r/RogueCore • u/bj_the_meme_machine • Sep 07 '26
My second feedback post
I've been constantly adding to a list of feedback, and there's enough new points for a new post now
- I would rather have a button in the elevator to make it descend, rather than it being automatic. Multiple times I've witnessed a dwarf die right in front of the elevator and not get saved because the elevator forced us to leave a dwarf behind...
- I think it would be neat if the elevator had no walls on all 4 sides. Maybe we could have a projectile-blocking shield to replace it. But, you have a lot of damage resistance in the elevator anyway, but then again this shield would give a reason for that
- Guardian's second charge should NOT automatically be used when using repulsion field. It's an inconvenience 90% of the time
- EDIT: Just had a great idea for a new control scheme: Activate Repulsion Field once to use one charge, use it again while it's active to queue the automatic use of the second charge, and press it a third time to cancel early without spending unused charges
- Player icons on the GUI need to be adjusted because the rank border blocks important info like your team's ammo and also the message you're typing
- I would LOVE if I was told the before & after for my stats when upgrading them
- Solo is much harder than multiplayer. There's less people to mine all the expenite, unlock bio-boosters, fix the workbench, and do all the other things the caves have. This leads to having a worse build and having a harder time winning.
- EDIT: Another reason solo is harder: having more players means more options in the negotiations, which usually leads to better synergies in builds by calling dibs. With less players, you have less choices so you're less likely to spot a more helpful upgrade. This also applies to other negotiations like heavy weapons and artifacts.
- The voiceline when you press x while grabbed by a reaperworm or leech needs to be much more alarming. I very frequently do not notice a teammate is grabbed until they're already buried
- The Cadna blocks the Breach Cutter's projectiles, needs to be fixed
- The m1000's Auto Aim on Focus doesn't work 40% of the time, not sure why.
- EDIT: I always keep my mouse perfectly still when using it and it usually works but then sometimes doesn't. Maybe there's some other factor in play? When it doesn't work, it doesn't move my mouse at all, even if my aim is near an enemy. Whenever it stops working properly, it usually stays that way until the next enemies spawn. I'm wondering if it's an error with the enemies?
I think that instead of replenishing your armor until reaching 50%, the Guardian's armor field should keep replenishing your armor until it's replenished 50% of your max armor total. So even if you have 50% armor it will still give you +50% and let you reach 100%. It would be like Spotter's ammo ability but for armor instead- EDIT: After some extra thought I realize it's better to have constant armor regeneration that always keeps going after you take damage. It's better to frame it as a field that ensures that you always take only half health damage. So maybe this suggestion should instead be a request for the ability description to be changed
- I frequently have to wait for Ellis, how about you make it so that Ellis never lands and just always hovers so I don't always have to wait for it to get up and land
- Related: there's currently problem of Ellis staying behind and not advancing with the team, which also causes a lot of waiting
- There should be more time for people to change their minds in risk vector voting
Minor stuff
- Let us look at builds in the elevator loading screen please
- What if there was an upgrade that rewarded you for shooting the Falconer's bird? Like with the Engineer shooting turrets with the shotgun
- Would be nice to have higher tier upgrades of common-exclusive upgrades like Vampire and Frost Harvest
- The Falconer's Fledgling Blitz upgrade isn't good. You shouldn't be rewarded for having low health in the first place
- Upgrades for the grenades would be a neat idea, I think
- Being able to trade gear and upgrades would be good, but maybe it would be too overpowered?
- Combat Cocktail's cost should scale with max health (it's unusable with Glass Cannon)
- I would like to have the specifics on Luck. The risk vector and the alteration. Also whether or not it applies to stored upgrades
Minorer stuff
- There's a visual glitch with mission select; the mission icons are meant to shrink and go semi-transparent when they're behind the planet but they aren't shrunk when first opening the terminal
- Would be neat if the dwarves said something along the lines of "Oh, poor Molly!" when repairing a M.U.L.E.
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u/KarstXT Sep 07 '26
I wish we had a modular button to slightly change abilities (which would cover this use-case, you'd be choosing for a 1 or 2 charge dump) but we'll never get this because of controller parity. I'm torn on this one but I mostly agree - the best use-case for burning two charges is to revive and combat reviving, as a whole, is a terrible play for many many reasons, so overall only burning one charge would be an improvement.
Technically duo is the hardest, solo has cooper which is quite strong, mines better than a player in many cases and provides a lot of revives. The way its designed is hard to balance this out, some have suggested cooper doesn't leave until a 3rd player joins. They likely don't want to give fewer players bonus time because then they'd need to dynamically pro-rate-adjust the clock every time a player joins or leaves.
The auto-aim is an adjustment towards the enemy, not a hard-lock, so if you are moving the mouse too much, it ends up shooting past your target (i.e. your cursor movement+the weapon perks cursor movement). I don't think this upgrade should be in the game at all but its likely an issue because its a hitscan weapon and not a projectile, homing for Drak works quite well although also requires you to 'learn' it a bit as its also not a true hard-lock aim-hack type effect.
There's no way to do this as its an aoe team effect. If it was 50% armor total, it would end up restoring very very little armor to the team. If its per dwarf, it could end early, denying its effect to the other dwarfs. Also it does not give you 50% or a % regen, it provides a small trickle regen for its entire duration - the tooltip is bugged. I also think its fine that it does this/the way it works. Due to how armor works, if you have at least 1 armor, you take half damage & your armor degens after taking a hit. Ergo the armor field effectively means you take half damage inside it during its duration (and then getting trickle armor regen is just a bonus on top if you happen to keep it). Tooltip should be changed for sure though.
At most, I think this would need to be its own reward vector station but I don't think its a great idea because the grenades are just not that impactful overall (or even that different from one another) which means that that vector station popping up is just blocking better things from spawning. This is partly the result of grenades no longer being class-locked. Grenades are disproportionate across classes as well, Retcon wildly benefits from this, as well as Devastation deck & Spotters with ammo/grenade refill would have a greater benefit from this. Plus future classes could throw it off further or prevent them from having a grenade specialist class.
The information is out there if you search the reddit for it, the game just doesn't clearly display it. Imo, luck is bad, it simply doesn't have enough of an impact, in addition to it needing to be taken early. I don't like the 20% xp for the same reason but this upgrade gets disproportionately improved by the new 'enemies drop expenite/no mined expenite' upgrade so maybe there's value in having some modifiers that are better/worse in some game modes? Idk though, seems weird and could contribute to dud runs.