The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Improved & Reworked Foes
PixelPlz  [developer] 11 Aug, 2022 @ 12:31pm
Feedback / Suggestions
leave balance / rework ideas here
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Showing 1-15 of 173 comments
WitchAmy 12 Aug, 2022 @ 1:37pm 
first thing i'm gonna suggest:

rework lumps or at least make them bearable :dip:
WitchAmy 12 Aug, 2022 @ 2:53pm 
Also have some more enemy suggestions that could get a rework:
-Greed Gaper (should do something slightly different than just being a gaper that steals coins)
-Tainted Faceless (feels like it should be more challenging than just a buffier normal Faceless)
-Nests (make them work like spider Mulligans instead of spider Hives)
-Dank Globin (this enemy feels boring, needs a glowup imo)
-Scarred Guts (could do something cooler than just leaving trail of creep)
-Bone Knight? (unsure about this one but it also feels slightly boring)
-Big Spider (maybe just a hp nerf?)
-Brownie Corn (to make them more than just a recolor of the regular Corn Dip?)
-Cod Worm (make it not wait 5 minutes to open up or smth pls i beg)
rainy 12 Aug, 2022 @ 8:03pm 
I think Lokii needs to be reworked. They have 2 separate individuals, but each one is almost the same as normal Loki without their own feature, so I think they should have some synergies with each other, for example, they can shoot blood projectiles or something else at each other like the monster 1/2 Heart. In addition, I think Teratoma also needs to be reworked, since it is almost the same as Fistula without his own feature, but I have no idea about its rework suggestion now.
Last edited by rainy; 12 Aug, 2022 @ 8:08pm
Larno 12 Aug, 2022 @ 9:34pm 
There's technically already a mod for this but i feel like Wizoobs need to be reworked. They feel a lot like Round worms but just with Monstro's Lung and a ridiculous wait time between pop-ups
Chuckles 12 Aug, 2022 @ 9:50pm 
-- Introduction--

Hello! I just finished playtesting all of the listed changes, excluding the new champions. I really like the potential of this mod, so I wanted to critique every part of it using a 1/10 rating system. I left comments if I felt like I needed to.

-- Note --

A common gripe for me was varying projectile speeds. They're used for a lot of monsters so I decided to leave it out of my comments and say it here to save space.

-- Changed / Reworked Monsters --

- Flaming Gaper - 8/10 - Really neat idea, but one the first floor where it's basically a guarantee you're at base speed, i think they could cause a lot of issues.

- Drowned Hive - 7/10 - The projectiles feel unnecessary.

- Drowned Charger - 4/10 - New attack is boring and the contrast between the blue tears and red tears looks weird.

- Hosts, Mobile, and Floating Hosts - 10/10

- Drowned Boom Fly - 4/10 - The whole theme you went for with the drowned enemies is nice, but it feels like they're trying too hard to be downpour enemies.

- Red Maw, Red Mr.Maw - 8/10

- Angelic Baby - 8/10

- Selfless Knight - 9/10 - These guys are underloved.

- Holy Leech - 10/10 - Thank you, this is way better.

- Membrain - 10/10

- Mama Guts - 6/10 - Still feels boring and unrelated to how normal guts work.

- Scarred Para-Bite - 5/10 - From what I can see, you just made them unable to teleport? I guess that's alright, but I feel like something better could've been done with them.

- Eye - 3/10 - These guys were hard, but they were fair.

- Bloodshot Eye - 8/10 - These guys were hard and unfair.

- Flaming Fatty - 7/10

- Dank Death's Head - 6/10 - Cool idea, but I think it'd be better for these guys not to be changed. They can replace death's heads, and generally appear in large numbers, so I think giving them projectiles can make a lot of rooms potentially really unfair. I recommend simply giving them some sort of creep mechanic.

- Dank Squirt - 3/10 - These guys need any more mechanics to them. Charging + creep + projectile trail is 3 actions at once, which is too much. Generally, 2 should be the max.

- Skinny, Rotty - 10/10 - These guys always felt like such a weird addition.

- Nerve Ending 2 - 10/10 - A very small change, but it really helps.

- Camillo Jr. - 9/10 - Very cool idea.

- Fat Bat - 5/10 - Kinda torn on this one, I think that it's cool, but at the same time it feels like a bit too much. Fat bats are pretty beefy, and most of the time in rooms they're put with other fat bats, so having them have a bunch of projectiles doesn't really work for me. I say keep the funny poop attack but revert the tear attack.

- Raglings - 8/10

- Floating Knight - 1/10 - The new ai adds nothing to them, just looks weird. I think they're fine as is.

- Dart Fly - 10/10 - Love this.

- Black Bony - 9/10 - Love this, but I think the icon is a bit too obvious, maybe find another way to show what bomb effect they have?

- Black Globin - 11/10 - One of my personal favorites, so it gets an extra point. You turned a boring enemy into an extremely cool one, I think you should look at this enemy as a base when changing any other enemy.

- Mega Clotty - 7/10

- Flesh Death's Head - 10/10 - It's like a poofer, but cooler. Speaking of poofer, if you need an enemy to rework, rework them. I hate them.

- Blister - 9/10 - Love it, the only reason it's not a 10/10 is because when it spawns the spiders, it does the appear effect, which is usually only used for when an enemy is spawned in the room via a button/inside a trap room.

-- Changed / Reworked Bosses --

- Gish - 8/10 - Super cool, I think he just needs some polishing animation wise.

- Champion Bloat - 10/10 - Thank you.

- Conquest - 10/10 - It always bugged me he didn't follow the 2 phase theme! Thank you!

- Steven - 8/10 - I love this change but steven started doing funny Delirium teleports.

- Blighted Ovum - 9/10 - Always felt like it was impossible to get hit by the brimstone.

- Satan - 8/10 - I didn't playtest this one as much as I probably should've, but from what I can see you removed a lot of the annoying attacks while still keeping him difficult. I think the varrying projectile speeds is fair on him.

- Mask of Infamy - 6/10 - Seems like you have the right idea, but in my testing avoiding the mask was super easy and the heart just... sat there, not moving at all, felt like the ai was broken.

- Daddy Long Legs - 8/10 - Really cool rework, but I think his head smash attack is nearly impossible to dodge if he's in an awkward position when he starts it or you have bad speed.

- Triachnid - 11/10 - This is by far my favorite boss rework, you took a boring reskin and did everything you should've. You made new, fair, and fun attacks. AND, you made it more accurate to the source material.

- Forsaken - 6/10 - You had all the right ideas, just, the execution was a bit off. I think removing his brimstone attack makes him way less cool, and the attack you replaced it with can be very ♥♥♥♥♥♥♥♥ depending on where he is in the room when he does it. I like the bone idea though, I say you keep the bouncing bones but revert the fire attack back to brimstone.

-- Changed / Reworked Sins --

- Lust - 11/10 - Self explanatory.

- Super Lust - 11/10 - Super self explanatory.

- Sloth - 6/10 - Alright, but I feel like the changes made to him don't really change him.

- Super Sloth - 6/10

- Pride - 1/10 - Pride was fine before, I feel you changed him because you changed the other sins so you felt like you had to. The changing of his laser sound to the brimstone one was weird.

- Super Pride - 8/10 - I actually like this a lot more, og super pride was lazily made. I think you should just remove the tear patterns and just stick to the lasers.

- Ultra Pride - 4/10 - I think you added the eternal fly? Maybe? Honestly this boss is so forgettable I don't know. Either way, there's a lot of potential with the dev theme.

- Greed - 10/10 - Haha this one is great.

- Super Greed - 6/10 - It's a change that doesn't feel like it really subtracts or adds anything to the fight.

- Envy - 7/10

- Super Envy - 7/10

- Wrath - 7/10

- Super Wrath - 7/10

- Gluttony - 3/10 - Suffers from similar problems to pride. I think he could have a bit more to him, but just adding a trail of creep to his brimstone feels boring.

- Super Gluttony - 4/10 - Still don't like the brimstone creep. I do like the idea of having some creep involved with the projectiles though. For gluttony, maybe try a mechanic that involves eating? Kind of like lust.

-- Conclusion --

I hope you don't find my comments too mean, I tried to be polite as possible, but given how much I wrote there's a good chance some of them may have. I hope you take all these critiques into mind and you are more than welcome to contact me for further questions.
WitchAmy 12 Aug, 2022 @ 11:33pm 
Originally posted by Zote The Mighty:
Scarred Para-Bite - 5/10 - From what I can see, you just made them unable to teleport? I guess that's alright, but I feel like something better could've been done with them.
scarred parabites do teleport and when they do, they fire four tears in diagonals
PixelPlz  [developer] 13 Aug, 2022 @ 1:15am 
Originally posted by Zote The Mighty:
- Steven - 8/10 - I love this change but steven started doing funny Delirium teleports.

- Mask of Infamy - 6/10 - Seems like you have the right idea, but in my testing avoiding the mask was super easy and the heart just... sat there, not moving at all, felt like the ai was broken.

steven teleports to the OPPOSITE side of the room so there is really no way he should be teleporting on you and the heart is supposed to move and attack, something probably broke
Chuckles 13 Aug, 2022 @ 1:28am 
Originally posted by PixelPlz:
Originally posted by Zote The Mighty:
- Steven - 8/10 - I love this change but steven started doing funny Delirium teleports.

- Mask of Infamy - 6/10 - Seems like you have the right idea, but in my testing avoiding the mask was super easy and the heart just... sat there, not moving at all, felt like the ai was broken.

steven teleports to the OPPOSITE side of the room so there is really no way he should be teleporting on you and the heart is supposed to move and attack, something probably broke

I wasn't meaning he teleported directly on top of me, but when he's transitioning to his second phase the fast red child has often teleported 1 inch away.
Cosmo Tewulf 13 Aug, 2022 @ 10:35am 
This might be a big ask, but I'd like to be able to change which reworks I want to play with through something like the Mod Configuration Manager or something of that sort.
Chuckles 13 Aug, 2022 @ 12:36pm 
Originally posted by Cosmo Tewulf:
This might be a big ask, but I'd like to be able to change which reworks I want to play with through something like the Mod Configuration Manager or something of that sort.

Something i'd like to add to this, a lot of the enemies got reskins, but even enemies that didn't get any sort of changed AI, and this isn't really marketed as a reskin mod.
PixelPlz  [developer] 13 Aug, 2022 @ 12:47pm 
youre hard to please huh
Chuckles 13 Aug, 2022 @ 1:30pm 
Originally posted by PixelPlz:
youre hard to please huh
Haha, yes, I think it's polite that you make sure to include all the features of a mod in the description :).
Ferpe  [developer] 14 Aug, 2022 @ 2:51pm 
Man this mod is amazing, my favorite changes are the ones for the Blisters, Hosts, Camillo Jr., Steven, the sins and the Dart Fly. Very Creative stuff.
Though I gotta say some changes feel a bit unnecessary (like the Eye, the Drowned Hive and Drowned Charger, Forsaken's brimstone being gone, the Fat Bat's vomit and the Dank Death's Head shooting projectiles).
Also I have a suggestion for the Black Bonies, you could give them special costumes to make them look like the actual bomb items (like giving them a smooth blue head for Bomber Boy, or their head being covered in flames for Hot Bombs)
jiku 14 Aug, 2022 @ 4:10pm 
I haven't played much, but burning Wrath seems to be a pest to fight. It can chain together bomb throws for like a whole five seconds to block shots, not to mention those bombs create static fires that also block shots. I think making the fires dissapate faster would be better.

A similar issue with flaming Hoppers, dont think they should randomly drop fires. At least the Candlers had an animation when they would drop a flame, and because those flames move youd noticed them more; but flaming hoppers appear earlier and are a larger pest.
on sale 17 dollar 14 Aug, 2022 @ 4:44pm 
If you're doing stuff with champions,then it might be neat to fix Red Mega Fatty's windmill of blood shots being physically incapable of hitting the player since Afterbirth.
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