% per stack)
How about if you're gonna expand on the void where you can go in and out through out a run (not talking about void fields) within the void you can find broken lunar chimera that you can repair with lunar coins.
!feedback
!feedback
Buff to Ignition tank: Grants a chance to ignite enemies on hit (5ish% chance or something).
!feedback
spiked gloves (void razorwire)
deal x per stack damage per second when making contact with enemies or hitting enemies with melee skills (eg acrid m1, merc m2 or mul-t utility), corruptes all razorwire.
!feedback
Vulkan support, being unity based the game could support without huge problems.
Why vulkan?
- Vulkan provides better performance, specially for AMD cards and lower spec gamers
- Vulkan allows for better compatibility on SteamDeck (ditches the translation work of DxVk)
- Vulkan behaves better when alt-tabbing and provides "desktop friendly" Fullscreen mode.
- should handle stages with lot of enemies without hiccup's
Ps;
Initializing using unity's vulkan startup option results in error
!feedback
Slicing Wind's expose proc doesn't appear on enemies after every other expose proc.
It should appear every single proc.
!feedback
Currently, there are only a select few equipments that are actually worth using, with all others being either too situational, buggy, or just not useful in general.
Remote Caffenator: Foreign Fruit outclasses the vending machine in almost every regard, as you don't need to wait for the healing, you don't need to catch the soda when it pops out, and most importantly, it's free! I feel that the vending machine should not be focused on healing, but rather what people use it for in the first place; activating fireworks and polyps. I suggest that the vending machine should function as normal, but if the machine runs out of soda to give, it should self destruct, dealing massive damage, and also proccing squid polyp and fireworks an extra time.
Volcanic Egg: First off, fix the visual bug, it's really annoying. Then, bump up the damage the detonation does by a lot, and make it ignite targets as well. This will make the Egg a good offensive equipment, instead of how it is currently treated; as a buggy movement tool.
Preon Accumulator: The cooldown is not worth the effect at all, especially when things like Royal Capacitor exists, with comparable damage, and a significantly shorter cooldown. Make the cooldown shorter by about 15-20 seconds, and make the explosion damage ALL enemies on screen for a portion of the explosion damage, to make it closer to the weapon it seems to be refrerencing, and to make it worth picking up over Capacitor in certain situations.
Jade Elephant: It's an all around boring equipment with very few use cases unless you have the reflexes of a god. Instead, I actually suggest making it into a passive equipment much like the Credit Card or any Aspects. The new stats should give you a simple permanent armor up, of course much less than it is now, and also color your character a glassy-green purely for fun. This would allow it's effects to be seen in all situations, instead of almost never.
The egg visual bug drives me crazy as well
!feedback
when another major update releases, can you make sure all versions are ready to release it instead of releasing them one at a time? Also, please delay updates if you need the extra time ||instead of having a buggy mess upon release||
!feedback Idea for a commando alt special
Pistol whip: commando fires off a single pistol shot for 300% damage with a 5 sec cooldown, resets all effect and equipment cooldowns
This is subject to change
!feedback I feel like Void Reavers need a new attack, or just a little buff. Before, the only threat they posed was the death implosion: the void orbs were very weak and it was hard for them to nullify you. But now that reavers are able to be attacked by enemies, they’re even weaker. I think reavers should get a new attack, maybe a close range claw swipe, to help them fend off against melee swarms, or a ranged projectile, to help them fight flying enemies. This would make reavers a bit tougher to fight, but mainly it will help them survive swarms or flying monsters, which they’re extra weak too, which would help them survive and buff
.
!feedback just a heads up for the console release of SotV, the 30 crit shots in a row is next to impossible for controller
!feedback Why not reuse Elite Skins as unlockable skins with no added powers? Picking it up in game unlocks for that character, or win them randomly in Prismatic Trials.
How about a void version of the armor piercing rounds that reference the story in their description, where instead of extra damage to bosses, they have a chance to go through everything. Like any attack has a chance to ignore terrain blocking damage.
!feedback
!feedback Commando now has a passive, but instead of it being like the ENV suit for Artificer or the probes for Captain, it changes what pistols he is using. Changes in fire rates and damage would likely be the thing that changes.
!feedback
Buff to Queen's Gland: Make the beeble guard a random elite type, with Celestine and Malachite entering the selection pool post-loop.
Malachite beetle guard counters dunestriders 😎
!feedback
After killing newt the area behind him opens up revealing something, could be anything but it would still be cool if there was a lunar boss or something in later dlcs behind there.
!feedback
intercosmic flytrap (void intersteller desk plant) every time you kill 4 enemies you plant a vine at your feet that after 5 seconds causes a giant venus fly trap to emerge that either chomps nearby enemies dealing damage and applying bleed, or vomit a sticky blob of nector on distant enemies to deal damage and apply the debuff that the beetle queen bees do for a few seconds. extra stacks makes the fly trap do more damage. corruptes all intersteller desk plants.
!feedback
Huntress should be able to throw shurikens without needing to lock on to an enemy first
!feedback
Reduce the cooldown of Huntresses specials to 7 seconds, to be more reflective of their power level.
!feedback
Huntress's shuriken should home on locked on enemies
!feedback
Update the targeting AI for the Engineer's TR58 Carbonizer Turret so that it swaps targets more rapidly and reliably. Currently the standard TR12 Gauss turret instantly changes target the moment its current target dies. The TR58 Carbonizer however often spends time laser'n the same target, usually for 2 to 3 seconds after it dies. This causes the turret to feel 'bad' to use in my opinion. Changing this would make it feel consistent across the two turret selections.
!feedback
Stop void fog scaling during the parkour section of the Voidling fight. (Or at least make it not so brutal) Often times I have too many movement items and end up dying to the insane scaling of the fog’s damage.
!feedback
Increase the amount of coins you get from obliterating or killing mythrix with each loop. Lunar coin rewards could be doubled or squared each time you clear stage five
!feedback
Have an items rarity, which only give downsides, Cursed items, maybe
Of course it wont be somewhat that can easily be patched by a couple of other items like -10% HP, dmg, atk speed,... (boring...) but something which is really a downside and will badly affect your run.
New Interactable (5%Red/35%Green/60%White): 2 types
-Type 1: Get a random item and a specific Cursed item in exchange
-Type 2: Get a specific item and a random Cursed item in exchange
!feedback
Mercurial Rachis
should spawn at the teleporter, much like war banner
, to give it some added consistency.
!feedback
please remove tesla coil and col. droneman from the enemy pool already, it's completely unfair
!feedback
Enable Commando's frag grenade to be sucked into the black holes produced by items such as
or
.
!feedback
frozen grenade (void stun grenade)
on hit you have a hyperbolic 5% chance per stack to apply frozen to the enemy for a few seconds. corrupts all stun grenades.
!feedback
Commando idea I came up with that probably sucks idk
More weapons, alt primaries
Currently we only have the 2 pistols but I think Commando would benefit from more weapons
Here are some ideas I have
Single Pistol: Fires as fast as you can M1 or RT/R2. Decent damage, a little more than what we currently have
Shotgun: Close range, although not exactly like Bandit's main primary. Huge damage drop off. There also might be a proc-coeffiency for every pellet, albeit small so that it's not TOO op.
Rifle: Something that is automatic, but shoots slower than the base pistols. Higher proc-coeffiency and damage, and less drop off, at the cost of a huge fire rate decrease.
Sniper: Railgunner has this, so I guess just don't use it as it's Railgunner's main gimmick.
SMG: Really fast fire rate, low damage, drop off a bit less than pistols, and low proc chance.
That's all I got, I suck at these though so
!feedback
Ben's Raincoat feels a little bit underwhelming compared to other red items and could use at least a slight buff
Ben's Raincoat was strong pre-nerf, but now it almost feels like a strong green item. Preventing a debuff every 5 seconds and a barrier for 10% health sounds okay, but debuffs aren't super common in the early to mid game, save for elites and occasional other sources of debuffs. In stage 5+ and commencement, cripple and burn (+others) are often applied faster than Ben's can keep up with, which can make the item feel useless. It becomes "10% barrier when you occasionally prevent a debuff", and when debuffs are inflicted, it has trouble keeping up when things get messy. It isn't especially useful in many shorter runs, and when it's time does finally come, it falls a bit short.
One or both of these buffs may help:
- 12.5 or 15% barrier upon preventing a debuff --> This buff would make the barrier from Ben's a bit more noticeable
- Prevents a debuff every 3 or 4 seconds instead of every 5 --> This would make Ben's more effective against debuffs that are applied repeatedly, or in situations where multiple debuffs are being inflicted. Ben's works well enough against debuffs that deal damage, but debuffs like Tar and Cripple can become an issue.
!feedback
Passive equipment that generates barrier.
Woodsprite but barrier basically.
!feedback
Apply a short cooldown to wungus
whenever you stop/start sprinting so you have to consistently sprint to feel the full effect
!feedback
Now, I don't think I have to say that everyone seems to agree that Bison Steak
isn't exactly a great item in the eyes of the community. It really seems a bit too underpowered and unappealing, even for a white item. While I don't think its entirely useless, I cant deny that it has a bit of missed potential, and could definitely be fixed.
Therefore, I propose 4 methods to fixing the bison steak:
Method 1: Revert/Combine it with its original use. The original item (Fresh Meat) increased health regen on kill. this method has its benefits, but its also a little flawed and I doubt it'll change what people think of it.
Method 2: Increase it's numbers from 25 to 40. The current health it gives is slightly less than a full level up worth of health. It's not entirely bad, but its still less than huntress, which has 27 health per level up. So I suggest increasing the amount of health it gives in general, Or you could go with Method 2-A: Make it give a full level up worth of health. Though, both methods won't entirely fix the scaling problem.
Method 3: Make it work in %'s, like the Bitter Root from RoR1. The Bitter Root from RoR1 gave you an 8% increase of health, basically allowing it to scale with time without becoming irrelevant. could be a really simple fix.
Method 4: Don't change the item itself, but make it sound more appealing to grab. Let me explain. At the moment, a 25 health increase doesn't sound very appealing for an item, especially compared to 90-200 health some survivors can have, and as stated before, all survivors get a level up more than just 25. So what do I suggest? Change the description. that's all it takes to make it sound just a little bit more appealing. maybe remove the 25?
TL;DR: Bison Steak has a lot of potential, and I'd hate to see it wasted. Something small like an increase to the numbers or a description change might do the trick, despite being very small changes.
!feedback You should be able to consume a
or a
to revive a friend.
!feedback
Make void jailers tractor beam way more clear, I never understood how it worked and only recently discovered there was ANY visual indicator. I just tought "welp a jailer hopefully I dont die" and just died anyway because of the seemingly (?) Unavoidable death trap with a too long range.
Making this enemy a bit more transparent would make it hopefully fun to fight. It should be a scary enemy, not a 'guess ill die' enemy.
!feedback add an equipment like tricorn that revives teamates, maybe add a marker to where they die so you can find them and revive them more easily
!feedback
Give commando roll movement speed scaling and a few iframes (like in ror1) because it currently locks you out of attacking, and is slower than sprinting with just a few move speed items. This would make roll vs slide a defensive option of iframes vs an offensive option that lets you attack and turn while moving.
!feedback
i like the idea behind the parkour segments during the voidling fight, but for a boss that requires a god run to survive the parkour is kinda too small and easy to fall off of when you have all that speed. make it so that you dont need incredible speed to be able to dodge voidling without going gears of war cover peeking or make the parkour take the possible speed into account
!feedback
Mending elites have increased regeneration and/or medkit effects to make them slightly tankier but primarily to make them more impactful for Wake of Vultures
!feedback
Collapse should have a small AOE explosion which deals less damage (~200%), to give needletick a bit of a buff, and to set it apart from bleed a bit more (collapse would be the better option for crowd control, whereas bleed is good for single target).
Direct hits with collapse would still deal 400% base damage, so Voidtouched enemies wouldn't be much scarier than they already are.
!feedback
Shrine of Order should give you 1-2 lunar coins, instead of taking it.
Just another way for lunar coins.
!feedback
Going off the the multiple suggestions for a Bison Steak buff, if we go off of exchange ratios that we know from the bazaar, one green item is worth 3 white items. Infusion gives an effective health increase of 100, while Bison steal only gives a health increase of 25. This means that Bison Steak is actually worth less than the ratio we are shown in the bazaar as it is 1:4.
For bison steak to even be considered “ok”, it needs to at least show the performance of needing 3 of them to equal 1 infusion, which means that at a minimum it should give 33 health.
!feedback
an equipment that lets the character switch between alternate abilities (does it work if you haven't unlocked a characters alt?)
!feedback
!feedback add a chat filter keep in swears tho just no slurs yk|| CW for racism
!feedback
The holdout zones aside from the teleporter event need some tweaking to actually encourage interaction (in a way that rewards the player rather than punished for not interacting). Right now I think Simulacrum mode is the only non-teleporter holdout that people actually want to subject themselves to on a regular basis. If given the option to skip void fields (not as bad as the others but has seen a sharp decline in use), the void stage, or the pillars, the majority of players will do so.
I do not have any in-depth suggestion beyond perhaps giving players more tangible rewards aside from just progress for completing Pillars and the Void Stage, but the amount of people who just do not want to engage with holdout zone content that isn't teleporters implies a problem with their design.
!feedback
Buff to carboniser turrets, make them sprint when you sprint would make them have synergy with alot more items and make them on par with gauss turrets synergy with items
!feedback
culling axe (void gillutine)
deal 20% per stack more damage to non elite enemies, corrupts all gillutines.
!feedback
mercenary prismatic trial is so much harder than all other characters achievements considering you have to wait a few days to have a chance at an easier run maybe make it 50% health instead of 100% or even 90%
!feedback
Add a small icon next to the player's health bar that disappears as soon as their health falls below 100% in a stage (and does not reappear during Prismatic Trials). This would be useful as an indicator for whether Piercing Wind or Ethereal are still achievable.
!feedback
Hopoo baby, you added interactables to the void, that means chests and items from the UES Safe Travels managed to make it there, yet Captain STILL cannot use half his kit in the void. Logic is entirely thrown out the window here, lore implications do not matter, I think you guys just dislike Captain as a character. Please make it so Captain can use his entire kit in hidden realms.
!feedback make it so that
Please lower the volume of the shuriken sound effect. It's so loud compared to everything else that I actively avoid picking it up
!feedback
!feedback
The recent patch let safer spaces have less than a one second cooldown.
This effectively makes the player invincible. The change should be reverted.
!feedback
this is the 3rd patch in a row and i am once again asking for a gup hitbox fix
!feedback
Make older game versions available through Steam Beta (similarly to how Dead Cells does it, see https://i.imgur.com/BTBRXIW.png), so we can play older versions when new ones get released and mods break with it - until they get fixed. It's getting really tiresome for someone who just wants to play their modpack with friends, especially lately with each hotfix breaking at least some mods...
!feedback
It's only just struck me that despite the fact hooks has been broken since the moment it's released for a very obvious reason, the devs have never shown any indicator they are aware and obviously, never fixed it.
Hooks description claims it does 175% base damage per second before exploding. This is wrong. It actually does 175% base damage per tick before exploding, And ticks 5 per second. For a real damage per second of 875%.
Because of this, It ends up being stronger than a loader punch, and a straight upgrade on every character other than railgunner. Maybe worth looking at?
!idea
Alternate stage 5, next expansion mayyybe? Maybe bring back ||Boar Beach||?
!feedback
!feedback
Good job blacklisting Spare Drone Parts from enemies, now do the same for Tesla Coil, please. Melee survivors (Acrid not included Acrid is fine he can stay the heck back) still struggle sometimes with that thing on enemies.
!feedback
mired urn with a proc coeff
!feedback
move strides of heresy to be between hooks and essence in the logbook
!feedback
The survivors that you have unlocked appears in the beginning cutscene, not just commando and captain
!feedback make it so self-damaging attacks, like REX’s, don’t cause the player to lose gold when using brittle crown
!feedback make tonic not affect railgunners scoped in vision at least when you have screen distortion turned off in the settings
!feedback
Change the Weeping Fungus's sound effect so it only plays at the beginning of a sprint. It can get grating after a while, especially on a survivor like Huntress.
!feedback
Because of the buff to safer spaces, it should be on the blacklist for mithrix like its uncorrupted counterpart.
!feedback
Since Void Fields has shop terminals now, "lore reasons" clearly don't matter if they get in the way of balancing, so why is Captain still so neutered?
!feedback
commando primary alternate that is a shotgun not like bandits more like captains but with no charge/insanely long range, just hold like double tap
!feedback
I’ve seen several suggestions about Aspect Skins, but why not one for the Umbras from Vengeance. The tentacles and darker colors effectively are as much customization as Aspects, so might as well have this too.
!feedback
An idea to create rewards for the holdout zones would be to reward the player with one pearl/irradiant pearl for each pillar they complete.
In the Void Locus, the player should get a void potential with void items whenever they finish a cell.
!feedback
With the pillars, every pillar charged should drop 1 or 2 lunar coins instead of pearls
Some sort of trial or challenge for a garunteed aspect drop, maybe a code in the bulwark or something of that sort. Not a game breaking item but a nice aesthetic.
!feedback
!feedback
Change Mithrix's big spinny and other similar attacks to be client-side.
!feedback
A bandit hat in real life in honor of banditmas
*If you do not know what banditmas is please check general
!feedback
A way to see the exact number of items you and teammates have mid run without counting on the info screen.
It would be helpful to compare number of items in multiplayer to help with item distribution, so we can more easily call out that one guy who got the most speed items early on and is taking all the chests as a result (you know who you are).
!feedback
Now that people have discovered that you can use run_end in the game's console to quickly reset a run it led me to try and mess with the game's built in cheat convars, but the thing is whenever I try to enter the command to enable cheats it literally doesn't do anything and all commands that require them to be enabled still don't function. Could we get a fix to this at some point? I want to be able to increase the timescale by .1 every stage or something stupid like that.
!feedback
Introduce void-touched skins for the survivors for || completing the game via the alt boss on monsoon ||
!feedback let captain use beacons and stuff in void realms and explain it by putting a rusty voided Safe Travels somewhere in the planetarium
Now captain doesn’t lose half his kit for a final boss and there’s a lore explanation!
!feedback
with lost seer's lenses and railgunner being in the game, i think there is justification in letting the 5% crit chances stack for 

and definitely also
of course!
!feedback
Revert busted key (automatic red) to its former glory! It was so much fun! Maybe make it a green to compensate.
Also, please blacklist tesla coil from being picked up by enemies it one shots any run if the monsters get even remotely close, which is in part why void fields are so difficult. My playgroup has someone camp the exit tp at the red stage just in case.
!feedback
Beads of Fealty: If a player has at least one of this item, a celestial portal will spawn in a random location during the Commencement escape.
!feedback
maybe make mithrix comment on you having beads of fealty during his fight
!feedback
Commandos M1 screenshake makes it hard to play him without getting a headache.
!feedback
make a void item for the lepton daisy that half the healing nova but doubles the teleporter charge time
!feedback
Also with merc
!feedback
Add a very low chance to trigger Augment of Meta or Death In Simulacrum.
!feedback
Make a void item for the lepton daisy that halfs the healing but reduces the teleporter charge time by a small amount
!feedback Reading new patch, i seen plasma bolt damage being buffed, thought it's finally going to hit that 35 hp wisp breakpoint, but i was wrong. They leave them at 1 hp, as 280% of 12 base damage is effectively 34 damage. It's nothing much, as you can finish em off with a second bolt or really anything else in your kit, but it definitely impacts the feel. Leaving any fodder enemy at low hp just rubs the wrong way really. Upping bolt damage to 295% should be just right
!feedback Grovetenders are the only boss monster that have 2 moves (besides worms but those are a special case). Every other boss has 3 moves. Grovetenders should get a 3rd attack, perhaps a melee claw attack to combo with their hook shotgun?
Also make the wisp swarm not proc on deaths it’s such an easy boss
!feedback
Artifact of Aspect: Start with a random Elite Aspect. Elites now have an increased chance of spawning an Aspect.
!feedback
As a bonus for the laser scope, gain an additional X% chance to crit for every hit that is not a crit. Chance resets on crit.
!feedback
With Executive Card
and Void Potentials
being in the game, I think there is justification in __buffing Recycler
__ so that it turns a recycled item into a void potential. As it stands right now Executive Card is pretty much superior to Recycler in every conceivable way possible and I think this warrants a buff to Recycler so it doesn't fall behind or fall victim to the ever-so-present powercreep in this game.
!feedback
Thank you for removing Col. Droneman from the enemy pool, but tesla coil is still in there and is just as unfair to fight. Next patch, would you mind if you could remove it as well?
!feedback
If pillars gave a more tangible reward for completing them I would suggest having the option to just go to mithrix without doing pillars and either
A: Have pillar completion drop items, with whatever rarity would be balanced for that point. They could even drop scrap for the soup or drop command/potentials to incentivize things more.
B: Have the pillars debuff Mithrix somehow. If that seems overkill perhaps buff Mithrix so that casual players would have a tough time if they don't do at least one pillar and veterans can just skip em. It could also just do something like limiting the amount of items he can steal, lengthening his pause after stealing items, or just act like the gold cards in RR1 by offering occasional heals for you and damage on Mithrix at occasional intervals.
C: Idk up to you guys I'm not a game dev. The pillars just act more like a hinderance than a neat interactable for the final level. There are probably some people who'd just prefer the option to go through the original final stage that was mostly a hallway.
!feedback
all the item tiers except void have a differently colored / designed box that appears to show the player where the item was placed on a character. void items use the white / default one, which is kinda lame - it'd be cool if they got their own
(sorry for the slightly bad image, but it gets the point across)
!feedback
Center shrines of the woods on the teleporter when activated. Its only real use is earlygame when you have a good deal of spare cash and need a quick heal when you happen to be next to one. It's not useful lategame when you have the mobility to seek it out intentionally. By centering it around the teleporter, you can ensure it will have use all the way until a player is self sufficient in terms of healing, acting as something of a counter to shrines of the mountain. The more shrines of the woods you activate, the more manageable the teleporter boss will be.
!feedback
Reduce Void Stalk director credit cost.
It currently costs 15 credits per stalk, which is the equivalent to a small chest. Stalks give gold about equal to the cost of one small chest. Barrels cost 1 credit and give gold equal to about a 4th of a small chest.
!feedback
Make Singularity Band still able to proc itself. One of the main reasons that you would pick up singularity band is because if paired with blast shower you could make it deal an absolutely absurd amount of damage. Now that it cannot proc itself, unless you are in dire need of AoE, if is just a downgrade due to lower damage and longer cooldown from normal Runald’s and Kjaro’s bands.
!feedback
make remote caffenaitor be able to activate pressure plates on abandoned aqueduct
!feedback
Please formulate an alternative for captain's missing kit pieces in the hidden realms
Look, I am not gonna regurgitate the arguments that have been repeated over and over about the lore inconsistencies and what not. I am however going to argue this one point: This problem is only going to compound itself as more content gets added to the game
Sure, when captain was first added it wasn't that bad that he lost those moves as the only hidden realm that was a more consistent visit was Void fields, a moment whole, and maybe the Ambry. The second one of those normally allowing for items to compensate, as well as two of them needing a visit to the shop where heresy items could be gotten. Maybe a little annoying but it was bearable.
When you release a content pack where two of the new and somewhat central stages to the content are hidden realms, the annoyance has now become a problem. People are paying for this pack and if they like captain then that poses issues with the content. It's not just limiting his power it is limiting the engagement one has while playing captain when limited to pretty much JUST his basic attack. My main point here is that this problem is going to get exponentially worse with every hidden realm that gets added via content pack, to the point that I really doubt that you can keep this up if we get to a third pack, considering how easy hidden realms are to add from a lore perspective.
There are definitely options to remedy this, the most obvious would be giving Captain alternative skills that always work. You can even make them worse options to further make the point about how strong the ship support is. Arguably that is what his alternate Orbital Strike should have been instead of Diablo Strike. It would take dev time but you'd have the ability to keep the artistic vision intact rather than what will Probably happen if more hidden realms get added: a full rescind of the disable.
!feedback
Make power elixir and gasoline not overlap on bandit thus removing annoying clipping models.
!feedback
I think most people, if they're not having a trash run, easily kill the teleporter boss before 50% charge. I don't know if this is by design, but it would be cool to keep the boss fight throughout the time it takes to charge.
IG this could be done by buffing the teleporter bossess, but i think there are some more interesting solutions. Like for example, if the teleporter boss respawns if you kill it quick enough, granting additional boss items or something.
A slight revamp to teleporter events could improve the flow of the game a lot imo
!feedback
This has to do with ballista especially
Huntress' special ability makes her unnecessarily vulnerable if you don't activate it immediately. This makes it pretty noob unfriendly for a survivor that you unlock by default. Maybe giving her armor (or perhaps invisibility) when she's in this state could make it less of a run-ender for beginners?
!feedback
Items that drop should resolve into whichever item they’ll become either when they hit the ground, or one second after spawning - whichever comes sooner.
Items getting launched off cliffs is funny. That shouldn’t be fixed, and I understand why it isn’t. Making it possible to dive off a cliff to get your item doesn’t take away from the funny, I think, but still makes it possible to get your item so the people who want a fix are happy. One second is long enough that you can’t just stand on the cliff and spam interact, you have to go for it, but short enough that you can make an attempt to get that item. Good timing is required, but if a red item falls off a cliff it’s now your fault instead of the game’s fault.
!feedback
This but for beating the game on monsoon with heretic because hopoo said unlocks shouldn’t be locked behind eclipse
!feedback
please make it so that rallypoint delta doesnt spawn a funk ton of blind pests and vermins because if you have no aoe you literally just die
!feedback
for H3AD-5T v2
it'd be nice if you could tap space for normal jump height and hold for the improved jump height, this way the item wont indirectly make Wax Quail's
effect worse
!feedback
Reduce the singularity bands cooldown from 20 seconds to 15 seconds. At it's current state it feels like it's not that great of a pick up when compared to having either of the bands. Since it can no longer proc itself why not reduce the cooldown so it can compete against the bands.
!feedback
Shrink the detection radius of the Engineer's Pressure Mines when not fully armed to make them less prone to detonating prematurely.
!feedback
MUL-T secondary skill idea
Scrap Shield
Hold up a scrap shield. (The position before throwing the Blast Canister.) While the shield is held, the player gains [a moderate number] of armor. In addition, it returns a flying projectile to the sender every 3 seconds.(Backup Magazine increases the number of reflections).
!feedback
!feedback
The announcement from a couple days ago gave me an idea:
Why not have the option to add multiplayer price scaling to single player games? Could be a fun additional challenge for those who think Monsoon is too easy
!feedback
Lepton Daisy overhaul - instead of the very little use it has as a green item outside of a specific DLC gamemode, it could be turned into the "revive teammates on TP" item. All players' Lepton Daisies are absorbed into the teleporter at the start of the event, just like Halcyon Seed, then given back to their respective owners at the end. If there are any dead teammates, one will be consumed to revive any and all of them after the teleporter is fully charged.
!feedback
yes but maybe less chance, like 2.5 or 3%
!feedback
remove volcanic egg from bottled chaos, its kind of just annoying
!feedback
Add boss music during boss waves in Simulacrum, mainly to make the boss wave more exciting and add more variety to the somewhat limited Simulacrum soundtrack
!feedback
i feel that most would agree that
is a bit of a downgrade to 
a nice way to buff it in my opinion would be to make the rooting deal around 5dps per stack
!feedback
it would be nice to see some more out-of-bounds secrets like the easter egg island or the dancing golems from ror1, perhaps throw a lemdog somewhere, or a group of beetles celebrating a birthday.
!feedback
A change for
that me and a few others thought of in the discussion channel.
On interacting with something (Like
), spawn a healing radius that lasts for a few seconds, similarly to
, with the radius/duration/healing increasing on stack. This would make it more reliable throughout a run, instead of only occasionally helping during the teleporter event. And also giving some neat synergies with
. This change would also additionally complete the set of area healing plant items!

!feedback
Red Item: Stone Gavel
10% chance to trigger 1 (+1 per stack) random On-kill effect to an enemy
Me would be happy if they added a miner survivor
!feedback
OSP rework - ready at all times regardless of current health. at 1HP, makes you invulnerable for 1 second but disables all healing while active. must heal to full health to recharge. pauses your DoTs' durations while active, so none run out during its immunity and thus it isn't just a built-in Dio's. you will still die if you're meant to die.
*If your max HP is 1, it enters a 1s cooldown before recharging
!feedback
Improve drone pathfinding to help them get behind cover when a vagrant uses its desperation attack or when a grandparent praises the sun. Another option is to just give them damage reduction against it. Right now, having to fight multiple vagrants or a grandparent is a death sentence for drones if you don’t kill them immediately.
!feedback
i honestly hate blind pests. The idea that's it's a new flying enemy is great but it's just "hey here's another hit-scan enemy, people loved the wisps already right?" It's annoying having to deal with 2 of the same enemy all the time. I think the pest would be a lot less frustrating if it wasn't just a more annoying wisp. I don't want to play this game and get angry.
!feedback
What if there was a 3rd skill for mercenary that threw a projectile like slicing winds but then you could use the special again to teleport to the slicing winds. Obviously there would need to be less damage or hits to make up for it, but I thought it was a pretty good idea.
!feedback
It's not fun dying to a scav with spare parts. Can this either be black listed, or maybe nerfed? Make it so their version has slower moving projectiles, or that it's significantly easier to see? Because basically he is hit scan, and if you don't know what's going on, you die in moments. If anything, it's fair to say he kills you in one burst and you can't dodge. Please nerf this, it isint fun being in a long run and dying this way
!feedback
Wouldn't mind a version rollback feature.
!feedback
As far as I know the happiest mask dunestride was fixed, but can we fix the grandparent blowing me up with praise the sun even though it's my teammate
!feedback
I would love to see a way to increase everything in singleplayer as it happens in multiplayer. To me is more challenging e fun some times. And there are more items per stage of course hahaha
!feedback
Controller sensitivity on consoles is a bit slow, even at maximum. Its harder to perform quick turns as characters like mercenary or loader
I think the aim sensitivity scroll bar should go up to 200% for better flexibility
!feedback
Give Blind Pests a lead up sound to the attack.
Wisps are a great example of this, as they have a charge up sound before hand, allowing you to get into cover or maneuver in a way to not get hit. (Maybe like a sucking up to spit sound.)
!feedback
!feedback
Make Light Flux Pauldron the exact inverse of what it currently is. Have it increase skill cooldowns by 50%, but increase attack speed by 50%. I feel that we have enough items already that help with skill cooldowns (Bandolier, Alien Head, Purity), and an item that gives a straight +50% attack speed increase would be insanely good.
!feedback
maybe exclude railgunner from the macho achievement so it doesn't feel cheap to get for someone that buys the game with dlc bundled
!feedback
Ion Surge rework:
Ion surge becomes a combo skill like blinding assault: hit something on the first cast, pressing it again within 2 seconds sends you crashing back down.
Also the second cast doesn’t interrupt your current action. so you can jump, begin charging a nano bomb or nano spear, slam back down and unleash a second wave of damage
!feedback
instead of buffing huntress' damage just make her cooldowns lower and maybe her defense/hp as well
turn huntress into a real glass cannon where missing a blink means instant death and you play her similar to merc just chaining together and juggling attacks at mach 5
!feedback Ignition tank should buff the damage of fire-related abilities, such as
. It’d be relatively small but it would make ignition actually do something if you don’t have a gasoline, perf, or blazing aspect.
!feedback The
should increase in size, either just base size or the funnier option is that it would scale with the amount you have, right now it just feels lackluster since some things can’t be pulled by it and by that point if you had an aoe ability it would hit the area it drags anyway. For its current cool-down and loss of damage I feel at least give singularity band its ability to cluster up enemies for some juicy aoe damage.
!feedback
since Scavengers are a boss monster it would be cool if they had their own boss/yellow item. Bringing back something from Risk of Rain 1, being boss/yellow equipment items. From the Teleporter, Trophy Hunter's Tricorn or other means, the Scavenger's boss item could be Thqwibs! Since Scavengers use them as one of their abilities/attacks, and I like to imagine they stole all the Thqwibs. Although, Scavengers do drop their bag when killed, and that's a pretty hefty reward on it's own.
!feedback make volcanic egg burn enemies, maybe only on the explosion. it would be a nice synergy with ignition tank just like kjaros and will o wisp
!feedback
Add colorblind modes.
This would mean special graphic modes for people with Deuteranopia, Protanopia or Tritanopia.
My friend has red-green color blindness and for him it is impossible to know whether an item is green, red or yellow, whether a void monster is an ally or an opponent or whether this beetle he is shooting at is actually his friend or foe.
!feedback
it would be nice for there to be a cross play mode for people who like me have friends on switch and me or others on pc and it gets really bothersome so if you could help with that so they could play together that would be great!
!feedback
Add a gamemode where you can control the entire game or just items, of course with achievements turned off.
!feedback Blacklist mithrix from using safer spaces.
!feedback
Reduce drone prices to be the same as a small chest that would spawn on the stage. Most of the time, saving the money to buy drones isn't worth it when you could just buy chests.
!feedback
Reskin the geysers on Scorched Acres to fit the map. As of now they stand out like a sore thumb with their light blues and greys contrasting with the stage’s oranges and browns. A good fix would be to make it look like a flaming brazier.
!feedback
Ion Surge Buff
Ion Surge is arguably worth using for its utility alone, but it can be difficult to hit enemies with. The range seems to be melee, or about two beetles away from artificer; in the early game this is frustrating, and after a certain point, being close enough to enemies that you can hit them with ion surge is a death sentence.
There a few ways to deal with this. Ion surge is generally used as a mobility tool -- taking ion surge means being able to fly over enemies, and being able to skip pillars. The damage isn't very impressive relative to flamethrower, but it doesn't have to be: It just needs to be able to consistently hit enemies.
- The current AOE makes ion surge feel less like you're firing off a blast at your feet to propel you into the sky, and more like you're briefly turning your jetpack up to 11. The blast radius should be at least double what it is now. Again, the current range for Ion Surge is roughly melee range. Artificer simply does not survive being in melee range with enemies after a certain point, so Ion Surge becomes nearly impossible to use as an attack without risking death.
- Ion Surge should be able to hit enemies further below Artificer. A "burst into the sky" should be able to hit enemies below you, seeing as you're basically just sending a blast of energy downwards. I remember trying to kill jellyfish and vultures on Siren's call with Ion Surge, and found that I just couldn't hit the things unless I was hitting the more or less point-blank. If it hit enemies below Artificer at a range equal to a Rising Thunder or two, people might actually use it as an attack.
!feedback
Retexture the geysers on Abyssal Depths and Sulfur Pools to the texture Siphoned Forest has so the geysers can fit in with the color scheme and not stick out like a sore thumb
!feedback
Make it where in the Void Fields that interactables still spawn with sacrifice, otherwise it's not worth it with that artifact. Because the barrels are only worth it if you have a but ton of heath/healing and fireworks, or at least make it so that it only spawn a smaller amount than normal.
!feedback
Scavengers yellow(the XXL backpack): killing a elite sends a 10% chance to spawn a item if the killed respectful teir (ice, overloading=white.
(Blazeing, mending, the invisible 1= green
(Mali, perfection:(changes of raity (25% red)(75% yellow)
!feedback
Please change Mercenary’s Eviscerate to not target other players and drones. I can’t tell you how many times I’ve tried to speed forward with the move only to just stop all momentum because a Huntress Blinked in front of me or a Healing Drone was in my line of sight at the time, etc etc
!feedback
Make eviscerate prioritize enemies on your crosshair, and not lock on to things directly behind of you.
!feedback
Make players drop all of their items when they leave a multiplayer run so the items aren’t lost forever. The power dip from permanently losing a player is big, and is made even worse by the fact that all of their items disappear too.
!feedback Bandit should get something similar to railgunner’s passive, where if a hit that normally would crit is also a backstab, it does more crit damage.
!feedback
Make Remote Caffeinator also give you a temporary speed and attack speed boost since the beverages have caffeine in it.
!feedback
More equipment that can be used to support allies would be nice
!feedback
Nerfing the collapse debuff. It’s not too bad when you’re applying it to enemies, but it seems overtuned in comparison when being hit with it from enemies. An enemy can have 2-3 stacks and still survive but it seems like after 1 and not being tipped up on health, it’s considered a one-shot
!feedback 1 second delay between each collapse application from enemies
if you get hit more than once within 1 second you only get 1 collapse
!feedback
Give the shrine of order an “are you sure” check similar to obliterating at the obelisk to prevent runs from being ruined because of one accident. The shrine would go back to normal and need a second check if the player doesn’t interact with it for 10 seconds.
!feedback
pause the game when alt-tabbed
!feedback
This but as an option
!feedback
If making them optional is out of the question, then please rework how Pillars interact with Eclipse 2. E2 was balanced before the Commencement redesign and it shows, particularly on Soul and Design
!feedback
Make Ben’s Raincoat, upon preventing a debuff, also grant a 2-second immunity to that particular debuff so it’s not worthless against instances where a debuff is applied repeatedly (Helfire Tincture, blazing elite multihits, Mini Mushrum poison cloud, etc). Many people currently feel like Ben’s Raincoat is worthless, and while that isn’t true there are certain cases where its effect does nearly nothing to the debuff in question.
!feedback
I must preface this suggestion with the acknowledgement that balance is not particularly important most of the time in PVE games; however, I believe this is one of the few senario's where it is closely connected with the health of the game. Currently, huntresses default special ability is heavily out classed by here unlockable special, to the point that there is literally no situation where it is a viable alternative. I believe that the biggest contributing factor to this is it's limited amiability; it is virtually impossible to hit flying targets, as the AOE only locks on to terrain. This, combined with huntresses reliance on her special in early game boss fights, make any flying boss, or tanky enemy, unreasonably hard to deal with. I think these issues could be easily solved by making huntresses default special aim in the same way as rex's M2.
!feedback
Update the steam display for friends playing risk of rain 2 in an eclipse run to show how far into the run they are, like with a regular run. Perhaps could add a moon emoji to show they are in an eclipse run as well.
!feedback
Poison is too op in full 4 player lobbies, as enemy health directly scales from the number of players. This makes poison damage ramp up 4 times faster than normally. One of the solutions I want to propose (stolen from deep rock galactic) is to give enemies additional armor instead of hp. This will not affect normal gameplay, but will nerf poison, as it will deal less damage than usual.
!feedback
Make cloaked chests have the same rewards as a large chest. Itd make it slightly more interesting, as right now the typical experience of a cloaked chest is "oh, i forgot this was in the game." Followed by "guess i have a roll of pennies now"
!feedback Allow defeating voidling to count towards completing the "The Calm" challenge which is based upon defeating the final boss with mithrix's picture in the wiki. If not that, then specify if it's only mithrix.
!feedback
Make old guillotine slightly raise elite aspect drop chance. Doesn't have to be anything too big, just so that it might happen a bit more.
!feedback I feel like some new dlc things could use better telegraphs. Mainly, pests and jailers. Pests have a chance to not do a squeak when they spawn, resulting in the only warning you get being a quiet flutter sound, making it easy for them to surprise a player with high-damage backstabs. Jailers have their suck attack, which often hits you with NO warning. The vfx of the pull area should be updated to be much more noticeable, and should make a distinct and louder sound as a warning. There’s a couple other cases where dlc monsters have poor telegraphs, which is odd because the base game does an excellent job of telegraphing attacks.
!feedback
Change Gasoline to work better with the new burn. Hitting for 150% and burning for 150% (+75% per stack) doesn't make sense for how new burn works.
!feedback
When a player interacts with a void potential or command essence, let other players also interact with it just to see what items are inside, but only let the first player choose the item. This would streamline the process of choosing items every wave on simulacrum and also help experienced players explain what certain items are to new players.
!feedback
Have
have a 5 or 10% chance to apply a random debuff on hit, like burn, bleed, slow. It wouldn't be stackable like how scythes isn't but would allow deathmark effect to work without needing 4 different items
!feedback
do this