The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Plagues of Egypt
 This topic has been pinned, so it's probably important
Alzarath 19 Jan, 2017 @ 9:14am
Balance
Seeing how this appears to be pretty popular right now, since Edmund plans on adding popular modded items, it seems like a good idea to discuss balance. To put it plainly, this looks blatantly overpowered. Keep in mind all of this is based on the preview video that I'm assuming is up-to-date.

So what part of it would I say is overpowered? Well, almost all of it.

The Plague of Blood
This seems up there with the more balanced ones. No soul or black hearts can make things a bit difficult, but it does mean you get +3HP. I might make it give 3 empty heart containers to emphasize the newfound dependency of red hearts, but that's up for debate.

The Plague of Frogs
No complaints here.

The Plague of Lice and Flies
Way too many spiders and flies spawned from these ones. Holy cow. Maybe attach it to a (longer?) timer and give them a chance of spawning. Obviously the spiders should be less common than the flies.

The Plague of Murrain
I think my biggest complaint is the fairly sizeable distance you seem to be able to be from the enemy to apply it. This is emphasized in your video where you got it early and just walked around the enemy, killing them very quickly.

The Plague of Boils
This seems like it should also be a chance-based thing. Maybe a decently high chance, like 50% with a bit of luck, but a chance nonetheless.

The Plague of Hail
Happening a bit too often, I think.

The Plague of Locusts
Phew. You surprised me on this one. I half expected locusts to appear with every tear. The rate I noticed seemed to be alright, but something like Soy Milk might absolutely break this.

The Plague of Darkness
I can think of no good reason this should be dealing damage. Were it my mod, I would give this thing a fair duration and cooldown on each individual entity. Right now, it seems like this can amount to effective melee immunity with how it is, not to mention a decently sizeable source of damage. Otherwise I like that it has a tangible drawback.

Death of the Firstborn
I like this one. Has a nice random element to it. I think it could do a little less damage to bosses, especially considering it's fairly reliable to hit them. it would be nice if the enemy that would die to it was stunned for a second before being killed, so players have a better chance at seeing what their reward is.

Either way, I think anything that could reasonably use luck, probably should.
Last edited by Alzarath; 19 Jan, 2017 @ 9:19am
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Erfly  [developer] 20 Jan, 2017 @ 2:22am 
The video's a little bit out of date, and death of the firstborn doesn't hurt bosses anymore. Other than that it does represent the mod a fair bit.

Otherwise I really appreciate the feedback! Thanks for posting this!
Last edited by Erfly; 20 Jan, 2017 @ 2:48am
Erfly  [developer] 20 Jan, 2017 @ 2:36am 
Plagues of flies, spiders and hail will certainly be changed to be tied to luck. (With what appears now maybe being the max). Glad you're happy with plague of locusts, that was sort of a test of seeing how luck could work with the items.

Plague of boils I think will remain unchanged, you already can't play blood banks or devil beggars with it, it's in a sense a passive kamikaze.

In regards to the plagues of murrain and darkness, I see your points. I may reduce the distance of the plague of murrain, it does seem a little crazy at the moment. Damage may change too (I think it's currently tied to tear damage, perhaps this shouldn't be the case)

I'm happy with how the plague of darkness functions at the moment however. I'll perhaps change it to be a two heart devil deal only, but otherwise I feel that it should be just one powerful item thrown into the mix. If enough people do disagree with that however, I'll certainly nerf it.
Last edited by Erfly; 20 Jan, 2017 @ 2:38am
Alzarath 20 Jan, 2017 @ 7:07am 
Originally posted by Erfly:
Plague of boils I think will remain unchanged, you already can't play blood banks or devil beggars with it, it's in a sense a passive kamikaze.

Fair point. I retract my earlier comments.

Originally posted by Erfly:
I'm happy with how the plague of darkness functions at the moment however. I'll perhaps change it to be a two heart devil deal only, but otherwise I feel that it should be just one powerful item thrown into the mix. If enough people do disagree with that however, I'll certainly nerf it.

Making it an expensive Devil Deal item could certainly make it seem more fair. I'm curious how it interacts with bosses, though. Would it pierce the boss's after-effect immunity? If it does that could be pretty unfair. If not, does it only apply briefly and then trigger the immunity? That might hinder the player a bit too much.
Erfly  [developer] 20 Jan, 2017 @ 5:31pm 
Alright, as per your suggestions I've rolled out a new update.
You were very correct, even after a good nerfing, the items still feel fairly strong, without being like they were before.

The plagues of lice, flies and hail are now all tied to luck, otherwise having the spawn rate reduced significantly at base luck levels.

(Maybe hail was overnerfed? I'll see how it plays out.)

Murrain has had its effect size halved.
Last edited by Erfly; 20 Jan, 2017 @ 5:34pm
Erfly  [developer] 20 Jan, 2017 @ 5:37pm 
Once again, thanks for being so honest and concise with your feedback!
zeroXis 11 Feb, 2018 @ 4:26am 
Great mod with great individual ideas. Thanks for giving us the opportunity to give you feddback and changing it to be balanced. I hope that Edmund and Crew will add this mod in a future Booster Pack or even a new DLC or maybe game. I personally like the changes that have been made, so i am looking forward to playing on with this mod. And I got some ideas now for good Challenge Runs, like Plaque of Hail + 20 Luck, No tears...
Well that concludes my opinion and i am looking forward to seeing your mod featured and upcoming games!! 5*
nDm 20 May, 2019 @ 10:23pm 
Why are you listening to this guy exactly?
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