Tabletop Simulator

Tabletop Simulator

The Binding Of Isaac Four Souls: Linttop & Poddlesli Expansion
Erdna  [developer] 14 Jan, 2020 @ 12:23pm
Feedback and balancing
The creator didn't mind some feedback about balancing. I personally haven't tried it yet but it seems like some cards might need to be tweaked a bit but won't say for sure until I have tried them.
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Showing 1-3 of 3 comments
Lady Pollera 15 Jan, 2020 @ 3:06pm 
FEEDBACK INCOMING!

Small disclaimer. Although I played A LOT of 4S, I haven't tried this expansion yet. Therefore, my opinion will be based merely on impressions, and not actual gameplay.

Now, as for characters...

Dia has essentially an eternal Butter Bean. That's it. Although it is super useful both in defense (to prevent players from acting against you) and offense (to thwart other player's plays), it has a single use, much like the original butter bean; I believe it is kind of lacking, since it can only be used once. Perhaps a counter-based version of this item with an additional effect would work better, although it has the potential to be OP.

Ray. Now we went from 'lacking' to 'unfair'. We would first have to properly define what it means to "steal loot from a monster". Does it refer to every loot? Coins, cards and treasures. If it does refer to every kind of loot, then it is straight unfair. You can spam this to get treasures from monsters such as Evil Twin. You are basically getting an item just for using your eternal, and yes, it is a 50% chance, but still, I do feel the ability is overpowered if strong monsters are present on the board. Perhaps just limit the "loot you steal" to cards and coins would be best.

Paige is like a nerfed Lazarus. You have to die 2 times to get an item, and even then you die in one hit. Dying again means losing the item you died twice to get. You're left emptyhanded and with a single counter. The other effect is just not worth it. You're dying once to prevent just 1 point of damage. It gives some negotiating capabilites, sure, but it just falls short. Probably skill and proper planning may work in making Limbs a good item in most scenarios: die as much as you can and then spam the '+1 treasure' effect. Sounds good on paper, but you would need a considerable amount of deaths (and turns) to make it happen. If you're up against a quick boss killer such as Samson, then the match will be over before you could get your treasures.

Hops is just a Maggy on freaking STEROIDS. You get healed and then you get a counter which can be used to block. It essentially adds +2 to your health (you get hit and heal, get 1 counter, get hit and prevent it). It also can be used on other players (just the heal, the block works on monsters too) which opens up the board to discussion and negotiation between players. It's a great item overall. The only issue I see with it is the use of the word "heal" on the description. How much do you get healed? Do you get back to full health, or just heal 1 hp? (Which is the amount most itemless characters would heal since they have 2hp). Other than that, it's an above-average eternal item.

Now, Panda gives me a bit of trouble. Curses are super annoying, and while you can redirect them to other players, you are basically depending on curses to spawn from the monster deck. The effectiveness of this character lies on whether or not curses show up, which doesn't give him many options at all. On a side note: do the Haunts count as curses? You know, the ones hiding inside the Treasure Deck, the ones that screw up your rolls. That is an idea to give thought to since they are not strictly "curses", yet act like one. In conclusion, not many options for Panda.

Col is probably the most balanced so far. I like the idea of an eternal activating when you kill monsters. It can give you solo kill potential with the added health, while also opening up the risk (to other players, of course) of adding health to monsters. It's not bad, yet not absurdly good, and it has a nice finisher move with the 5 counters-soul-transformation, similar to The Bone. A pretty interesting concept.

Jamie follows the idea of adding health to players or monsters, but at an enormous cost: 2 loot cards. You don't even get to loot with this item to reduce the pain of discarding. Think of it this way. Most of the time you will have around 4-5 loot cards in your hand. Are you willing to exchange 50% of your resources just to get +1 health? And even if the cards you discarded were pennies, it still feels a bit slow, specially if you don't have any other means of getting loot cards. You depend on killing monsters more than ever with this character to maintain the high cost of this eternal item.

I'll be quick on Panda Li. I like that it's chance based, but 3 cards seems too much to me. Perhaps a "1-3 Roll:Loot 2 cards/4-6 Roll: Discard 2 Loot cards" would be better. Why? Because then there is a risk with the activation of the item. It would be more balanced in my opinion, specially if you have no loot in your hand, you can either win or not lose anything. A good item in paper, perhaps a bit too much.

Bub and his Skelly Boi (or BOI as I like to call it) are neat. It is not often that you have more than 10 cards in your hand (even less common to play more than 2 loot cards in your turn), but the "Loot 1" with no consequences whatsoever feels nice. It has the most potential to be gamebreaking out of all characters in this expansion, but only in the right situation.

Woddles is kind of ankward. I don't understand the description lol. Do you take the damage, reduce it to 1, and the reflect to someone else? Is it a typo, and it should read "reduce" instead of "reflect"? I'm not sure, but it just feels ankward to have a Host Hat as an eternal item.

And finally, Billy with the nerfed Blood Lust. Taking 1 damage is a bit too much, but then I can't think of another drawback to this item. Perhaps giving it another effect would work best.
Linttop  [developer] 30 Jan, 2020 @ 7:45am 
Hey I’m one of the co creators of the cards.
Thanks for your feedback!!
There will be some alterations to the character cards as most of the issues you brought up were already concerns I had. Some cards will also be re worded to be clearer in their abilities.
A new altered version will be up eventually but I cannot give a date.

Thanks again!
-Linttop
ddd8000 21 Aug, 2020 @ 10:32am 
When you guys get the time can I get some clarification on some cards. For the Ray Rangers, Ghoul, and Swarm of Flies treasure cards do their effects only last until the end of the turn or are they permanent(last until it is lost for the Swarm Of Flies)?

Also, for Mr. M6n6p6ly is it a trinket that stays until you eventually roll 3 6's or do you immediately roll 3 times and only get it if you successfully roll 3 6's?

Thanks for any information you give because I love including it in games but tends to cause some arguments lol.
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