The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Passive Skill Trees (Repentance)
Kevvan01 4 Sep, 2024 @ 12:55pm
StarJewels Discussion
First of all I would like to say that I welcome all discussion that isn't fueled by some toxicity and mean spirited comments! :)
So I have been playing this mod rather relentlessly (most my characters are at least lvl 50) over the past two weeks and I'm loving the more game changing features of the skill trees for the characters like Eve (some have less mechanically changing aspects but it is after all still in beta).

However something I really do not understand the point of is the star jewel system. It is clearly meant to only be a way to increase the difficulty of your playtime which is fine by itself but to me there has to be some reward or incentive to do so and well there is no reward associated with using these jewels. The upside you get from using jewels are an increase to exp gain, which by any sizable amount of playtime becomes rather useless. A lot of characters will be close to their full upgrades by the time you feel like investing points into the star tree and low leveled characters will either be too weak to use any substantial amount of these nerfs to your run or would be just fine running it normally as exp gain isn't low to begin with (you can usually squeeze out 20-30 levels on your first run).

I wish this system had a different way of rewarding the player for picking up a challenge. The ancient gems, which actually changes the game quite a bit and they are rather difficult if you ignore working against the changes, do feel fun but there isn't much incentive to ever use them. Most of the basic jewels are very boring like "-1 dmg and 7% more heart scarcity", not very exciting. I might be alone in thinking this but I do not appreciate difficulty increases in games with no impactful advantage associated with it. An idea would perhaps be that you have to use a certain amount of jewels (corresponding to an amount of starmight cap) to unlock a separate skill tree point system with other perhaps curse related changes to isaac (starcursed is the update name after all). Giving a more end game feeling to this mod might be a way to change these jewels for the better.

I'm curious as to what other players think who have dabbled in the jewels or just the game as a whole, I think the system explains itself even if you haven't tried it. :) :stickmansteve: :piratemeat:
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Ab Aeterno  [developer] 5 Sep, 2024 @ 10:51pm 
Right now it's essentially a replacement of the old batch of 'free xp' nodes - to speed up xp progress you up the challenge of the run instead of it being a bunch of basically mandatory +% xp nodes.

Higher starmight also ties into finding ancient jewels more easily, which on its own is kind of a challenge run system with one-time completion rewards, which can be interesting for completionists or just to explore for-fun "what if" scenarios.

At the end of the day it's very much an optional opt-in system though there's certainly room to tie future stuff into having a certain amount of starmight in a run or somesuch.
Kevvan01 6 Sep, 2024 @ 5:19am 
Originally posted by Ab Aeterno:
Right now it's essentially a replacement of the old batch of 'free xp' nodes - to speed up xp progress you up the challenge of the run instead of it being a bunch of basically mandatory +% xp nodes.

Higher starmight also ties into finding ancient jewels more easily, which on its own is kind of a challenge run system with one-time completion rewards, which can be interesting for completionists or just to explore for-fun "what if" scenarios.

At the end of the day it's very much an optional opt-in system though there's certainly room to tie future stuff into having a certain amount of starmight in a run or somesuch.
I understand I didn't consider that it was the replacement for the xp nodes.
And yeah I have some hopes for it to be more meaningful in the future :)
Sencantor 8 Oct, 2024 @ 10:43am 
Like Ab Aeterno says, one very very cool part of this is the ancient jewels allowing you to modify your runs and make them a lot more interesting (or just allow you to play some characters in a diferent way).

Regarding the jewels that just make everything more difficult, I actually LOVE them (and I wager lots of other players do too). I have 1.2k hours in Isaac and the only reason I don't have more is because at some point, the game becomes too easy for knowledgeable players, with most characters. The jewels allow you to make some runs challenging even with OP characters like Azazel and now I'm actually enjoying Isaac again a lot and have a new way to grind.
A small suggestion I have here is to introduce jewels with serious downsides, but with some interesting upsides that open up new ways of playing, or that make you hunt for certain mods. For example, items no longer grant damage buffs, but all other stat buffs also give 10% of their value to damage, etc. I'm of course assuming such dramatic modifications are possible and I know nothing of the difficulties involved here, but fingers crossed!

Also I really have to praise you on your work here Ab Aeterno, it's amazing what you managed to do already, filling out the tree is very very enjoyable. And the best part of it is like PoE, there's infinite room for adding new interesting things. I hope you keep working on this for a long long time. Kudos!
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