Feedback

Mutator

feedback mutator remnant2 wiki guide 200px
Using this weapon's Mod generates 10% of single charge value as passive Mod Power over 10s. Does not stack.

Level 10: Mod Damage generates 15% of damage dealt as Mod Power.

 

Feedback is a Mutator in Remnant 2. Feedback is a Ranged Mutator that generates 10% passive Mod Power over 10 seconds when using the weapon's Mod. At Level 10, it also generates 10% of damage dealt as Mod Power. Passive Mod Power does not stack.

 

Remnant 2 Feedback Effect

Feedback is a Ranged Mutator that can be equipped on Hand Guns and Long Guns with an availale Mutator Slot.

Once Feedback is equipped on a Ranged Weapon, it provides the following effect:

  • Using this weapon's Mod generates 10% of single charge value as passive Mod Power over 10s. Does not stack.

Unlike most other sources of Mod Power generation, Feedback will work even when the weapon Mod is active. This was previously not the case, and this limited what weapon Mods would work effectively with this mutator.

 

Remnant 2 Feedback Location

Feedback can be found in the following locations:

 

Remnant 2 Feedback Builds

Feedback is used in the following Builds:

__builds__

 

Remnant 2 Feedback Upgrades

 Feedback can be upgraded upto level 10. To upgrade Feedback you need to visit Dwell.

Upgrade Level
Effect
Crafting Cost
Upgrade Level 1
Using this weapon's Mod generates 11% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 2
Using this weapon's Mod generates 12% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 3
Using this weapon's Mod generates 13% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 4
Using this weapon's Mod generates 14% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 5
Using this weapon's Mod generates 15% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 6
Using this weapon's Mod generates 16% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 7
Using this weapon's Mod generates 17% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 8
Using this weapon's Mod generates 18% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 9
Using this weapon's Mod generates 19% of single charge value as passive Mod Power over 10s. Does not stack.
Upgrade Level 10
Using this weapon's Mod generates 20% of single charge value as passive Mod Power over 10s. Does not stack.
Mod Damage generates 15% of damage dealt as Mod Power.

 

Remnant 2 Feedback Notes & Trivia

  • Mutators in Remnant 2 are accessories that, once equipped, can grant players diverse benefits. Players can equip one Mutator at the same time, in the designated slot. 
  • Updated with the release of The Forgotten Kingdom DLC. Check Patch Notes for more information
  • Notes, Tips, and Trivia for Feedback in Remnant 2 go here.

 

All Mutators in Remnant 2
Bandit  ♦  Battery  ♦  Battle Mage  ♦  Bottom Feeder  ♦  Bottom Heavy  ♦  Bulletweaver  ♦  Deadly Calm  ♦  Dervish  ♦  Disengage  ♦  Disengange  ♦  Dreadful  ♦  Edgelord  ♦  Executor  ♦  Extender  ♦  Failsafe  ♦  Far-Sighted  ♦  Fetid Wounds  ♦  Ghost Shell  ♦  Guts  ♦  Harmonizer  ♦  Ingenuity  ♦  Kill Switch  ♦  Latency  ♦  Lithely  ♦  Maelstrom  ♦  Misfortune  ♦  Momentum  ♦  Opportunist  ♦  Overdrive  ♦  Pressure Point  ♦  Prophecy  ♦  Refunder  ♦  Reinvigorate  ♦  Resentment  ♦  Searing Wounds  ♦  Sequenced Shot  ♦  Shield Breaker  ♦  Shocker  ♦  Slayer (Mutator)  ♦  Sleeper  ♦  Spellweaver  ♦  Spirit Healer  ♦  Steadfast  ♦  Stormbringer  ♦  Striker  ♦  Supercharger  ♦  Tainted Blade  ♦  Thousand Cuts  ♦  Timewave  ♦  Top Heavy  ♦  Transference  ♦  Transpose  ♦  Twisting Wounds  ♦  Vampire Blade  ♦  Vengeful Strike  ♦  Weapon Lord  ♦  Weaponlord

 




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    • Anonymous

      This seems to be somewhat fixed now. Against the training dummies the mod generation seems to work for nano swarm and space crabs (after their duration ends the mod power generates to a reasonable amount, though for space crabs it requires switching back to shooting mode for some reason). I've also confirmed that Burden Of The Follower works with this ring.

      However the level 10 effect seems to be generating a lot less mod power than expected (I got 25% mod power back from nano swarm, which would make sense if my mod did 375 damage, but it definitely did way more than that).

      • Anonymous

        Haven't seen this mentioned anywhere, but this seems to have a beneficial bugged interaction with the Tremor mod. Even with the mutator at level 0, the damage from the tremor pulses will generate mod power, increasing effectiveness per enemy hit each pulse.

        Another weird bit is the mod generation seems to double against Ripsaw.(No adds) I am able to consistently have 2-3 tremors up the entire boss fight, no bullets fired. The mods generate themselves. I only have Ripsaw as a reference because of the grind, but maybe it works the same against other bosses?

        • Anonymous

          For me it works only with dmg mods. You have to activate it and than switch to the normal weapon (with f). But its instant not over time xD

          • Anonymous

            So someone stated it works only in combat, so i went and tested during a boss, and spoiler : it doesn't do anything. Tested at +10, with firestorm. No 20% mod power gain passively over ten second upon activation, neither 10% boost to mod power generation from the damage firestorm dealt.
            Tested with the grenade launcher too and its intrinsect mod, it doesn't work either.
            wtf. Would be an awesome mod if it worked properly, but as of now if you're tight on resource, don't bother.

            • Anonymous

              As of Aug 8 on PC, this mod does not work correctly. Period. Anyone saying otherwise is blowing smoke

              It will not register ANY mod power gains when activating:

              -Minion or summoned unit mods, eg. crabs, roots, or fargazer cloud

              -Buff or utility mods, eg. energy wall, healing shot, or hot shot buff activation

              It WILL have an interaction with mods that are direct damage such as Astral Burst or Helix, however it is not only extremely inconsistent but it also disobeys its own tooltip. For example, if you fire Astral Burst, you will get a small chunk of mod power immediately, not over 10 seconds. Other tests shown a small portion of mod power returned but ranges from miniscule to barely what looks like it could be 10 percent of a charge.

              Dont waste your time using this mod.

              • Anonymous

                I have done some testing with a variety of weapons and mods. it would appear that in some capacity the mutator is active but only when dealing damage with a mod. only mods that do damage generate mod power and only whilst they deal that damage, increasing the level of the mutator is not changing the mod power generated even with a comparison of 6 levels difference.

                I am interested to hear what happens at level 10 as I cannot confirm yet because I do not have the corrupted luminate to check but note that the mod amounts generated are not consistent with either the normal affect or the level 10 affect.

                some interesting interactions that i saw was that some indirect mod damage effects do not appear to be included, such as damage clouds or arcing from enigma shots(direct impact with enigma spike will deal its own DPS that will count) but other effects do like DOT from mods or the extra spikes from skewer 2.0
                that enigma example was also interesting as the mod power generated was considerably higher if you waited for each spike to timeout before launching another as the time you are dealing damage is less if you overlap the spike timeouts.

                Another interesting example would be Big Bang on star shot which appears to generate almost no mod power at all and what is generated appears the same with 1 stack or 5 despite the large damage increase of using all 5 charges again confirming it has nothing to do with either mod charges spent nor damage dealt.

                Effects like the mod for nightfall will not generate mod power unless a shot lands after the effect ends that was fired during the effect but beam effects will generate power throughout the duration.

                Firestorm is an example of a mod that is greatly benefited by this mutator as the mod damage and DOT generate mod power and extra enemies hit will increase the amount generated by a lot. just 2 target dummies will half refill the mod power, however another mod (concussive shot) appears generate the same power regardless of the number of enemies hit.

                this looks like the mod power generated is more to do with how long your mod effect deals damage rather than anything else but variations between mods hint that more is going on than just that, potentially a combination of damage ticks, time dealing damage and mod power required to fire the mod may be involved.

                • Anonymous

                  IT WORKS! It just only works in combat, it will also stop the regen the moment you leave combat. My question is does this work with the beam weapons? Since those have 30+ charges.

                  • Anonymous

                    Imma go as far as saying all mutators are either bugged or completely worthless.
                    Just purchased another one, HARMONISER. It surely doesnt even add 1% to my mod damage, let alone 12% lol

                    • Anonymous

                      For instance 'Timelapse' weapon mod requires you to build up 1000 points of mod power in order to use it once.
                      Lv1 Feedback regains 1% every second for 10 seconds, up to 10% of the base amount back after 10 seconds is elapsed.

                      • Anonymous

                        From what the description describes, it basically means:
                        10% of your mod requirement is regenerated over 10 seconds after using a mod ability?

                        This means it regenerates a tiny amount after use, but the higher the mod cost for a single charge, the more mod power gained for stowed weapons?

                        • Anonymous

                          This one doesn't currently work, I've tested it with all of my weapon and mod combinations. I even maxed it out and the other effect doesn't apply either.

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