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I wanted to comment on this part specifically because I have seen a lot of people bringing up the point that the early game enemies are too difficult but I don't think that's the case beyond the first few times you fight them (if it even takes that much time to begin with). For instance, the poop enemy you described (named Dung) can be dodged by literally moving in any direction while it shoots its attack, its quite generous and it has a long charge-up time and cooldown after the attack ends. As for the bee enemies, they are difficult at first but you learn their behavior very quickly because they almost all of them have only a single attack. The one you mention specifically (named Honeydrip) I don't see as being difficult once you learn to give it a safe distance.
The first time you play with the mod there will be difficulty even on the earlier floors because of how much is changed, but you have to go in expecting that. Being able to have no difficulty with brand-new enemies is unrealistic, but most enemies have very easy-to-learn patterns in this mod. The strategies I described above to deal with these supposed "unavoidable" enemies you sort of just learn naturally within the first room or two of having to fight them. An enemy is raining projectiles from above, you move to the side. An enemy makes a shockwave and summons flies, you keep a distance and kill the summons quickly. Compared to other mods like Revelations, which has a lot more complicated enemies which take some more time to get used to, this mod's enemies are straightforward in their design (for the most part). The difficulty comes more-so from the room designs, which is something I think the mod is still less consistently balanced in (but still good overall).
As for the comparisons between this mod and Antibirth, I think it's clear you have not put much time in one or the other because the enemy design concepts are quite similar, and in overall difficulty Antibirth has much tougher enemies with more complex patterns on average. I think if you would want to critique the difficulty of this mod it should be focused on the room designs, but this post makes it seem like you haven't played this mod for very long and are upset because a brand new enemy stole your Basement 2 Devil Deal. This mod is advertised to be more difficult than the base game but I think a lot of are people having knee-jerk reactions to it because they are used to the first two floors having almost no difficulty to them. If these same arguments/logic about difficulty were applied to Antibirth it would probably "get thrown in the trash bin" as well, since the enemies and floors in that mod also had a learning curve to them which took time to be comfortable with, and even after learning them pose a considerable threat.
I don't want to sound harsh but I think you should give the mod a bit more time, because the enemies are a lot less intimidating once you learn their basic patterns (and most of them are very basic). People thinking the early-game floors are too hard I think are used to clearing them with no damage taken consistently in vanilla and have been a bit spoiled by that.
Ok fine, I was bit harsh sure, but why reacted like that harsly on first two floors is becase of satan chances. First floor is no problem if you take red heart damage, but on second floor I feel its a gamble with this mod if I survive without a hit, while in vanilla those enemies are weak as their amount of actions they can do is minimal at best. Thats why I pointed at bees, since they can do in one action several things which those action are taken from enemies that mostly spawn at later floors.
The enemy difficulty balance knee-jerk reaction is based on if you enter a room and you get "gangbang" on you too fast, maybe as you said I have to get used to them, which, I guess thats correct. I needed to get used in vanilla, but its probably doing that because the combination of those enemies with the new rooms made specifically for them feels more punch to gut than how vanilla does to own enemies.
Il give it multiple times a go, I tried playing the mod with new character, which was pain on normal, so I tried more familiar characters like judas and maggy, which too made me die too fast, then I settled on isaac, which made me barely survive at some times as I try get the best items before moving on, ignoring timer (aka boss rush or/and hush requirement)
I lost few times in row trying to legit get to end, but I managed to win with isaac when it snowballed with dmg so the enemies did not started to go haywire (because some do, which I noticed, that one ghost that moves next to wall/rock it touches on, it suddenly starts being aggresive when you take too much time in the room)
I guess the general hate I produced from enemies was from the fact majority of them get stronger the longer they live. Either itself or multiply more dangerous hazards/enemies.
Thats that, I might re-do review once I play of this mod good enough of times.
Balls of Steel and The Hierophant are quite useful. So is Maw of the Void. Also, I haven't tried it yet, but I assume the actual Glass Cannon item would be an excellent choice for use AFTER taking damage in a boss fight.
I just wanna touch on this briefly. There's more to this enemy than it looks like you think there is, and to say its nothing but a soft time limit isn't correct
while fiend folio makes every single floor into much harder difficulty. it's basically like turning the difficulty up. this is why it wouldn't ever be considered official quality, even though it's a great mod.