r/riskofrain • • 12d ago

Risk of Rain 2: Hallowed Concepts OUT NOW

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955 Upvotes

r/riskofrain • • Jun 25 '26

Risk of Rain 2: Hallowed Concepts Dev Diary #2 - Hexes and Hallowed Items

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209 Upvotes

r/riskofrain • • 5h ago

So this just does nothing after 15 seconds...

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448 Upvotes

I like the damage reduction but it lasts for so little and once thats gone it just sits there being useless?

I havent used it much because of this but it seems cool in theory

Id much rather just have 1 syringe worth of attack speed for the stage than a slightly better berserker status once only when a WHOLE ASS TEAM MATE DIES

Do I really have to assemble a whole team of robots and a happiest mask just so this thing can be useful for more than the first 2 minutes of a stage -_-


r/riskofrain • • 6h ago

Discussion You can make one enemy from OG 2013 game / RoR: Returns come back and be added to base game of Risk of Rain 2. Which enemy you choose, and how do you change it to fit RoR2, if you change it at all.

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346 Upvotes

r/riskofrain • • 15h ago

mods, crush their skulls.

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1.7k Upvotes

r/riskofrain • • 8h ago

Opinions on the best designed item in the game?

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445 Upvotes

People often talk about what the strongest and/or weakest are, but what does everyone think the best designed item is?

Cards on the table I think it's Brittle Crown. It is one of the very few items that really lives up to what lunar items are meant to be. It gives a powerful upside with an equal and opposite negative to balance it out. It is powerful without breaking the game, and skilled players can get a lot of use out of it. 10/10 item.


r/riskofrain • • 2h ago

... and his pumpkin was electric.

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88 Upvotes

r/riskofrain • • 15h ago

RoR2 PSA, Hex of Acceleration and Mul-T don’t mix well

935 Upvotes

This was pain, the Qwails I had were my only saving grace.


r/riskofrain • • 12h ago

"Let's add a hex that turns every survivor into MUL-T"

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366 Upvotes

r/riskofrain • • 5h ago

RoR2 TIL engi's turrets hold copies of your equipment, the hard way.

95 Upvotes

I was trying to get his new primary, and I found out that the escape pod's fuel array is indeed given to his turrets.

HEED MY WARNING, DO NOT STAND TOO CLOSE TO YOUR TURRETS WITH THE FUEL ARRAY EQUIPPED.


r/riskofrain • • 10h ago

RoR2 You can now enter void locus in eclipse (and so avoid mithrix fight)

248 Upvotes

will it be patched?


r/riskofrain • • 12h ago

RoR2 Made an update to improve the visuals of my modded false son skin! (Its based on pumpking from terraria)

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232 Upvotes

r/riskofrain • • 7h ago

RoR2 Shrine of Chance be like.

64 Upvotes

You guys seem to like the memes I’ve been posting so here you go!


r/riskofrain • • 15h ago

Art Inktober shenanigans

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255 Upvotes

r/riskofrain • • 16h ago

RoR2 "Oh cool, wait, shatterspleen??"

302 Upvotes

Is this rare or am I freaking out over nothing?


r/riskofrain • • 1h ago

Discussion Forced Karma Enabled on Eclipse Sucks Spoiler

• Upvotes

So karma on eclipse is force toggled on I'm gonna yap so here's a short form of it

Also its an opinion piece from a friend and I who have 207 and 750 hours ish and have beaten E8 prior so this isn't just mad cus bad. (Although the ass kicking when I use Acolyte is but I've used them literally 1 time so far)
- K8+E8 invalidates the achievement of just E8
- Overscale difficulty in a bit of bs way
- K6 Mythrix 3rd phase is now a dps race and can literally soft lock you
- Rather then having the other DLC bosses bar voidling being a more difficult thing that gives a reward it completely ruins the risk reward pre E8 and ruins the risk reward for legendary chests + kills the hype of finding a natural one

- Damages macro by making people benefit from doing nothing and punishes you for playing DLC content

- The ways it scales Mythrix are bad/unfun IMO namely. K2 (move + attack speed), K3 (pizza cutter spawns), K4 (meteors, extra crystal spikes), K6 (Its literally just E7 for Mythrix so basically E4 or E5 will cause the effect assuming you try to avoid karma, Elite Chimera in Phase 2 but only if seekers, potential soft lock), K8 (scaling Hp for difficulty is just bad, inflating difficulty by just adding more Hp is bad.)

- Also like Mythrix is already a hard fight so adding more forced is hard to do right and I don't think they did it right at all.

Ok to get this out of the way I love the new DLC and think its pretty damn good outside of this but I hate the forced karma on eclipse and have gripes with Karma in general. My first point is actually just as simple as it sounds, by making karma mandatory anyone who played E8 prior to hollowed concepts has their achievement snubbed by merit of it being easier then now. The second and final points tie together so its going on the end, ditto for 3.

I, like probably everyone else who has ROR2 DLC's, bought the DLC's for the sake of more content whether it be more ways to end runs, items, or things to do in general and being nearly forced to avoid doing them on earlier eclipse levels or scale Mythrix to the point where doing the DLC content actually hurts the run making eclipse runs have even less variety, aka the risk to reward ratio is almost entirely ruined. Also at least in our opinion a lot of ROR2 especially around eclipse macro is what the game is about, being able to tell what you should scrap or not, waiting to open chests for sale star, same for multi shops + credit card, legendary chests, newt shops, and some stuff I either don't know or don't remember.

Okay time for the big one also known as critiquing Karma as a whole, before I say anything I don't hate the concept of karma or think its entirely stupid the majority of the point (barring K8) is just about forcing it onto the player base. So to start the big reason we like eclipse is that the majority of eclipse levels don't just multiply a stat, I get it to a extent but just increasing health (so either actual HP increase or reduced damage taken constant/armor), increasing damage, shortening cooldowns, etc etc, are all generally lazy and don't really add anything, if anything they just ruin it via ruining the scaling, these work in some games because the original difficulty/scaling isn't enough but in monsoon/eclipse ror2 is not one of them (tho it isn't unfun on monsoon just a little gimmicky which is entirely fine).

K2, is entirely guilty of this via the buff to attack speed and move speed it in the most literally sense is just going in and multiplying a variable by 1.3, at best you just need more move speed to beat the boss but for characters like Captain that isn't a small order.

K3, Pizza cutter attack lines spawning upon killing literally any chimera is just not fun at all, I just lost a run to it and it is genuinely is uninteresting at best, rather than making a interest effect for the phase its just a random instant kill, there is already enough things to keep track of with the extra buffed enemies and adding this when its already hard to tell what's happening leads to deaths that just feel random rather then 'Oh that's how that works' or something that feels like a mistake.

K4, with the glowing meteorites randomly spawning around after jumps is also just unfun, a lot of the fight requires you to be running left or right while looking at Mythrix because looking away will get you blindsided and forcing people to look away because either attack will nearly instant kill you or just instant kill you because I swear one shot protection rarely does anything as far as keeping you alive, also 5 waves is 4 too many, it would be fine if it was just to make the jump attack harder but by merit of lasting so long it causes the majority of issues listed.

K5 is gud.

K6, skill cooldowns are halved ties back into the first thing with just moving stat sliders to make things harder but it doesn't stack with E7 so you basically get E7 Mythrix early on top of the rest (also don't love E7 modifier because its a touch lazy IMO but this isn't a eclipse rant nor do I dislike nearly as much as forced karma). Assuming you have seekers enabled in phase 2 all chimera are elite and it is way too much, having the exploders areas and wisp and golem attacks obliterate your health on top of the fastest paced phase is doing too much, this and prior ones just makes 2nd phase way way way way harder. Also adding a DPS race by making him heal off of lunar wisps is just salt on the wound.

K7 does literally nothing, I don't think the extra 7% dmg at this point means much especially because getting one hit or more realistically 2 hit with one swing and like a chimera projectile or a light gust of wind because you get left with a crisp 30hp after getting hit (assuming no opal or other things, Mythrix just kind of does that its not a complaint I swear)

K8 so basically what if we just did absolutely nothing new or interesting and made the fight last longer oh and a different skybox (which is neat and I like) and some voice lines for false son and heretic (according to the wiki I haven't tried it) like what is the point of K7 and K8, E8 is a massive effect and so is E7 but its just like uninteresting and lame here.

Again I love the new DLC and features barring Karma which just feels like a gimmick currently, it definitely has potential but forcing it is the main issue, I'm not even going to try to eclipse climb any character in its current state and if it doesn't get changed I'm going to either mod the game or just entirely give up on eclipse. Also don't quote me on this but uninstalling Hallowed concepts doesn't even stop this effect so that isn't a option.


r/riskofrain • • 1d ago

WHAT DO YOU MEAN THE CRIT EFFECT LINGERS?!

1.9k Upvotes

Started playing the game just before Hallowed Concepts, so this genuinely surprised me when I first realized it

(Still love Lens Makers Glasses tho, those will never not be a insta take for me)


r/riskofrain • • 42m ago

Discussion much as i feel RoR hostile worlds really wasnt the greatest of ideas from GB, i still think its character designs were pretty cool and i do hope one day they get another chance to shine, hopefully in either a future ror2 dlc or potentially ror3

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• Upvotes

personally i enjoyed Turret (the big green one on the bottom right) and Technomancer (the floating purple one)


r/riskofrain • • 12h ago

Art N’Tormat

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100 Upvotes

Weshan

Prompt list by Guntho on the ROR discord


r/riskofrain • • 5h ago

Discussion What are your thoughts on lunar items?

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27 Upvotes

I genuinely think that most lunar items are way too strong and break the game, don't get me wrong I love them and I love using them but it just feels like cheating sometimes :/ for example tonic with gesture of the drowned feels like an automatic win if you're skipping mithrix (it does fall off on eclipse cause of this but it still aint THAT bad), transcendence just eliminates like half of eclipse modifiers, purity on some survivors like scrap launcher mult just makes them a super killing machine, roll of pennies with longstanding solitude just gives infinite xp, corpse bloom makes rex almost immortal, stone flux pauldron on false son just makes everything explode, overall gesture of the drowned is so strong, having 10 of them can give you max crit leaving crit items for scrap or having infinite missles, or striking everything down as zeus, focused convergence is always a grab unless on eclipse and not to mention how strong the heretic is, when gaining a full heretic and a transcendence it's just over, the run is won no matter what, it doesnt have to be full heretic either, strides of heresy is always a good grab on survivors with no mobility, it gives both self sustain and mobility in one, essence of heresy is almost always a great grab on fast shooting survivors like commando and rex it also gives them a way to proc bands if their loadout doesnt allow them to, it just really feels like some of the items are overtuned, two trips to newt and it doesnt matter if you have a bad run, i just wish they made lunar coins a per run currency thats more common and nerfed the items a bit... Cause I love using them but yeah it feels like borderline cheating sometimes.


r/riskofrain • • 12h ago

RoR2 Void Fiend's Skins reference Pretty Hate Machine (NIN) Spoiler

63 Upvotes

Anyone else notice this? The skins are the titular lyrics to Justified now, lmao.
I noticed this in Seekers but I thought it was just a coincidence. Guess I was wrong!


r/riskofrain • • 2h ago

Art gup bead pet for my friend who got me into the game

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9 Upvotes

he is extremely sturdy !!!!!


r/riskofrain • • 1h ago

RoR2 i ended up with 1fps teleportation event

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• Upvotes

i just want to unlock the new skill and skin, but the ritual shrine just won't spawn.


r/riskofrain • • 7h ago

Discussion Hollowed concepts is actually pretty cool

14 Upvotes

Heads up before I go on my tangent, I’m pretty average at this game. I play on monsoon for the most part as eclipse for some survivors is just a bit out of my depth and not quite what i enjoy. I also don’t have anywhere near the time other people do so I’m sure a lot of other people will have more informed takes on this DLC.

Recently I’ve gotten back into this game from a decently long hiatus and this DLC for the most part didn’t disappoint. It’s overall a strong contender for my favorite DLC visually and its survivors are some of my favorites so far. Its new item type is cool and the risk reward with the hexes is actually pretty fun.

Survivors

Enforcer: I adore him. This game actually lets me use a shield to hold my ground in the best possible way.
Both his primary options are pretty fun and viable, I prefer the shotgun but that’s just personal preference.
His secondary options are also pretty fun, the alt is a bit weaker by comparison because I think his default is a wee bit over tuned but I’m happy it’s stronger and fun vs weaker and miserable.
His utility is very fun, the dash works well and I can see how people could do cool stuff with ripcord but I’m not good enough to do it myself.
His special seems to kinda help push you in the direction of which secondary you want, either hold your ground and use the alt secondary to generate temp or use the default and go with the shield crush to maximize mobility and damage.
All things considered I like him a lot, I do think his default secondary should be changed a wee bit to be slightly weaker so it’s not a brick wall and the alt can shine more, but I really don’t want them to kill it so I’m fine if they leave it as is.

Acolyte: 10/10 probably my favorite melee survivor in this entire game. Her movement is pristine, her damage is very good, her skill ceiling seems to be very high while having a low enough skill floor to be a learning experience but not hell to learn, and as someone who’s 100% bloodborne multiple times having what’s essentially rally makes me extremely happy.
Her passives are both good, i prefer favor over grace for math purposes but i like grace for the bloodborne style aggression it encourages.
Her primary is a 10/10, three ways to use it for increased vertical movement or horizontal movement along with the base slashing.
Her secondary options are beautiful, they both work well and have great synergy with her kit.
Her utility’s I don’t fully love, they are pretty cool it’s just spinning blade or spear that I dash to isn’t my favorite part of the character, these are mostly just outshined imo by the rest of this beauty of a kit.
Her special is a 10/10, sacrifice has solid reach, good damage, quick use so you don’t commit for 10 years to do something and goes into what I think is the coolest thing in the entire game thus far.
Her litany is the single coolest mechanic I’ve used in this game. The default is a massive boss that you beat all moves available, each move hits like a truck, and you can drop out of it immediately to use it in tandem with your entire kit. The alt is eh. It’s my only real gripe with her kit, you can’t drop out of it, it’s got less benefit as its damage is lower, and it’s just not as cool.

Overall 10/10 character I cannot gush enough about how cool this character is.

The trials

Okay so ima be as real and honest as I can be. These are kinda rough. They aren’t hard to be clear (most of the time other than when you just get f*cked by RNG) just completely boring and extremely repetitive. Each trial gives you a page for the book, it’s cool i guess but the fact the secret boss is tied to sacrifice makes me wanna sacrifice myself IRL because the damn thing refuses to spawn, warps probably my favorite just because movement fun. But overall this is my least favorite part of the DLC because Jesus Christ is it boring, it feels like a mini game which it kinda is and i completely despise its core design philosophy. I’m really hoping this gets a little bit of love in the future just to be made into something cooler.

The hexes and new item category

Hexes are so cool, none of them feel blatantly unfun to use, and they enable me to go into biblical levels of greed to attempt to get cool items. They have my favorite implementation of any DLC thing in this game, it’s unassuming, fairly intuitive, and completely unnecessary so you can just outright ignore it if you wanna.

As for the new item category I’m mixed on it. Hollowed items are cool, they don’t feel horribly weak, but they just really don’t feel all that strong or game changing for the most part. Maybe I just gotta use them more. That said they are very cool and outlined with purple.

The visuals
Jesus. H. Christ. They knocked it out of the park with this DLC. The enemy designs? Stellar. The boss designs? Incredible. The stage design? Immaculate. This kicks every other DLC out of the water for me, it’s just absolutely gorgeous.

Unrelated to the DLC but I wanna mention it anyway category

The new moves are very cool, I’m actually loving artificers new alt utility as it lets me cosplay the avatar, engineers new primary is a god send imo, made my beautiful baby even more beautiful, Rex is still Rex I just don’t vibe with him, commandos new special looks fun but I suck at karma 8 mithrix so I haven’t unlocked it yet, huntresses is…cool ig? Idk if I’ll ever use it laser glaive go burr, acrid can acrid even more now ig.

Karma is just dope. I love the mitrix fight and having him scale up with me like this is very fun, it makes him more challenging and cool.

That’s all I wanted to rant about, what are yalls thoughts on the DLC?


r/riskofrain • • 4h ago

Discussion Discussion about the future of Risk of Rain 2 and DLC’s

9 Upvotes

A shocking amount of youtubers seem to align with the idea that the next DLC for RoR2 should be its final one, something unlikely as they are performing well. Like asking a moba to stop adding new characters. The final dlc will be the one that is cancelled because the game dies.

For this reason I wanted to discuss future dlc content as well as things that could be done to improve the base game, along with additions to fix “issues” that are being fearmongered like item bloat.

So, for Future dlcs, there are two big contenders:
1. The Red Plane exists in various parts of the lore as well as being a highly requested location to be explored. Focused on the Imps and their Emperor, who supposedly could rival Providence. How they were trapped on Petrichor V, and the following events around their existence.
2. She, who in sacrifice gave a great boon upon Providence and the inhabitants of Petrichor V. So far the base game and DLC’s have focused on a God and one of the elements. Mithrix for Design, Voidling for Mass, False Son for Blood, N’khuhana for death in Soul and Providence for Life in Soul. Additionally Elite aspects are tied to a God, “his spiteful boon” , auric elites of course being sourced from aurelionite. Fire elites from Ifrit (who could return in either ror (pun intended)), however the one we dont really have much on are Glacial’s of the aspect “Her biting Embrace”. Possibly a DLC themed around the absence of Blood (Heat) in Lifeforms, as well as about the distant past of the Two Brothers.
(I have NOTHING on the Solus Heart, Design ig (pun intended))

Now, the question is, how do we make DLC’s work together and the basegame. Given that there are currently 4 DLCs available: Survivors of the Void, Seekers of the Storm, Alloyed Collective and Hallowed Concepts. That with the release of a Fifth, the oldest is turned into basegame content, in this case Survivors of the Void, as well as receiving new content.

What this would mean is that, Voidling could get another opportunity to be fully fleshed out as it was intended to be (big donut shaped arena, he was supposed to be big and massive, crawling throughout the middle of it). The addition of Karma to Voidling. New Void items to for the items of the basegame And Dlc’s. Reworks to existing Survivors of the Void content or upgrades (like making Void Cradles cost a bit of soul to make them a bigger tax to pick up, simulacrum anything). And so On, an Opportunity to nerf the Overpowered items by polluting the void item pool with more gimmicky and niche item types, as I am a big believer that they only feel overpowered because theres only 2 actually bad ones from the 15 or so that exist. And so on. If all that was done I dont believe people would complain, obviously there would be some and the thing about how you bought something that is now free/part of the basegame however by receiving new content and updates there wouldnt be much of an issue. This could also incentivise people to Buy Dlc’s because your options are to either get them when they release or wait 3-4 years until 3-4 more dlcs push the one you wanted to play into basegame.

Since there are a TON of things that would need to be addressed at this point such as Karma versions of all final bosses, reworking eclipse which i would get into later. Adding more Void Items, Adding more Meal items, hell even adding new Hallowed items is something to look into (imagine a Hallowed Meal). It would be healthy for the game and a way to avoid adding/having 30 new gimmicks, mechanics and features that are small and entirely split off from each other. Cohesion i think its called.

As for Eclipse, I like it, especially with how Karma was integrated into the cell. Way better, made the “Super Hard Version” gamemode actually feel Super Hard, since risk of rain isnt particularly difficult at all. Now this might be the hottest take, but we need to see the addition of Dlc themed Eclipse levels, 9 and Above. The Dlc’s already come with all kinds of curses to throw at the player, say voidfog outside of any chargeable interactible such as teleporters, Ntormat shrines, halcyon shrines. Lightning from the false som boss stage on any and all stages to temporarily disable abilities. Gaining Hexes upon entering a stage whether you want to or not. Since in terms of Skill expression, Eclipse is probably the most we have and ever will, yet too many of us are sitting on 8 for all characters and thats it, so why not? Bring it up to 16 :}

Anyway, likely a lot ive overlooked but this is in practice a compilation of the best ideas ive seen floating around (in my opinion) as well as some of my owns takes and hopes. Likely a lot ive overlooked such as curing the monster director from choking on too many credits it cant spend on long runs and how such drastic changes would affect the modding scene but to take the next step means to leave behind the last foothold.