If they don’t want to make Purple Heart a damage increase, they could also make it so that it guarantees the champion item drop every single time. That makes it pretty valuable in theory.
I think then it should buff the champions more to compensate, so there’s more risk of keeping the trinket. (2 heart damage for comb+, 2x more health, 2x shot speed etc)
For sol, I'd make it a counterpart to the moon one, whatever it's called. It"d spawn 2 minibosses on every floor, and killing them granted a damage up and a little heal for the rest of the floor
@@renatoalmeyda8273 They were talking about buffing the item Sol, not Luna. They said Sol should be like reverse Luna that spawns 2 minibosses except for additional secret rooms.
imo the only thing youd need for boom! would be to move it from the item room pool to the shop pool, people already buy sharp key for the 5 keys so this would be an even better deal
I mean, Shop already has Remote Detonator for five bombs. And bombs are really handy, especially with the buff they got in Repentance, not to mention how bomb upgrades are fairly common these days.
here's my list of cool ideas -The Ladder: Allows you to climb over 1 tile rocks, just like it does with holes -Lost Fly: Randomly changes direction from the obstacle it was in so it can hit more enemies -Betrayal: Upon entering a room a random enemy will be charmed -Shade: Mimics isaac's shooting and tear effects as well but deals less damage (and the delay making it hit less of course) Camo Undies: Re-applies the effect if isaac stays still for about 3 seconds Backstabber: Makes the backstabbing effect deal double damage, not bleeding
@@thomaswang2223 Whoops, i missed that, welp to compensate here's another idea -Battery Pack: Chance to drop a battery or lil' battery every time you get hit (was gonna say that it has a chance to recharge every time you get hit but that just worse Habit)
If I'm not mistaken, rooms have a "difficulty" value assigned to them, Evil charm could just make it more likely that easier rooms generate in future floors.
@@IsaacGuru Well before you unlock the "everything is terrible" achievement easier rooms are more common, so there's already a function that looks whether or not you unlocked that achievement before generating a level, I don't think that "lying" to that function would be hard to implement on the devs part. Making it a mod would be really hard though yeah.
I never thought Venus was a bad item, it really helps in a lot of claustrophobic rooms, but certain charmed enemies can actually be more dangerous than non charmed ones, particularly ones that explode as they will now be able to explode on any enemies near you.
Yeah I feel the same way, I think people don't understand the point of a planetarium is to get an item in exchange for sacrificing an item room or two. so a planetarium item should be just *slightly* better or equivalent to a general item room item. Or if you think about it this way you're trading a more chaotic item pool for a less risky one.
I never found 2spooky "bad" honestly, I actually think it's pretty good. Pretty much no more contact damage from normal enemies is pretty big in my opinion.
Yeah same thing with Venus, I think charming enemies is really powerful, though for an item so rare and especially one you have to skip item rooms for Venus needs a buff
@@NecroCloud my brother in christ, I have over 3000 hours in game, I know enemy patterns like the back of my hand and I know how they act under effects like charmed and fear, 2spooky is still a Godsend sometimes
Yeah, but it is a devil deal item, that you're probably going to see in floor 2+ where more long range and charging enemies start to appear, and less slow following enemies. Also, you have to pay heart containers for it, aaaaaand also chose it over/apart from another good devil items, like eye of the occult. I have never picked 2spooky by myself, only by random items, and I'm not sure if a lot of people are actually excited or at least grateful when they see it on the devil deal.
@@eduardogarcia6318 Imagine that 2spooky is an eraser for those slow following enemies. Once you get it you don't have to worry about those enemies, since they can't do anything.
@@bingoviini 2spooky is great. I wasn't even aware people thought it was bad lol, it's not amazing, and I'd take like, any flat attack up item over it any day, but it's far from a bad item. Definitely upper half
@@bingoviini Yup, but what I tried to say is that usually by the point you have access to it, you don't need it as much anymore. But maybe it's just because I haven't tried it enough, because I didn't think it was good enough to pay life containers for, lol. Might try it in a new run.
personally, I feel Purple Heart should stick to the idea of Champion enemies and give a significant boost to item drop rate from Champions, as well as it's existing effect
I'd like to see purple heart be able to open arenas without needing the health requirements as well as giving a small buff to tears while challenging them. (On top of its original effect of course)
I honestly think sol should spawn an emperor card at the beginning of each floor so you can have the option to just immediately challenge the boss if you want
I feel like the effects you gave Sol and Venus are quite overpowered. Compare the new Sol and Venus to some of the strongest Planetarium items now: Uranus, which is a tear effect, Luna, which is a couple soul hearts per floor + steadily increasing tears, and Terra, which is a damage up and Sulfuric Acid effect but semi-randomizes damage. Here's my proposed changes: Sol: I think the effect you get is already quite strong. I think the only change you'd need (if at all) was the first one that gives you Blanket effect in a boss room. The damage up seems excessive: imagine that with other damage items! Venus: This item is underwhelming, but it doesn't need so many buffs. I like the charm damage multiplier and think it's thematic, but I think adding the two other mechanics (pseudo-Maggy's Faith AND Maggy's Bow) is a LOT. How would you fit that on the pickup quote, anyway? My idea: Let bosses suffer the charmed damage multiplier. It's a little strong, but Venus's charm has barely any range anyway, so you have to adopt a more risky playstyle to balance it out.
I fail to see how Sol in its current state isn't completely terrible. 99% of the time you do the boss room last and if you don't not much else on the floor is worth doing. if Sol gave the sun card effect at the beginning of every floor it would be 1000% better.
@@TheEcrafters the thing with sol is that it makes you play differently and go for the boss room first, even then 1 free full heal per floor is really really good
Let’s be honest, Uranus, neptunus, and terra are about 5x better than items like sol and Venus. I think for Sol the sun card should activate at the start of every floor and in the boss room you get dmg+holy mantle. For Venus, I think it’s very simple: charmed enemies don’t deal damage to you. These items after these buffs still won’t be better than something like Uranus, but they will be worth it for sacrificing your item rooms
@@eltiolavara9 you're always going towards the boss room first, you usually encounter the other rooms while searching for it, it's pointless most of the time
Breath of life is one of the few items I’ve just never found a use for. It’s simply too tricky to use well in most scenarios. Give it an active room charge that makes you invulnerable for a second or so and it can be a useful and fun item to get you out ofbeing cornered. That woul also award skill and reflexes.
I'd personally remove the vulnerable phase of BoL; you can only hold it down for a second or two of instant invulnerability and take damage very quickly afterwards if you don't let go. It'd ideally come with a visual ring and a ticking sound, effectively making it Tooth & Nail as an active item. An optional bonus would be Car Battery increasing the invulnerability time, but also doubling the damage. You might take a full heart of damage with BoL normally, but _two_ full hearts with Car Battery, reminding you that being able to hold BoL longer shouldn't make you reckless.
I think Sol is actually one of the better Planetariums?? Don’t know if you knew this but when killing a boss it also reveals the floor layout, fully heals Isaac, and fully recharges your active item
How about this then: similar to card reader, you have the option to go straight to the boss? Or alternatively it reveals mapping of the quickest path to the boss, similar to the path Star of Bethlehem takes
@@thejoeyguy_ Revealing the path to the boss would be interesting, though I think the item is in a fine enough spot personally. Just by marking the boss location you have the ability to roughly estimate the path anyways due to how floor gen works(though obviously that isn’t 100% consistent)
It also gives you a luck up, and removes all curses. It can remove curse of the blind, which is pretty good. Honestly no planetarium items need a buff. They're the on thing that's balanced, they're just as strong as it is difficult to encounter a planetarium. Luna, Neptunus, and Sol are some of my favorite items tbh.
Good ideas! if these don’t make it in the game you should definitely make a mod for them! Also, different idea for eye of greed - pennies that miss drop on the ground and disappear if you don’t pick them up quickly, like tainted keeper pennies!
Its funny because being the item specifically mentioned by Ed in the tweet at the start it probably won't receive any changes. If I recall correctly he said in an interview that bobs brain is his favorite item so its perfect as is lol
i dont think purple heart should get a dmg up because then it just becomes champion belt. An idea i tough would be great was if it made champion enemies drop their reward 100% of the time, since i think getting more champion rewards was the purpose of the item
I would agree if they didn't already have this kind of design in place. Nose goblin is just trinket sinus infection jaw breaker is just trinket tough love. They can do champions belt but trinket form as well. Though I really like this additional idea
Many of the items in the list arent weak honestly. They are just super vanilla and dont have unique effects (which is totally fine!). Not every item has to do something special on its own and can be worse versions of other items. A regular speed upgrade and some bombs are nice, help the run and are definetely not weak (how can stat upgrades be in a list of the weakest items). And changes like the ones to Venus and Sol, even when they are Planetarium items, are way too overloaded with a bunch of different effects which sound like complete new items
Totaly, in my opinion, making so even ok items all have MiRaCuLoUs effects makes getting unique items less of a meaningfull experience, i whould say probably the items of match book, the belt, goldem razor, moms lipstick, sol, venus and brains
Can agree with you, but on the other hand, some items coming from flash Isaac did not transition well enough, that being the baby familiars, in og Isaac they were a huge help since there really weren't enough damage upgrades, but now we have so many that babies are only used for conjoined and that's it, baby rework would be really nice
@@smore9831 Well, part of the appeal of Isaac is the unique and interesting items and synergies over basic stat buffs, so it would be nice to have more stat buffers with a little extra to help them stand out I don’t think the really cool, unique items are gonna become any less interesting by adding a few niche bonuses to a few weaker items.
It'd be cool if sol had an effect similar to Luna, where it spawned a guaranteed, and visible, mini boss on every floor that gave you a permanent 0.5 damage up upon beating it.
This is the best idea I've heard so far. If you're chasing your radiant victory, then you should have a reward for seeking out new challenges to conquer. Permanent 0.5 damage up for every boss and mini boss seems just about right.
I think Sol should activate The Sun card once you walk in to the boss room. That way the heal and damage affect is useful, while still having mapping to grind things you skipped or missed
I like your idea for Dark Princes Crown, but it almost seems like a better Whore of Babylon, which will in turn degrade that item, you know? I wonder if instead of the damage up it can have an effect where, while active, all devil deals leave Isaac with 2 heart containers, but you are able to take one deal for free, similar to The Lost. Cool synergies, risk v. reward, and shouldn't be super OP, much like Crown of Light.
@@StarchieHalo Good point, but here's a simple litmus test: You have this reworked Dark Prince's Crown and can take Whore of Babylon in a Devil Deal for 1 heart, taking away your Dark Prince's Crown effect since you only have 1 red health. Do you take it? (Extenuating circumstances aside) Now, with my suggestion for the rework (or others that don't provide a damage up), do you take it? If you answered no to the first, it effectively replaced it with something better, right? Of course there's other characters to concern yourself with (???, Tainted Judas, etc.) but then you just make Whore of Babylon more situationally good.
Perhaps an idea to buff Sol is, after you've beaten the boss on that floor, you gain a small permanent stat boost or bonus loot (an extra boss item if you're really lucky) equal to the amount of unvisited rooms left.
The last effect of evil charm shutting down stone grimaces will lead to a softlock in the ghenna floor as some rooms have rocks blocking the way that can only be destroyed by those rock smashing grimaces.
@@hojdoj3567 that wouldn't work as it would destroy the mechanic to finish that room and how do you intend to implement it? Well my suggestion is slowly deteriorating rocks. Instead of the grimaces destroying the rocks the rocks themselves will slowly disintegrate.
For "boom!" I'd make it so Isaac explodes on contact and the explosion will cause ×2 of Isaac's damage. Aside from that, the explosion will also synergise with other bomb modifier item's. For example: if the item "brimstone bombs" is obtained, the explosion will also shoot four brimstone lasers in a pulse like pattern.
i'd actually say that sol is a decent item, simply because it guarantees full health every floor, especially useful with bethany. also, if you happen to have curse of the blind, it will remove it for you so you don't have to be afraid of taking bad shop or treasure room items. the damage up is just an small addition but it helps on floors with multiple bosses, such as void or dark room/chest, or mirrored downpour world, especially that the damage buff is pretty big. you can also rush to the boss and full clear later, having increased damage for the entire floor. so imo sol is alright as it is but i won't mind a little buff ;)
I dont really get a lot of the choices made here. It feels like a lot of the items put up here are just too underwhelming, rather than being bad. Mom's lipstick is a good example. The heart it gives you can be quite nice if you need some health to top you off, but I can see why you'd think it needs some changes. However, Mom's Underwear, a significantly worse item with many of the same problems, doesn't get touched on at all. There's a whole lot of bias in here. Items like Boom, Evil Charm, Match Book, and The Belt just seem to be included because they don't have very prominent effects. All of those items are a great addition to my runs, speed is great for avoiding damage, bombs for gathering stuff, the black heart for getting more deals, and the luck for more room drops. Sol especially is a weird pick for me. Full health at the end of a floor, on top of curse removal is a really helpful buff! Combine that with revealing the boss room at the beginning of a floor, and you've got a strong item for finishing a run fast & smoothly. It does even better on womb, corpse, and sheol/cathedral, since there's not a lot on those floors that you need to find before finishing, like a treasure room. A strong item not really in need of changes. The only 2 things here I'd consider in serious need of adjustment would be purple heart and black lipstick, and even then, those 2 are trinkets, so their effects aren't supposed to be strong anyways. Plus, there's a lot of balancing decisions on here I have some big problems with. The necronomicon, under your changes, would go from a room clearer every 4 rooms to a room clearer and boss shredder instantly, since every enemy you kill stores up 4x your damage (that's 14 per fly at base damage). Many similar items are not only weaker, but also have more charges or more situational use (like jar of flies or book of the dead) It feels like a lot of these changes come from a lack of understanding with the boss pool and overall balance. I've got around 1500 hours put into Isaac, from 3,000,000% and dead god, so I feel like my opinion here holds weight. I spend a lot of time looking over various wikipages, trying to understand every item to the core. I believe that the worst items are not the most dangerous to a run, as most like to think with Bob's brain or cursed eye, but instead the items with the least potential to help on a run. Things like mom's razor and a couple of respawn items come to mind. I'd your list had more of those, I'd like it a bit more.
I appreciate your detailed opinion! I'm aware that I'm missing a lot of items in this list, especially Mom's Razor. I decided to release the video early because it was already getting longer than my usual uploads, plus I would like to see some more ideas from other people and make a follow-up video with even more items included and possibly changes to the first ones. I have a huge list of items that I still need ideas for and I'll probably work on them at some point.
I always thought they should have made it so “Boom!” Should refresh your bombs to 10 at the start of each floor so you use all of them without hoarding, makes bombs a weapon but not for every room
alt bonus for boom: The first bomb you place in a room that still has enemies in it doesnt lower your bomb count when used but also cant blow up rocks, a "combat bomb" if you will
What I think about these changes (sorry if I sometimes sound a little salty): Mom's lipstick - I actually really like that change, just a little something that could make that run slightly better. Black lipstick - I'd say fear by itself still isn't worth it, but maybe give scared enemies even higher chance to drop black hearts so it pairs nicely with its normal effect. Dark prince's crown - I don't think giving even more damage is a way to go with this one. I might have overcomplicated it, but here's my idea: instead of constant requirement for one heart for the bonuses, make it check for one red heart whenever you go to the next floor. This way the crown would be way less situational and I at least would actually consider taking it. Necronomicon - I don't really see a point in buffing it. It's already a good item, even if some would say it's not as good as the rest of the books. Boom! - let's be honest, it's still useless. If you plan on constantly bombarding enemies with explosions, then you either already have dr. Fetus, Ipecac etc, or you don't really care about your bombs, which is just bad resource management. It could go more in the "buffing troll bombs in your favour", but that doesn't really fit into what it's supposed to be, just +10 bombs. Nothing more, nothing less. It's a good concept, just not for this item. Purple heart - it's already a risk-reward type of a trinket, so slapping a +10% damage feels pointless. I don't get why people think it's bad. Sol - Here's my idea: scratch the 50% damage bonus and holy mantle. Instead you'd have guaranteed 1, maybe 2 mini boss rooms on the floor shown on the map, and clearing these rooms would give you a damage or tears up for the rest of the floor. The Belt - I'd say that change doesn't really change anything. A temporary barely noticable speed up after getting hit isn't something I'd ever need or want. It's just.... there. Match book - It's already an ok item, and a little bit of fire damage is ok ig. Bob's brain - for most people double tapping could be a necessery change everybody would want. I'm not sure what to think about that tbh. It'd be easier to use it and help people a lot in not blowing themselves up. But imo, as curse of the tower, it's a risk-reward item. If you learn how to use it correctly you'll be fine, if you don't you'll blow yourself up and blame Edmund for making this game literally unplayable. Kamikaze! - I don't 100% agree with the change, but I have an idea how to "fix" it. First: make it prioritise red heart damage when used normally. Second: nerf the base damage and radius to match a normal bomb. Hear me out: you'd either use half a red heart for a little bit of damage, or run into the enemy, take soul/black heart damage and deal much more damage with a bigger radius. It wouldn't trigger however if you took red heart damage. I think what you have shown in the video was a little bit of an overkill. Eye of greed - it's not the best item, but I'd say it's okay. Maybe make it use a coin only when you hit an enemy. Golden razor - no. I can already see the "golden razor + rock bottom" videos ._. 2Spooky - Great change actually. I definitely would pick it up much more often. Venus - charming effect is much more powerful than you'd think. Adding a damage up unlike with spooky, I'd say is unnecessery. Getting more health can be really useful and I think is a good change, but full health after going to a new floor kinda feels like too much. Mom's coin purse - Maybe decrease the pill drop from 20% to 5%, but again, I like it. Harlequin baby - I don't really see what's wrong with it? You get 2x familiar damage if an enemy is close, for the cost of tears being harder to aim in a longer distance. Giving it more damage is kinda contrary to what (i think) it's supposed to do. Papa fly/Brown Nugget - Flies on brown nugget would be broken in boss rooms, but I'd like to see them on the papa fly. Evil Charm - I like the bonus life and the revive thing, but I think disabling stone grimaces effect should be put on a new item, rather than this one.
your sol idea sounds good on paper, until you realise that the game has room priority and can't spawn every room. so the mini boss rooms might replace a naturally spawned mini boss room or an arcade room or a sacrifice room.
Purple Heart - +10% damage would make it somewhat useful instead of being useless on greed/greedier mode, where that trinket spawns, increasing chance of champions, but on the countrary - champions in greed mode don't drop any loot on death. (Or just turn it into a budget version of a Champion's belt) Sol - Defeat 1-2 minibosses on a floor to get a temporary flat or % stats? I don't think it will worth it, especially if you are in a hurry for BossRush or Hush, because you will clear 60-80% of the floor without it's effect while you crawl through rooms to these mini-bosses which rooms probably won't spawn next to each other most of the time. Golden Razor - STOP TALKING ABOUT IT! Rock Bottom is that kind of item, that always turns on the "easy mode", unless you found it in the secret room of "The Void" floor. Sinergy with an almost OP item is not a valid reason to decline a Golden Razor buff, because let's nerf a Book of Belial or normal Razor then - they sinergise pretty well with RB if you have enough batteries/hearts in the same room, aren't they? Venus - Charming is powerful, but not with the Venus's almost pointblank range which makes that charming useless on later floors where most enemies have ranged attack, fast-flying tears and don't follow Isaac. If not giving a damage multiplier, then increase charming range by 1.5 or 2 times the initial then. About full health on each floor - agree, a bit to much, better turn it into healing 1 red heart every floor, if you don't have red hearts - give 1 soul heart. Harlequin baby - Whole problem with it, that if you don't have Child Leash or you are not playing Lilith (with or without Birthright), you are probably gonna leave the idea of controling that "delayed shotgun" (because of familiars following mechanic) and will continue to shoot enemies yourself, especially if there are many rocks in the room, Sister Maggy will be more useful in this kind of rooms, because her tears fly forward just like Isaac's, not sideways. That's why Lump's effect would make him in line with other familiars.
@@mixamasl Purple heart - easy one: just remove it from the greed pool. 10% is barely anything and it's definitely not worth it, looking at the amount of health champions have. Sol - I'd say it'd be more of a "I'm close to it so I might as well fight a mini boss for a dps up", rather than actively look for it. Whether it'd be worth it or not is entirely up to you. Golden Razor - the reason I mentioned rock bottom is because it can give a relatively huge damage boost, which is very easy to get with an arcade. Book of belial at best can give 3-4 charges which is 6-8 damage, assuming you get quite lucky with batteries. Razor can get this much after spending around 30 coins you're very likely to get on your run, plus additional from blood machines. After using it only five times you get 10% chance for a dime and 25% for a nickel. Venus - I wouldn't say it's useless on later floors, but I pretty much agree with the rest. Harlequin baby - I don't really get where you're going here. You say it's more difficult to aim it than other familars, but I don't see how additional damage with range helps with that.
I wouldn't say purple heart is a risk vs reward trinket since most enemies are champions in hard mode. The increase isn't noticable. Like some people suggested already: make it increase the chance of pickup drops from champions to make it worth it.
The main one I disagree with is Bob's Brain. As a Bob's Brain lover, I feel like it is really strong, and that the danger of damaging yourself with it is a good drawback. Other than that some pretty cool and creative changes! like your idea for Evil Charm and respawn items!
I liked your status weakness ideas for 2Spooky and Venus, I feel like there's a surprising lack of enemy weakness mechanics in Isaac. Like I believe the new Strength? card is the only example of a full blown universal weakness status, which I think should be on more items on general.
Random idea for The Belt, maybe it could make syringes more potent, like Synthoil giving a better damage up, Roid Rage a better speed/range up, etc Since it could act like a tourniquet
Idea: Ouija Board should have a chance to spawn a weaker hungry soul every time an enemy dies. The soul doesn't explode and only last for a short time to keep it balanced.
@@the13thgoogler everything you said besides popula duplex was a deal item and popula duplex is essentially the same item but it makes your tears look bad
I disagree with two things, Venus and 2Spooky. 2Spooky/Venus isn’t op don’t get me wrong, but it’s fairly cheap, and it prevents contact damage, which in my opinion blocks most of the annoying enemies pre sheol/cathedral (globins leeches gapers even bosses like chub). Venus is 2Spooky but even better, it gives you a heart container, health upon pickup, and grants the effects of 2Spooky but instead of enemies running away from you, they FIGHT for you. I think the damage buffs for both are a little too powerful, and I think they’re good/great items right now.
I would add Mars and Jupiter to the list of useless items. Mars's activation is unreliable, where you have to let go off other keys to double tap fast enough. Useless for dodging, not to mention the useless damage. Make it something like permanent white pony, maybe an active item that gets stored in bottom item slot, add flight and red beams to it Jupiter is just terrible item, huge speed down for questionable damage source. I would make it replace tears with small gass clouds (with addition to farting) and reduce the speed down to 0.15.
They're definitely on my future list. I deliberately didn't add everything because I want to hear other people's opinions and ideas before I make another video like this.
@@47slogra I meant by that that you will stop for a while before starting the dodge, even when you hold the key, you have to release and double tap, which takes like .1 - .2s which are really crucial in hard mode with those blazing fast projectile speeds.
I feel a quarter should do something special when taken as a devil deal, maybe just keep a quarter the same while buffing its chances and removing it from devil deal room while adding a bloody quarter that gives 25 cents and acts as a keeper's sack but for devil deals? Like, the quarter is fine in EVERY SITUATION apart from devil deals
I personally find it funny, the devil is essentially like "hey kid, wanna sell your soul for 25 cents?" And the best part is I usually take it if I have spare hearts
Venus: maybe not fullfilling the entire health but fill just 3 red hearts, and evil charm: be immune to all debuffs, including touch spykes, fire, explosions, and maybe dogma brimstone.
those changes are either a replica of something that already exist, outshines everything else, is not linked to the base effect of the item or is way too complicated for the player to make use of , the only one's i agree with are most of the boss item changes (the belt,mom's pill purse and mom's lipstick, even if the "on contact, do this" is already on mom's heels, and it's already fine as it is, being 50% better then other basic range upgrade+ health) since they don't steer away too far from their base function, and are thematic i will tell you what's the problem with each of your ideas to rework them: -mom's lipstick: pretty niche bonus effect, that makes sense, and doesn't completely overshadow the base effect of the item, that's a thumbs up from me -black lipstick: would be effectively be the same as mom's lipstick, with an effect that is extremely different to one it currently has (and no synergy potential), which is x2 chance of a natural black heart spawn, since they're pretty rare in the first place, this doesn't have much uttility , but in addition to the black heart generation, it could also add x4 your base damage to the necronomicon effect overall, leading to extreme potiential with damage items like ipecac, proptosys, haemolacria and black heart damage items like dry baby, death card and other items in the same category . the x2 effect should also work with everything linked to black hearts spawn chance, like dark bum, serpent's kiss or meconium -dark prince's crown doesn't need a 50% damage multiplier on top of the golden cancer, it's fine as it is, you can keep the effect even if you take damage or don't have full health, as long as you are on one red heart , even at max tear rate, it's a 140% damage multiplier, combined with a range and shot speed up, it doesn't need to be the equivalent of crown of light, because in my eyes, it's far superior, being easier to maintain, and more versatile. -necronomicon seems like a good idea, but with criket leg, 7 seals, and the locust of death, there's already too many items generating them, a hungry soul ghost could generate from every kill done by the book in the room, since the only other item that does something similar to it is spider butt, except it spawns spiders, it would make it more useful against stronger bosses , like hush with the horde of fake blue babies, or against pestilence/death/famine... and anything that generates enemies, it wouldn't remove the first uttility, which is a room clearer, but it would give it extra versatility against spawners enemies/bosses -Boom! seems niche, and in the case where you would use it against enemies, you probably have a lot of bombs/ you have explosive weaponery so this doen't matter, a better way would be to make any bomb upgrade give double what they normally give (bob's curse, +10 bombs,fire bombs,+10,fast bombs,+14, blood bombs,+2 health container etc...) and make bomb beggars give double payout, that would be niche, but interesting in it's own way, since it makes them much more valuable to play, not only doubling their chance of item payout, but also "doubling" the value of the payout -purple heart is fine as it is, doubling chances for champion enemies, this works extremely well with glyph of balance, and friendly ball, increasing your chances of finding champions to get in your team, like red pulsing one(healer), or that regenerates itself, it may be on the weaker side of trinkets, but it certainly doesn't need a pseudo-curved horn effect -sol is one of the better planetarium items in my opinion, with a guaranteed the sun effect on every floor fully healing your red hearts, and revealing most of the floor, removal of the current curse,full charge of your active item (coupon just before getting a devil deal, or larynx for exemple) a +3 damage and +1 luck, combined with the most important part of the compass effect is far better then a saturnus or uranus in terms of uttility and power. it doens't need a blanket, a better death's list and a (in terms of dps) 20/20 -that would make it very interesting with items like rock bottom or libra, effectively giving you an all stats up, or making it last forever, and even by itself it could have some usage, that's a good change to the belt -match book is definitely not one of the better boss items, but it's still health (that deals damage), bombs and the option of a trinket for extra bomb pickups, it helped me often in the earlier floors where i needed them to explore secret rooms, destroy obstacles and explode the donation machine for that keeper's sack first floor, your the additional effect would be lost between the hundreds of other items that already do that but better (like the virus) maybe a weaker firemind effect, like a 3% chance of shooting a fire tear, and maxing out at 33% with 10 luck, since there's almost no items that do the fire effect (and by fire effect, i mean the one that scales with your damage). -but bob's brain should be risky to use, just like ipecac, dr foetus, or any explosive effect, it being extremely powerful, one-shoting first floor bosses and all enemies in one hit, pierces armor and deals poison damage in case they weren't dead yet, a double tap would just make it without risks and only positive effects, and with an item this strong by itself, this is not conceivable -so, effectively panic button directly implemented? what would be the point of the trinket then? it works fine as it is, killing some bosses in one shot thanks to the enormous buffs it received, and allows you to have an infinite source of explosive if you have the health (and have been unlucky with the damage part), with tanky builds or characters like maggy, this works pretty well, plus if you take damage, you can press it for free and deal some good damage in a big radius and don't get me started with explosive resistance, then it's a guaranteed win 1/2
-every shots you hit now give you back the coin you payed to shoot it (if you did shoot it with a coin and not when your wallet was empty , effectively making it a net gain if you use it correctly, combined with the new way the multiplier on this tear works (x1.5+10 instead of x2) it became extremely useful with tear multiplier like soy or almond milk, pratically becoming a better blood clot for them, this one is fine now, if we were talking about the repentance version, then yea it was quite awful, but right now it's extremely strong) -your change would mean that to get value out of my golden razor, i would need to spend my potential buying / litteral power in a specific room that probably doesn't have anything to fight in? that wouldn't work, unless the effect is better then the downside (5 coins per use) by itself and then it would just be a gamebreak type of item, i thought about reducing the boost of the base effect but, every single time you use it, you get a permanent damage upgrade for the rest of the run ( a very small one compared to the main one, currently being at +1.2, it would go to +0.7 but you get a permanent +0.2) giving you reasons to use it before being in front of the final boss and killing him in 0.5 seconds with it -i understand that people do not realise as much the power of multiplier when they're not shown on the stats, but a +50% just for staying at medium distance of your enemies? that's completely overpowered for one heart container if you include the fear effect it already inflicts to all enemies around you, the classic contact damage enemies are already fully countered by this item alone, and it makes some room pathetically easy, it doesn't need a multiplier, but that "deal extra damage to enemies with fear/charmed effect" could be given to bozo, due to it not reliably doing it and become extremely strong, but still enough for the player to notice and starts thinking about potential synergies -"and about instead of x1.5, it would be x2, how about that" that's beyond strong, with an item that is already making normal rooms a joke by making enemies kill each other, this would make it one of the top 10 items with the already useful effect and the bonus hp up on it, but like i said, bozo could be given that effect -i'm ok with that one, for a boss item, mom's purse is certainly one of the weaker one, with the potential of being pretty good, yes but also of making your run worse, this would make pill based build much more effective with it, but for those that don't rely on self-damage build, it won't be as strong, good change. -the arc in the split shot isn't as high as with the wiz, and since it's a follower, you can reliably hit both shots on a target, with the recent 35% dps buff to familiars, he definitely doesn't need anything, being able to deal 8 damage per shot on close target (so effectively, 238% of a base shooter) is quite good for a familiar - so an item with already infinite damage potential, that keeps on getting better and better as the fight goes on, should also get an extra scaling factor with your own damage? it's already good enough as it is, and while papa fly is not amazing, it deals your current damage and got a fire up, and follows you better now, combined with the new trinkets that buffs familiars, they don't need it , neither brown nugget nor papa fly -evil is extremely niche currently, that's true, but it's not because they're not many, it's because it onky applie to only a fraction of them, it should include: champion's effect (creep, extra tears) stop them from dealing more then one heart of damage and rather half a heart, fire and fire projectiles(the tears projectiles and literral fire projectiles) poisonous projectile like ipecac shots and then it would become something decent now don't get me wrong, i do find it positive to have others giving their opinions about what should be changed in order to make the game feel better, it's always better to have different points of view on a "problem" but if there's some items that need change, it's certainly not those in my opinion, there's two that i consider absolutely horrendous and in crucial need of change , which are: -mom's razor bassically is a worse cube of meat, that deals less damage, inflicts an effect that is meaningless, doesn't block projectiles and on top of that, it doesn't even hurt bosses! my change would simply to allow bosses to take damage from it and for bleeding to be allowed to be inflicted to bosses, but instead of dealing %damage it would buff all damage dealt to the target (+15% should be good enough) -camo pants is gnawed leaf except worse, with certain enemies straight up not caring about confusion and it doesn't work on bosses, it should at least function like pause where it's less effective against them, something like 1min of confusion should be enough , and while it's active, it leaves the path to the boss open, allowing you to skip rooms and go straight for him and serving like a miny compass effect in it's own way 2/2
Most of these are neat and well thought-out, but Sol, Kamikaze, Evil Charm, and Venus are overkill. Venus in particular I object to you calling a "crappy" item, that's an insane take. It trivializes loads of rooms
@@IsaacGuru something original, like splitting enemies in 2 on contact(like the Meat cleaver), or maybe just apply the bleeding effect for bosses and infinite on normal enemies. Another option could be to improve the bleeding status effect overall, like enemies leaving damaging creep behind (for other enemies other than them ofc)
these were some much needed buffs and changes to the crappy items you see on a run, i especially liked what you did to the planetarium item to make it slightly more exciting when you get an item like sol or venus lol
Alternative buff for Boom!: All bomb items that would normally give +5 bombs give +10 instead, and it applies retroactively. Sidenote: I do get that Planetarium items are rare, _BUT_ I don't think they're supposed to be run carriers. IMO Luna, Terra, or Mercurius are examples of what a Planetarium item is supposed to be, something with esoteric effects that *can* be used for very high potential. *Also,* if you wanna buff Evil Charm I think combining the effects of Flat File + Safety Scissors would be best. It doesn't increase your power level much but *EVERYONE* would be foaming at the mouth to get it.
why is 2spooky and venus here. They're definitely B if not A tier. Boss items don't need buffs because... they're boss items. 2:54 Yes, I think that's enough. The tears up is very good, no need to buff it further. Damage up is kinda against the point of DPC. It's supposed to focus on tear rate, making it the opposite of Crown of Light which focuses on damage. 50% chance for a locust for each enemy via necronomicon is way too strong. The item itself already got a buff, being a 4-room charge which is perfectly fine. Boom is what's its supposed to be, no need to buff it. Once again, boss items are boss items, they don't need to be super unique. It's totally fine if there are two speed ups. Bob's brain will never get that change you proposed. Just saying. Kamikaze's buff makes it so it can almost one shot most early game bosses. Don't think it needs a buff. Again, Venus and 2spooky are super strong. They essentially make you indirectly immune to chasing enemies. Brown Nugget is quite good in Boss Rush or some tanky bosses. Papa Fly scales with damage so it almost doubles your dps.
2spooky Is a demon item that costs one heart Venus is an item that costs about 3 item rooms (if you are lucky). It Is more likely to appear a sacred heart than a venus.
@@water204 Ask yourself why planetarium items are rare? Because they're not OP. If they were any stronger, you'd have people skipping item rooms every game to get them. I really don't think people want this as much as they think they do, it would be really repetitive. That pool has less than a dozen items in it compared to the treasure room pool which has hundreds. Way more variety the way it's balanced now, and planetariums get to feel rare and special when you do find one.
I like the ideas, however Sol, Boom, The Belt, Purse, Harlequin Baby and Evil Charm should not receive buffs (or at least not as strong, Venus and the Charm are just cracked with the ultrabuffs suggested in the video). I consider these items already good enough because they often save early runs.
I have a proposal for Sol as well. What if instead of having a large damage up for only that floor, it gives a smaller, but permanent damage up? It would definitely increase the value. If you see Sol, instead of thinking "oh wow, i'll get to have a useless damage up because the boss is supposed to be the last thing i do," you'll think "Awesome! Every floor i get a little stronger!" Edit: I realize after watching for like 10 more seconds, my idea was applied with minibosses, but the damage up there is higher bc minibosses are rarer. My idea still stands.
Idea: what if Sol(on top of what it normally does) have a holy mantle shield during bosses and mini bosses, but also if you kept the shield your rewards are higher quality(mini bosses have a higher chance for gold stuff or items and bosses have a higher chance for higher quality items)
Shoop da whoop: if you clear the room whit it it gets fully charged Rotten Meat: the extra heart is always filled whit a Rotten Heart, empty containers have a small chance of getting filled whit Rotten Hearts Prayer Card: While holding it Angel Rooms can spawn even if you took a Devil Deal The Bible: Get a 1 room Holy Mantle/Sacred Heart tears effect on use Mars: You can slighty change the direction of the dash Magic 8 Ball/Tarot Cloth: The Planetarium chance boost from them is permanent Strawman: Keeper respanws every floor, if Keeper kills an enemy it has a 10% chance of dropping a coin
As someone who somewhat defends Bobs Brain and likes it, It never crossed my mind of making it a double tap like GB bug, That's so simply and obvious yet ingenious.
This is a very well-made video! I feel that the planetarium items are being given a power trip, though. I usually see planetarium items as a form of consolation prize for the scenarios where you don't have a key for the item room. You shouldn't be specifically going for the planetarium items because they're not supposed to perfectly balance out the cost of missed item rooms. I feel like Venus should have a chance to replace hearts similar to what was shown with Eye of Greed, the current changes are way too strong. You could play up the risk/reward factor on Sol by making it give an extra boss item for killing the boss before taking any damage on the floor, or simply giving a permanent stat increase. The other ideas are super cool, though!
I think most people are complaining about the sol and venus buff because they are seeing them as normal items not taking into account that you have to sacrifice 2 or more item rooms just to get them which could be magic mush or another op item, so buffing them this much i think might make the exchange at least more worth it, because normally you would only pursue a planetarium when going beast which makes them kinda useless when going to other bosses
I like the idea, but if every item in an roguelike is good, why even have different items? Why not have the same build every game? What I'm saying is, I like your work as a project itself - but as an isaac mod it is not a good one.
I also have some buff ideas for these items: Sol idea 1: every floor is guaranteed to contain a special secret room with a miniboss that will always be the super variant idea 2: every floor contains 2 bossrooms, first one of which is replaced by a regular boss from the floor if its a story boss idea 3: when you defeat a boss, an emperor? card is used and you are teleported to another boss (and no this doesnt loop so only once), and when you enter the emperor? boss room the strength card is also used, but the boss has a slight repelling aura to make it more challenging, as if he has a weaker version of the soul Moms coin purse: spawns only 3 pills, but also 5 random coins, and each of the 3 pills has a 10% chance to be a golden pill instead, and the false phd effect is applied for the current floor (including the good effect) Dark princes crown: converts all soul hearts into black hearts and half soul hearts into 2 blue spiders and activates when you have atleast 6 black hearts the necrominicon: every enemy hurt by this book hs a 25% chance to do book of the dead effect on itself when it gets killed boom can no longer spawn naturally, only spawns when fool? card is used, and add a similar item to keys purple heart if you pick this up while having perfection, both are gulped and you get champion belt the belt make this a 1 room charge active instead, which upon use attacks with a whip similar to a snapper match book if you have tick, lighter or ice cube trinket while having this item in your inventory, they are instantly gulped bobs brain becomes an orbital familiar instead, which blocks shots, and when it does, fires an ipecac tear in the general direction of where the enemy came from kamikaze has a 50% chance to spawn a megatroll bomb instead of blowing up eye of greed the golden tear effect is now luck based, and it instead drains 1 penny every 10 seconds youre firing which does not reset when you stop to prevent cheese and the golden tears have the cricket body effect golden razor: if you used this item at least 5 times, the next floor will have the pay to win trinket effect applied, and yes it does stack with the actual trinket, making 2 restocks in the treasure room, in stages with no treasure room, the restock machine is instead spawned after you defeat the boss, and if the boss doesnt normally drop an item, it does now harlequin baby: harlequin baby fires a lot of low damage low firerate tears, as if it has inner eye, mutant spider and 20/20, so 16 low damage low firerate tears brown nugget and papa fly the flies from these now become orbitals which deal contact damage but dont block tears Evil charm: make it a devil room item instead, and add an opposite effect to act of contrition, aka more devil rooms i dont have any better ideas for other ones in this video
Some quick ideas: Linger Bean: Make the time needed to create a cloud way shorter (2 seconds for example) so it's easier to time and deploy wherever it'd be useful. If needed, add several seconds of cooldown before next cloud can be charged to keep delay between clouds similar to how it is currently. Also play a fart sound whenever a cloud is spawned (just for flavour). Camo Undies: First attack in a room deals a lot more damage, meaning you can use it strategically to gain even more extra advantage at the beginning. That "stealth attack" could also perhaps activate on bosses. Bleed (both Mom's Razor and Backstabber): Buff the tickrate by a lot (currently it needs roughly 50 seconds to take down any enemy on its own) or add some extra effect like bleeding enemies occasionaly dropping red hearts on death (although the damage option would probably be the easiest to implement and balance). Strawman and Soul of the Forgotten/J&E: Make the new character have its speed stat matched to the owner similarly to J&E, so it's less clunky to use. Strawman could perhaps also have a way to be revived OR give some extra benefit for having him around (for example extra coin drops similarly to Deep Pockets/Sack of Pennies or better shops kinda like those TKeeper has). Strawman/Soul summons could also be allowed to walk through doors so they can be used to tank curse room damage. We Need To Go Deeper: More chances for a crawlspace. Or perhaps a guaranteed crawlspace after enough uses on a floor. Thin Odd Mushroom: Make it break tear cap because currently it's a straight DPS down upon reaching tear cap. Dataminer: Make it increase 2 stats per use OR make the stat increases larger than stat decreases. Increase cooldown for balance if necessary. Alternatively add some extra rewards (could be just a chance of dropping a pickup) for killing enemies while under Dataminer's effect. Keeper's Box: Bigger chance for spawning an item and/or items are pulled from item pool other than shop/item pool based on it's used in. Increase cooldown or make item price depend on item pool if necessary. Alternatively just make its recharge shorter. Black Bean: Deals confusion in the room on activation like Butt Bombs. Idk honestly. Pound of Flesh: Make the prices cycle between coins and health like TIsaac's passive or Binge Eater, giving both as a choice. Other way to implement this gimmick could be instead adding a tilted scale interactable in every shop/devil deal/black market, touching which would tip the scales and toggle the item's effects. That option could also be easier to balance if it turns out to be overpowered, as some sort of cost for using it could be added. May edit the comment to add more if something pops up in my head.
I actually think 2spooky should have a sort of damage based aura that if you chase an enemy while they are feared and in the black aura they will eventually die and have a 10 percent chance to either drop a black heart or a 5 percent chance to drop a bone heart (yknow spooky scary skeleton style. Lol) the auras range would scale with your overall range halved and the damage of the aura would scale with your overall damage halved. I actually am a big fan of 2spooky thanks to it neutering most contact enemies so seeing it buffed would definitely be a good thing.
imagine getting golden bloody penny with ur version of golden razor and iv bag ( schoolbag ), and also golden swallowed penny ( either gulped or mom's purse)
Idea for Adrenaline: The original effect still applies, but when you take a fatal damage you'll only have half a heart left for 15 seconds (allowing you to do whatever you want in those 30 seconds, be it trying to find a heart or getting inside the ending chest in time). After the 15 second ends, the heart you had disappear, instantly killing you. Also apply the wavy cap visual effect in the 15 seconds. This new effect only works once and after it happens, the item disappears. Got this idea because when you're filled with adrenaline, you're not really aware of the amount of pain you take, there's even photos of car crash victims texting without a leg.
I really like the ideas you give to buff these items. I believe the game should have mediocre to average items and just slightly buffing these bad items is a great way to balance the game a bit
ive never seen a more brilliant rework for Kamikaze. Making a spacebar item a reactionary use item is such a good idea, implementing a tad bit of skill to the idea behind it. I can imagine this being so good for Tainted Maggie lol
sol is actually good but people just don't like to recieve full charge of current active and the sun card effect (full health, 100 to all enemies in the room and map loyout expect super secret room) when you kill a boss
Black Powder is tough to use without speed, riskier than firing tears, and has no real payoff for taking on the challenge of using it. I propose that if a circle kills an enemy, when it despawns it has a chance to spawn a random pickup. The chance increases based on the size of the circle (the smaller the better) and the amount of enemies it kills. Lord of the pit should also be changed as it is completely redundant due to the existence of spirit of the night, I don't know how to fix it though.
I had another idea for mom’s coin purse and booster pack. In addition to the pills/cards these items drop on pickup, having them also spawn 1-2 more pills/cards whenever a boss is defeated will give them use throughout a run instead of being dead weight after first getting them.
I've always thought it would be nice to see some changes to the jar. Storing a few extra red hearts seems kinda trivial most of the time. Plus it's not exactly useful for non red heart characters anyway. For changes I'd say it'd be nice if it could store more hearts, then I think it would be a very cool change if Blood machines, sacrifice rooms, and devil beggers could pull directly from the jar. This would give the item wayyy more use on characters who can't use red health.
My idea for a buff to bad items Marrow now makes bone hearts replace ALL of all half heart drops for the rest of the run. Lord of the pit: give it a damage up Transcendence: Small speed/damage up (+0.05 for speed and +2 for damage) BBF: Won’t blow up close to Issac Fire Mind(good but is hated): The explosions have a safety range but now tears that explode do when they disappear.
oh man i love these kinds of thought exercises. more people need to make videos like this, not even just for isaac but for anything. videos on how they would improve other people's work
One idea I had revolved around devil deals to make them more appealing. Maybe have them appear on floor 1 after a flawless boss kill with some changes. 3 spiked offering in place of the typical item offerings. Meaning if you have a surplus of hearts on the floor you aren't using, you could hurt yourself on them. If you do then there could be a 5% incremental chance of the spikes turning into a random pedestal item from the devil with no maximum heart offering required. Also maybe make each of them only take half a heart and a base 20% chance to get an item. Meaning one sacrifice of half a red heart is a 20% chance, 3 sacrifices on the same spikes is a 30%. Each spike's chances would be independent of the sacrifices made on each other. The option provides no guarantee you'll know or get the devil item, keeps your angel deal chances intact as you wouldn't actually be making a deal you'd be gambling, and you could backtrack and get all those red hearts that always drop on floor one after you're done. And if the possibility of brimstone on floor one sounds too overpowered, then make it so that the items can only be of lower tier devil items. Making later devil deals more tempting and keeping this item more balanced. If that still feels too powerful, curse the run with a guaranteed curse each floor going forward unless the player gets a curse cleansing item. Finally make it so that when it successfully gives a reward that there is first the spikes retracting, a sound queue probably of the devil laughing, and then a pedestal appearing on the retracted spikes. Leaving enough time for the player to move so they don't have to take the item when it spawns.
I have 2 ideas: -Maybe give goat hoof a small increase to spawn a deal w the devil like goat head does would be nice. - head of the keeper gives a cool look to tears, but it's a bit underwhelming, maybe giving it a chance to shoot a nickel tear that deals increased dmg, like x1.25 or so would make it more apealing.
What if for Sol, the spawn room is created adjacent to the Boss room. That way you can get the bonus right off the bat and explore the rest of the floor with the map revealed and the bonus damage
- Make Camo Undies grant a damage bonus while in stealth, allowing extra damage on the first enemy hit - Remove the teleportation from Cursed Eye, maybe even fire automatically at full charge - Make Black Powder circles petrify enemies - Give Serpent's Kiss a short-range AoE for its poison and black heart effect, so you don't actually have to take damage - Make Hemoptysis increase damage from all sources - Make Purgatory ghosts follow between rooms, like friendly enemies - Make Linger Bean clouds larger and have a chance to confuse enemies - Give Tiny Planet and My Reflection minor homing so that normal tears hit more often - Make Lil Portal fly on double-tap, slower, with a weak Strange Attractor effect - Make Vade Retro spawn additional souls around the room over time - Increase chances for Sanguine Bond effects, especially Devil Room items - Increase Duality's quality and allow access to both the Devil and Angel room on the same floor - Increase Keeper's Box chance to spawn items - Give Empty Heart a reverse Adrenaline effect, increasing damage for every full heart - Make My Shadow pull down enemies (Little Horn effect) on contact - Increase Hallowed Ground durability but decrease its stat boost - Make Tear Detonator give a Pop! effect when held
If they don’t want to make Purple Heart a damage increase, they could also make it so that it guarantees the champion item drop every single time. That makes it pretty valuable in theory.
that's waaaaay too strong
@@TopOfAllWorlds You’re also having to cope with more champions which do a full heart at you and are stronger, so I don’t think that’s a problem.
I think then it should buff the champions more to compensate, so there’s more risk of keeping the trinket. (2 heart damage for comb+, 2x more health, 2x shot speed etc)
@@TopOfAllWorlds Its not strong at all, in normal mode champion enemies already have 100% chance to drop the reward
@@luissarmiento9008 25% chance (for normal mode, of course) for the champions to drop an additional item, then?
For sol, I'd make it a counterpart to the moon one, whatever it's called. It"d spawn 2 minibosses on every floor, and killing them granted a damage up and a little heal for the rest of the floor
@@renatoalmeyda8273 He literally said "For Sol".
@@renatoalmeyda8273 They were talking about buffing the item Sol, not Luna. They said Sol should be like reverse Luna that spawns 2 minibosses except for additional secret rooms.
@@TapJegi ohhhh XD
@@TapJegi i think sol is alr too, it can be used when you are in a rush but still need the item rooms
maybe give card reader efect after beating a boss?
imo the only thing youd need for boom! would be to move it from the item room pool to the shop pool, people already buy sharp key for the 5 keys so this would be an even better deal
I mean, Shop already has Remote Detonator for five bombs. And bombs are really handy, especially with the buff they got in Repentance, not to mention how bomb upgrades are fairly common these days.
@@dwanedibly8129 thats fair, but remote detonator also has the utility of being able to time your detonations while boom! has no passive effects atm.
@@jeremybrezenoff1280 Which is why Remote Detonator costs 15 cents while Boom is free.
@@dwanedibly8129 Right, but boom! gives twice the amount of bombs so I think it's a fair deal to be in the shop pool
@@jeremybrezenoff1280 I suppose I can agree with that. Still, I have no objections to it being in the Treasure Room.
Dark Prince’s Crown must be changed so that it also works with characters that can’t get red health such as Blue Baby
Make it work like Whore of Babylon for those characters
Definitely! It feels like a huge waste for a lot of characters.
Just make it activate when with no red hearts or when on half a heart too.
Or maybe for charapters with only soul hearts make it same like crown of light.
This is the only buff the item needs too
here's my list of cool ideas
-The Ladder: Allows you to climb over 1 tile rocks, just like it does with holes
-Lost Fly: Randomly changes direction from the obstacle it was in so it can hit more enemies
-Betrayal: Upon entering a room a random enemy will be charmed
-Shade: Mimics isaac's shooting and tear effects as well but deals less damage (and the delay making it hit less of course)
Camo Undies: Re-applies the effect if isaac stays still for about 3 seconds
Backstabber: Makes the backstabbing effect deal double damage, not bleeding
Camo Undies reapplying if you go Gnawed Leaf mode is huge. I would play with that so much.
Dude backstabber already does double damage
@@thomaswang2223 Whoops, i missed that, welp to compensate here's another idea
-Battery Pack: Chance to drop a battery or lil' battery every time you get hit (was gonna say that it has a chance to recharge every time you get hit but that just worse Habit)
@@Jfrti unless it recharges the item in full
@@maxwell4508 oh yeah, that also works, thanks!
If I'm not mistaken, rooms have a "difficulty" value assigned to them, Evil charm could just make it more likely that easier rooms generate in future floors.
That's actually a very interesting idea! We don't have any item that modifies room difficulty. Wonder if that's going to be tricky to code.
@@IsaacGuru Well before you unlock the "everything is terrible" achievement easier rooms are more common, so there's already a function that looks whether or not you unlocked that achievement before generating a level, I don't think that "lying" to that function would be hard to implement on the devs part. Making it a mod would be really hard though yeah.
@@IsaacGuru you could probably override rooms with Stage API
@@dr.tafazzi well, "everything is teerible" changes whole seeds, so I doubt evil charm could change seed particularly
I never thought Venus was a bad item, it really helps in a lot of claustrophobic rooms, but certain charmed enemies can actually be more dangerous than non charmed ones, particularly ones that explode as they will now be able to explode on any enemies near you.
same goes with 2spooky. I think near invincibility from chasing enemies is damn good for a 1 heart devil deal item
Or even enemies like Larry Jr. where he is random, but when you charm him... he is 100% accurate in finding you.
Yeah i love venus
Yeah I feel the same way, I think people don't understand the point of a planetarium is to get an item in exchange for sacrificing an item room or two. so a planetarium item should be just *slightly* better or equivalent to a general item room item. Or if you think about it this way you're trading a more chaotic item pool for a less risky one.
Venus is god tier item
I never found 2spooky "bad" honestly, I actually think it's pretty good. Pretty much no more contact damage from normal enemies is pretty big in my opinion.
Yeah same thing with Venus, I think charming enemies is really powerful, though for an item so rare and especially one you have to skip item rooms for Venus needs a buff
Yeah I'm not sure what you gotta be on to call 2spooky and Venus bad
Plus those Needle enemies can’t jump at you from a close radius anymore!
once u get good at the game, changing the enemy patterns like 2spooky do is a pain in the ass
@@NecroCloud my brother in christ, I have over 3000 hours in game, I know enemy patterns like the back of my hand and I know how they act under effects like charmed and fear, 2spooky is still a Godsend sometimes
Just a reminder
2spooky makes you basically immune to contact damage, that is not caused by somesort of charge attack or a spider.
Yeah, but it is a devil deal item, that you're probably going to see in floor 2+ where more long range and charging enemies start to appear, and less slow following enemies. Also, you have to pay heart containers for it, aaaaaand also chose it over/apart from another good devil items, like eye of the occult. I have never picked 2spooky by myself, only by random items, and I'm not sure if a lot of people are actually excited or at least grateful when they see it on the devil deal.
@@eduardogarcia6318 Imagine that 2spooky is an eraser for those slow following enemies.
Once you get it you don't have to worry about those enemies, since they can't do anything.
@@bingoviini 2spooky is great. I wasn't even aware people thought it was bad lol, it's not amazing, and I'd take like, any flat attack up item over it any day, but it's far from a bad item. Definitely upper half
Yeah I find 2Spooky is quite good. Especially so if your speed is lacking.
@@bingoviini Yup, but what I tried to say is that usually by the point you have access to it, you don't need it as much anymore. But maybe it's just because I haven't tried it enough, because I didn't think it was good enough to pay life containers for, lol.
Might try it in a new run.
personally, I feel Purple Heart should stick to the idea of Champion enemies and give a significant boost to item drop rate from Champions, as well as it's existing effect
yea, that would better, since currently it's 33% it could boost it to 50%, or have a luck based effect that makes it 100% at 7luck
I'd like to see purple heart be able to open arenas without needing the health requirements as well as giving a small buff to tears while challenging them. (On top of its original effect of course)
I like this
Oh that’s an awesome idea
I honestly think sol should spawn an emperor card at the beginning of each floor so you can have the option to just immediately challenge the boss if you want
I said that too!
I said the similar thing.
then we get 2 items that helps in speedrunning in the same item pool, great idea
@@WillWilliams420 better then nothing.
That's dope!
I feel like the effects you gave Sol and Venus are quite overpowered. Compare the new Sol and Venus to some of the strongest Planetarium items now: Uranus, which is a tear effect, Luna, which is a couple soul hearts per floor + steadily increasing tears, and Terra, which is a damage up and Sulfuric Acid effect but semi-randomizes damage. Here's my proposed changes:
Sol: I think the effect you get is already quite strong. I think the only change you'd need (if at all) was the first one that gives you Blanket effect in a boss room. The damage up seems excessive: imagine that with other damage items!
Venus: This item is underwhelming, but it doesn't need so many buffs. I like the charm damage multiplier and think it's thematic, but I think adding the two other mechanics (pseudo-Maggy's Faith AND Maggy's Bow) is a LOT. How would you fit that on the pickup quote, anyway?
My idea: Let bosses suffer the charmed damage multiplier. It's a little strong, but Venus's charm has barely any range anyway, so you have to adopt a more risky playstyle to balance it out.
I fail to see how Sol in its current state isn't completely terrible.
99% of the time you do the boss room last and if you don't not much else on the floor is worth doing.
if Sol gave the sun card effect at the beginning of every floor it would be 1000% better.
@@TheEcrafters the thing with sol is that it makes you play differently and go for the boss room first, even then 1 free full heal per floor is really really good
Let’s be honest, Uranus, neptunus, and terra are about 5x better than items like sol and Venus. I think for Sol the sun card should activate at the start of every floor and in the boss room you get dmg+holy mantle. For Venus, I think it’s very simple: charmed enemies don’t deal damage to you.
These items after these buffs still won’t be better than something like Uranus, but they will be worth it for sacrificing your item rooms
@@eltiolavara9 you're always going towards the boss room first, you usually encounter the other rooms while searching for it, it's pointless most of the time
@@eltiolavara9 then why not make it buff treasure rooms and shops if you do the boss beforehand
I dm'ed edmund about the video. Great job IsaacGuru!
Did he reply?
What did he say?
Breath of life is one of the few items I’ve just never found a use for. It’s simply too tricky to use well in most scenarios. Give it an active room charge that makes you invulnerable for a second or so and it can be a useful and fun item to get you out ofbeing cornered. That woul also award skill and reflexes.
I'd personally remove the vulnerable phase of BoL; you can only hold it down for a second or two of instant invulnerability and take damage very quickly afterwards if you don't let go. It'd ideally come with a visual ring and a ticking sound, effectively making it Tooth & Nail as an active item.
An optional bonus would be Car Battery increasing the invulnerability time, but also doubling the damage. You might take a full heart of damage with BoL normally, but _two_ full hearts with Car Battery, reminding you that being able to hold BoL longer shouldn't make you reckless.
I think Sol is actually one of the better Planetariums?? Don’t know if you knew this but when killing a boss it also reveals the floor layout, fully heals Isaac, and fully recharges your active item
How about this then: similar to card reader, you have the option to go straight to the boss? Or alternatively it reveals mapping of the quickest path to the boss, similar to the path Star of Bethlehem takes
@@thejoeyguy_ Revealing the path to the boss would be interesting, though I think the item is in a fine enough spot personally. Just by marking the boss location you have the ability to roughly estimate the path anyways due to how floor gen works(though obviously that isn’t 100% consistent)
I think the absurd damage up just have no point, but the rest of the item is awesome.
It also gives you a luck up, and removes all curses. It can remove curse of the blind, which is pretty good. Honestly no planetarium items need a buff. They're the on thing that's balanced, they're just as strong as it is difficult to encounter a planetarium. Luna, Neptunus, and Sol are some of my favorite items tbh.
@@atendentedomarket7545 it’s useful if you wanna full clear the floor
Good ideas! if these don’t make it in the game you should definitely make a mod for them!
Also, different idea for eye of greed - pennies that miss drop on the ground and disappear if you don’t pick them up quickly, like tainted keeper pennies!
yea but this is just infinite money
@@Cookiekopter no? You lose a coin when you fire an eye of greed shot. Your only getting your money back if you miss and manage to pick it up in time
Maybe a 50% chance of this happening
For Bob's brain is such a simple change yet so useful
Its funny because being the item specifically mentioned by Ed in the tweet at the start it probably won't receive any changes. If I recall correctly he said in an interview that bobs brain is his favorite item so its perfect as is lol
i dont think purple heart should get a dmg up because then it just becomes champion belt. An idea i tough would be great was if it made champion enemies drop their reward 100% of the time, since i think getting more champion rewards was the purpose of the item
I feel like 100% may be slightly too high for a trinket, but I agree that increasing drop rates is a good buff
maybe 55%
I would agree if they didn't already have this kind of design in place. Nose goblin is just trinket sinus infection jaw breaker is just trinket tough love. They can do champions belt but trinket form as well. Though I really like this additional idea
@@quantummidget normal mode already did it, duh.
Many of the items in the list arent weak honestly. They are just super vanilla and dont have unique effects (which is totally fine!). Not every item has to do something special on its own and can be worse versions of other items. A regular speed upgrade and some bombs are nice, help the run and are definetely not weak (how can stat upgrades be in a list of the weakest items). And changes like the ones to Venus and Sol, even when they are Planetarium items, are way too overloaded with a bunch of different effects which sound like complete new items
Totaly, in my opinion, making so even ok items all have MiRaCuLoUs effects makes getting unique items less of a meaningfull experience, i whould say probably the items of match book, the belt, goldem razor, moms lipstick, sol, venus and brains
Can agree with you, but on the other hand, some items coming from flash Isaac did not transition well enough, that being the baby familiars, in og Isaac they were a huge help since there really weren't enough damage upgrades, but now we have so many that babies are only used for conjoined and that's it, baby rework would be really nice
@@smore9831 you really think charm on touch is gonna make godhead not a good item??
@@smore9831 Well, part of the appeal of Isaac is the unique and interesting items and synergies over basic stat buffs, so it would be nice to have more stat buffers with a little extra to help them stand out
I don’t think the really cool, unique items are gonna become any less interesting by adding a few niche bonuses to a few weaker items.
@@StarchieHalo not this, i mean things like sol or venus
It'd be cool if sol had an effect similar to Luna, where it spawned a guaranteed, and visible, mini boss on every floor that gave you a permanent 0.5 damage up upon beating it.
This is the best idea I've heard so far. If you're chasing your radiant victory, then you should have a reward for seeking out new challenges to conquer. Permanent 0.5 damage up for every boss and mini boss seems just about right.
The kamikaze idea with panic button would work wonders.
I think Sol should activate The Sun card once you walk in to the boss room. That way the heal and damage affect is useful, while still having mapping to grind things you skipped or missed
I like your idea for Dark Princes Crown, but it almost seems like a better Whore of Babylon, which will in turn degrade that item, you know?
I wonder if instead of the damage up it can have an effect where, while active, all devil deals leave Isaac with 2 heart containers, but you are able to take one deal for free, similar to The Lost. Cool synergies, risk v. reward, and shouldn't be super OP, much like Crown of Light.
Except that whore of Babylon can be active without any red health
@@StarchieHalo Good point, but here's a simple litmus test:
You have this reworked Dark Prince's Crown and can take Whore of Babylon in a Devil Deal for 1 heart, taking away your Dark Prince's Crown effect since you only have 1 red health. Do you take it? (Extenuating circumstances aside)
Now, with my suggestion for the rework (or others that don't provide a damage up), do you take it?
If you answered no to the first, it effectively replaced it with something better, right? Of course there's other characters to concern yourself with (???, Tainted Judas, etc.) but then you just make Whore of Babylon more situationally good.
Perhaps an idea to buff Sol is, after you've beaten the boss on that floor, you gain a small permanent stat boost or bonus loot (an extra boss item if you're really lucky) equal to the amount of unvisited rooms left.
Dark crown is fine, but on non-red heath characters... It does need something to be worthwhile
The last effect of evil charm shutting down stone grimaces will lead to a softlock in the ghenna floor as some rooms have rocks blocking the way that can only be destroyed by those rock smashing grimaces.
Hmm true. Didn't think about that. I guess an exception can be made for such cases.
@@IsaacGuru or utilize the pit refill feature seen in boss rooms when the trapdoor and item pedestal spawn next to pits
@@hojdoj3567 that wouldn't work as it would destroy the mechanic to finish that room and how do you intend to implement it?
Well my suggestion is slowly deteriorating rocks. Instead of the grimaces destroying the rocks the rocks themselves will slowly disintegrate.
For "boom!" I'd make it so Isaac explodes on contact and the explosion will cause ×2 of Isaac's damage. Aside from that, the explosion will also synergise with other bomb modifier item's.
For example: if the item "brimstone bombs" is obtained, the explosion will also shoot four brimstone lasers in a pulse like pattern.
i'd actually say that sol is a decent item, simply because it guarantees full health every floor, especially useful with bethany. also, if you happen to have curse of the blind, it will remove it for you so you don't have to be afraid of taking bad shop or treasure room items. the damage up is just an small addition but it helps on floors with multiple bosses, such as void or dark room/chest, or mirrored downpour world, especially that the damage buff is pretty big. you can also rush to the boss and full clear later, having increased damage for the entire floor. so imo sol is alright as it is but i won't mind a little buff ;)
I like the idea of making "the belt" a double tap ítem, you tap 2 times to a side and make an attack with the belt that push enemies back
i imagine that like the crafting bag melee
I dont really get a lot of the choices made here. It feels like a lot of the items put up here are just too underwhelming, rather than being bad.
Mom's lipstick is a good example. The heart it gives you can be quite nice if you need some health to top you off, but I can see why you'd think it needs some changes. However, Mom's Underwear, a significantly worse item with many of the same problems, doesn't get touched on at all. There's a whole lot of bias in here.
Items like Boom, Evil Charm, Match Book, and The Belt just seem to be included because they don't have very prominent effects. All of those items are a great addition to my runs, speed is great for avoiding damage, bombs for gathering stuff, the black heart for getting more deals, and the luck for more room drops.
Sol especially is a weird pick for me. Full health at the end of a floor, on top of curse removal is a really helpful buff! Combine that with revealing the boss room at the beginning of a floor, and you've got a strong item for finishing a run fast & smoothly. It does even better on womb, corpse, and sheol/cathedral, since there's not a lot on those floors that you need to find before finishing, like a treasure room. A strong item not really in need of changes.
The only 2 things here I'd consider in serious need of adjustment would be purple heart and black lipstick, and even then, those 2 are trinkets, so their effects aren't supposed to be strong anyways.
Plus, there's a lot of balancing decisions on here I have some big problems with. The necronomicon, under your changes, would go from a room clearer every 4 rooms to a room clearer and boss shredder instantly, since every enemy you kill stores up 4x your damage (that's 14 per fly at base damage). Many similar items are not only weaker, but also have more charges or more situational use (like jar of flies or book of the dead)
It feels like a lot of these changes come from a lack of understanding with the boss pool and overall balance. I've got around 1500 hours put into Isaac, from 3,000,000% and dead god, so I feel like my opinion here holds weight. I spend a lot of time looking over various wikipages, trying to understand every item to the core. I believe that the worst items are not the most dangerous to a run, as most like to think with Bob's brain or cursed eye, but instead the items with the least potential to help on a run. Things like mom's razor and a couple of respawn items come to mind. I'd your list had more of those, I'd like it a bit more.
I appreciate your detailed opinion!
I'm aware that I'm missing a lot of items in this list, especially Mom's Razor. I decided to release the video early because it was already getting longer than my usual uploads, plus I would like to see some more ideas from other people and make a follow-up video with even more items included and possibly changes to the first ones.
I have a huge list of items that I still need ideas for and I'll probably work on them at some point.
I always thought they should have made it so “Boom!” Should refresh your bombs to 10 at the start of each floor so you use all of them without hoarding, makes bombs a weapon but not for every room
I just wanna be able to activate double tap items by clicking in the stick.
alt bonus for boom: The first bomb you place in a room that still has enemies in it doesnt lower your bomb count when used but also cant blow up rocks, a "combat bomb" if you will
What I think about these changes (sorry if I sometimes sound a little salty):
Mom's lipstick - I actually really like that change, just a little something that could make that run slightly better.
Black lipstick - I'd say fear by itself still isn't worth it, but maybe give scared enemies even higher chance to drop black hearts so it pairs nicely with its normal effect.
Dark prince's crown - I don't think giving even more damage is a way to go with this one. I might have overcomplicated it, but here's my idea: instead of constant requirement for one heart for the bonuses, make it check for one red heart whenever you go to the next floor. This way the crown would be way less situational and I at least would actually consider taking it.
Necronomicon - I don't really see a point in buffing it. It's already a good item, even if some would say it's not as good as the rest of the books.
Boom! - let's be honest, it's still useless. If you plan on constantly bombarding enemies with explosions, then you either already have dr. Fetus, Ipecac etc, or you don't really care about your bombs, which is just bad resource management. It could go more in the "buffing troll bombs in your favour", but that doesn't really fit into what it's supposed to be, just +10 bombs. Nothing more, nothing less. It's a good concept, just not for this
item.
Purple heart - it's already a risk-reward type of a trinket, so slapping a +10% damage feels pointless. I don't get why people think it's bad.
Sol - Here's my idea: scratch the 50% damage bonus and holy mantle. Instead you'd have guaranteed 1, maybe 2 mini boss rooms on the floor shown on the map, and clearing these rooms would give you a damage or tears up for the rest of the floor.
The Belt - I'd say that change doesn't really change anything. A temporary barely noticable speed up after getting hit isn't something I'd ever need or want. It's just.... there.
Match book - It's already an ok item, and a little bit of fire damage is ok ig.
Bob's brain - for most people double tapping could be a necessery change everybody would want. I'm not sure what to think about that tbh. It'd be easier to use it and help people a lot in not blowing themselves up. But imo, as curse of the tower, it's a risk-reward item. If you learn how to use it correctly you'll be fine, if you don't you'll blow yourself up and blame Edmund for making this game literally unplayable.
Kamikaze! - I don't 100% agree with the change, but I have an idea how to "fix" it. First: make it prioritise red heart damage when used normally. Second: nerf the base damage and radius to match a normal bomb. Hear me out: you'd either use half a red heart for a little bit of damage, or run into the enemy, take soul/black heart damage and deal much more damage with a bigger radius. It wouldn't trigger however if you took red heart damage. I think what you have shown in the video was a little bit of an overkill.
Eye of greed - it's not the best item, but I'd say it's okay. Maybe make it use a coin only when you hit an enemy.
Golden razor - no. I can already see the "golden razor + rock bottom" videos ._.
2Spooky - Great change actually. I definitely would pick it up much more often.
Venus - charming effect is much more powerful than you'd think. Adding a damage up unlike with spooky, I'd say is unnecessery. Getting more health can be really useful and I think is a good change, but full health after going to a new floor kinda feels like too much.
Mom's coin purse - Maybe decrease the pill drop from 20% to 5%, but again, I like it.
Harlequin baby - I don't really see what's wrong with it? You get 2x familiar damage if an enemy is close, for the cost of tears being harder to aim in a longer distance. Giving it more damage is kinda contrary to what (i think) it's supposed to do.
Papa fly/Brown Nugget - Flies on brown nugget would be broken in boss rooms, but I'd like to see them on the papa fly.
Evil Charm - I like the bonus life and the revive thing, but I think disabling stone grimaces effect should be put on a new item, rather than this one.
your sol idea sounds good on paper, until you realise that the game has room priority and can't spawn every room. so the mini boss rooms might replace a naturally spawned mini boss room or an arcade room or a sacrifice room.
Purple Heart - +10% damage would make it somewhat useful instead of being useless on greed/greedier mode, where that trinket spawns, increasing chance of champions, but on the countrary - champions in greed mode don't drop any loot on death. (Or just turn it into a budget version of a Champion's belt)
Sol - Defeat 1-2 minibosses on a floor to get a temporary flat or % stats? I don't think it will worth it, especially if you are in a hurry for BossRush or Hush, because you will clear 60-80% of the floor without it's effect while you crawl through rooms to these mini-bosses which rooms probably won't spawn next to each other most of the time.
Golden Razor - STOP TALKING ABOUT IT! Rock Bottom is that kind of item, that always turns on the "easy mode", unless you found it in the secret room of "The Void" floor. Sinergy with an almost OP item is not a valid reason to decline a Golden Razor buff, because let's nerf a Book of Belial or normal Razor then - they sinergise pretty well with RB if you have enough batteries/hearts in the same room, aren't they?
Venus - Charming is powerful, but not with the Venus's almost pointblank range which makes that charming useless on later floors where most enemies have ranged attack, fast-flying tears and don't follow Isaac. If not giving a damage multiplier, then increase charming range by 1.5 or 2 times the initial then. About full health on each floor - agree, a bit to much, better turn it into healing 1 red heart every floor, if you don't have red hearts - give 1 soul heart.
Harlequin baby - Whole problem with it, that if you don't have Child Leash or you are not playing Lilith (with or without Birthright), you are probably gonna leave the idea of controling that "delayed shotgun" (because of familiars following mechanic) and will continue to shoot enemies yourself, especially if there are many rocks in the room, Sister Maggy will be more useful in this kind of rooms, because her tears fly forward just like Isaac's, not sideways. That's why Lump's effect would make him in line with other familiars.
@@mixamasl
Purple heart - easy one: just remove it from the greed pool. 10% is barely anything and it's definitely not worth it, looking at the amount of health champions have.
Sol - I'd say it'd be more of a "I'm close to it so I might as well fight a mini boss for a dps up", rather than actively look for it. Whether it'd be worth it or not is entirely up to you.
Golden Razor - the reason I mentioned rock bottom is because it can give a relatively huge damage boost, which is very easy to get with an arcade. Book of belial at best can give 3-4 charges which is 6-8 damage, assuming you get quite lucky with batteries.
Razor can get this much after spending around 30 coins you're very likely to get on your run, plus additional from blood machines. After using it only five times you get 10% chance for a dime and 25% for a nickel.
Venus - I wouldn't say it's useless on later floors, but I pretty much agree with the rest.
Harlequin baby - I don't really get where you're going here. You say it's more difficult to aim it than other familars, but I don't see how additional damage with range helps with that.
I wouldn't say purple heart is a risk vs reward trinket since most enemies are champions in hard mode. The increase isn't noticable.
Like some people suggested already: make it increase the chance of pickup drops from champions to make it worth it.
The main one I disagree with is Bob's Brain. As a Bob's Brain lover, I feel like it is really strong, and that the danger of damaging yourself with it is a good drawback. Other than that some pretty cool and creative changes! like your idea for Evil Charm and respawn items!
Also it has already been buffed in rep to be stronger with 2x the damage in afterbirth+
Bombs Negating boss armor.
And entering room cooldown.
I liked your status weakness ideas for 2Spooky and Venus, I feel like there's a surprising lack of enemy weakness mechanics in Isaac. Like I believe the new Strength? card is the only example of a full blown universal weakness status, which I think should be on more items on general.
I think Isaac should flash green when Bob’s Brain is about to come back. Maybe a second so the player can react
Random idea for The Belt, maybe it could make syringes more potent, like Synthoil giving a better damage up, Roid Rage a better speed/range up, etc
Since it could act like a tourniquet
This is an amazing idea.
Very creative!
Idea: Ouija Board should have a chance to spawn a weaker hungry soul every time an enemy dies. The soul doesn't explode and only last for a short time to keep it balanced.
Ouija board is good though
@@emilycolt9880 It gets overshadowed by Spirit of the Night, Dead Dove, and Pupula Duplex very easily.
@@the13thgoogler everything you said besides popula duplex was a deal item and popula duplex is essentially the same item but it makes your tears look bad
I disagree with two things, Venus and 2Spooky. 2Spooky/Venus isn’t op don’t get me wrong, but it’s fairly cheap, and it prevents contact damage, which in my opinion blocks most of the annoying enemies pre sheol/cathedral (globins leeches gapers even bosses like chub). Venus is 2Spooky but even better, it gives you a heart container, health upon pickup, and grants the effects of 2Spooky but instead of enemies running away from you, they FIGHT for you. I think the damage buffs for both are a little too powerful, and I think they’re good/great items right now.
unless there is only 1 enemy left
I would add Mars and Jupiter to the list of useless items.
Mars's activation is unreliable, where you have to let go off other keys to double tap fast enough. Useless for dodging, not to mention the useless damage. Make it something like permanent white pony, maybe an active item that gets stored in bottom item slot, add flight and red beams to it
Jupiter is just terrible item, huge speed down for questionable damage source. I would make it replace tears with small gass clouds (with addition to farting) and reduce the speed down to 0.15.
They're definitely on my future list. I deliberately didn't add everything because I want to hear other people's opinions and ideas before I make another video like this.
Jupiter could work like Fecal Freak from Revelations: major DPS upgrade at the cost of shooting in reverse, since you're shooting farts.
You can't use Mars without letting go of other keys seriously?
@@47slogra I meant by that that you will stop for a while before starting the dodge, even when you hold the key, you have to release and double tap, which takes like .1 - .2s which are really crucial in hard mode with those blazing fast projectile speeds.
Bro, you've never played tainted forgotten with mars then
I feel a quarter should do something special when taken as a devil deal, maybe just keep a quarter the same while buffing its chances and removing it from devil deal room while adding a bloody quarter that gives 25 cents and acts as a keeper's sack but for devil deals?
Like, the quarter is fine in EVERY SITUATION apart from devil deals
I personally find it funny, the devil is essentially like "hey kid, wanna sell your soul for 25 cents?" And the best part is I usually take it if I have spare hearts
Sol should just have a lil portal that sends you to the boss room so it’ll be like doing the flooor in reverse with a damage up
A better idea for Sol is to make the damage and luck gained from it permanent and stackable.
I think of an alternative, make sol drop a emperor card when you go to the next floor (sorry for bad english)
however they should turn the stats up down a bit,otherwise its pretty broken
@@cynicaldweller4925 I mean your skipping 2-3 item rooms for this, (unless your godly lucky) but I think that would be rarer then getting sacred heart
Venus: maybe not fullfilling the entire health but fill just 3 red hearts, and evil charm: be immune to all debuffs, including touch spykes, fire, explosions, and maybe dogma brimstone.
Let's not forget that there's a trinket that heals half of Isaac's HP.
I actually really like Sol. I can rush the boss and then see if the floor is worth fc, or just shop and itemroom
those changes are either a replica of something that already exist, outshines everything else, is not linked to the base effect of the item or is way too complicated for the player to make use of , the only one's i agree with are most of the boss item changes (the belt,mom's pill purse and mom's lipstick, even if the "on contact, do this" is already on mom's heels, and it's already fine as it is, being 50% better then other basic range upgrade+ health) since they don't steer away too far from their base function, and are thematic i will tell you what's the problem with each of your ideas to rework them:
-mom's lipstick: pretty niche bonus effect, that makes sense, and doesn't completely overshadow the base effect of the item, that's a thumbs up from me
-black lipstick: would be effectively be the same as mom's lipstick, with an effect that is extremely different to one it currently has (and no synergy potential), which is x2 chance of a natural black heart spawn, since they're pretty rare in the first place, this doesn't have much uttility , but in addition to the black heart generation, it could also add x4 your base damage to the necronomicon effect overall, leading to extreme potiential with damage items like ipecac, proptosys, haemolacria and black heart damage items like dry baby, death card and other items in the same category . the x2 effect should also work with everything linked to black hearts spawn chance, like dark bum, serpent's kiss or meconium
-dark prince's crown doesn't need a 50% damage multiplier on top of the golden cancer, it's fine as it is, you can keep the effect even if you take damage or don't have full health, as long as you are on one red heart , even at max tear rate, it's a 140% damage multiplier, combined with a range and shot speed up, it doesn't need to be the equivalent of crown of light, because in my eyes, it's far superior, being easier to maintain, and more versatile.
-necronomicon seems like a good idea, but with criket leg, 7 seals, and the locust of death, there's already too many items generating them, a hungry soul ghost could generate from every kill done by the book in the room, since the only other item that does something similar to it is spider butt, except it spawns spiders, it would make it more useful against stronger bosses , like hush with the horde of fake blue babies, or against pestilence/death/famine... and anything that generates enemies, it wouldn't remove the first uttility, which is a room clearer, but it would give it extra versatility against spawners enemies/bosses
-Boom! seems niche, and in the case where you would use it against enemies, you probably have a lot of bombs/ you have explosive weaponery so this doen't matter, a better way would be to make any bomb upgrade give double what they normally give (bob's curse, +10 bombs,fire bombs,+10,fast bombs,+14, blood bombs,+2 health container etc...) and make bomb beggars give double payout, that would be niche, but interesting in it's own way, since it makes them much more valuable to play, not only doubling their chance of item payout, but also "doubling" the value of the payout
-purple heart is fine as it is, doubling chances for champion enemies, this works extremely well with glyph of balance, and friendly ball, increasing your chances of finding champions to get in your team, like red pulsing one(healer), or that regenerates itself, it may be on the weaker side of trinkets, but it certainly doesn't need a pseudo-curved horn effect
-sol is one of the better planetarium items in my opinion, with a guaranteed the sun effect on every floor fully healing your red hearts, and revealing most of the floor, removal of the current curse,full charge of your active item (coupon just before getting a devil deal, or larynx for exemple) a +3 damage and +1 luck, combined with the most important part of the compass effect is far better then a saturnus or uranus in terms of uttility and power. it doens't need a blanket, a better death's list and a (in terms of dps) 20/20
-that would make it very interesting with items like rock bottom or libra, effectively giving you an all stats up, or making it last forever, and even by itself it could have some usage, that's a good change to the belt
-match book is definitely not one of the better boss items, but it's still health (that deals damage), bombs and the option of a trinket for extra bomb pickups, it helped me often in the earlier floors where i needed them to explore secret rooms, destroy obstacles and explode the donation machine for that keeper's sack first floor, your the additional effect would be lost between the hundreds of other items that already do that but better (like the virus) maybe a weaker firemind effect, like a 3% chance of shooting a fire tear, and maxing out at 33% with 10 luck, since there's almost no items that do the fire effect (and by fire effect, i mean the one that scales with your damage).
-but bob's brain should be risky to use, just like ipecac, dr foetus, or any explosive effect, it being extremely powerful, one-shoting first floor bosses and all enemies in one hit, pierces armor and deals poison damage in case they weren't dead yet, a double tap would just make it without risks and only positive effects, and with an item this strong by itself, this is not conceivable
-so, effectively panic button directly implemented? what would be the point of the trinket then? it works fine as it is, killing some bosses in one shot thanks to the enormous buffs it received, and allows you to have an infinite source of explosive if you have the health (and have been unlucky with the damage part), with tanky builds or characters like maggy, this works pretty well, plus if you take damage, you can press it for free and deal some good damage in a big radius and don't get me started with explosive resistance, then it's a guaranteed win
1/2
-every shots you hit now give you back the coin you payed to shoot it (if you did shoot it with a coin and not when your wallet was empty , effectively making it a net gain if you use it correctly, combined with the new way the multiplier on this tear works (x1.5+10 instead of x2) it became extremely useful with tear multiplier like soy or almond milk, pratically becoming a better blood clot for them, this one is fine now, if we were talking about the repentance version, then yea it was quite awful, but right now it's extremely strong)
-your change would mean that to get value out of my golden razor, i would need to spend my potential buying / litteral power in a specific room that probably doesn't have anything to fight in? that wouldn't work, unless the effect is better then the downside (5 coins per use) by itself and then it would just be a gamebreak type of item, i thought about reducing the boost of the base effect but, every single time you use it, you get a permanent damage upgrade for the rest of the run ( a very small one compared to the main one, currently being at +1.2, it would go to +0.7 but you get a permanent +0.2) giving you reasons to use it before being in front of the final boss and killing him in 0.5 seconds with it
-i understand that people do not realise as much the power of multiplier when they're not shown on the stats, but a +50% just for staying at medium distance of your enemies? that's completely overpowered for one heart container if you include the fear effect it already inflicts to all enemies around you, the classic contact damage enemies are already fully countered by this item alone, and it makes some room pathetically easy, it doesn't need a multiplier, but that "deal extra damage to enemies with fear/charmed effect" could be given to bozo, due to it not reliably doing it and become extremely strong, but still enough for the player to notice and starts thinking about potential synergies
-"and about instead of x1.5, it would be x2, how about that" that's beyond strong, with an item that is already making normal rooms a joke by making enemies kill each other, this would make it one of the top 10 items with the already useful effect and the bonus hp up on it, but like i said, bozo could be given that effect
-i'm ok with that one, for a boss item, mom's purse is certainly one of the weaker one, with the potential of being pretty good, yes but also of making your run worse, this would make pill based build much more effective with it, but for those that don't rely on self-damage build, it won't be as strong, good change.
-the arc in the split shot isn't as high as with the wiz, and since it's a follower, you can reliably hit both shots on a target, with the recent 35% dps buff to familiars, he definitely doesn't need anything, being able to deal 8 damage per shot on close target (so effectively, 238% of a base shooter) is quite good for a familiar
- so an item with already infinite damage potential, that keeps on getting better and better as the fight goes on, should also get an extra scaling factor with your own damage? it's already good enough as it is, and while papa fly is not amazing, it deals your current damage and got a fire up, and follows you better now, combined with the new trinkets that buffs familiars, they don't need it , neither brown nugget nor papa fly
-evil is extremely niche currently, that's true, but it's not because they're not many, it's because it onky applie to only a fraction of them, it should include: champion's effect (creep, extra tears) stop them from dealing more then one heart of damage and rather half a heart, fire and fire projectiles(the tears projectiles and literral fire projectiles) poisonous projectile like ipecac shots and then it would become something decent
now don't get me wrong, i do find it positive to have others giving their opinions about what should be changed in order to make the game feel better, it's always better to have different points of view on a "problem" but if there's some items that need change, it's certainly not those in my opinion, there's two that i consider absolutely horrendous and in crucial need of change , which are:
-mom's razor bassically is a worse cube of meat, that deals less damage, inflicts an effect that is meaningless, doesn't block projectiles and on top of that, it doesn't even hurt bosses! my change would simply to allow bosses to take damage from it and for bleeding to be allowed to be inflicted to bosses, but instead of dealing %damage it would buff all damage dealt to the target (+15% should be good enough)
-camo pants is gnawed leaf except worse, with certain enemies straight up not caring about confusion and it doesn't work on bosses, it should at least function like pause where it's less effective against them, something like 1min of confusion should be enough , and while it's active, it leaves the path to the boss open, allowing you to skip rooms and go straight for him and serving like a miny compass effect in it's own way
2/2
I wouldve said add a transformation when collecting wooden spoon, belt, and wooden nickel
Problem is... apparently Vinh doesnt like transformations. :/
Most of these are neat and well thought-out, but Sol, Kamikaze, Evil Charm, and Venus are overkill. Venus in particular I object to you calling a "crappy" item, that's an insane take. It trivializes loads of rooms
Mom's razor, very bad orbital IMO, stupid damage, doesn't block bullets, and only applies a status effect than even soy Milk does more damage.
and the enemies the effect would be useful against... Edmund specifically programmed them to be immune to this garbage item.
soy milk is literally a dps upgrade
I would really like to hear some ideas on how to improve it!
@@IsaacGuru something original, like splitting enemies in 2 on contact(like the Meat cleaver), or maybe just apply the bleeding effect for bosses and infinite on normal enemies.
Another option could be to improve the bleeding status effect overall, like enemies leaving damaging creep behind (for other enemies other than them ofc)
@@IsaacGuru I really think just allowing the bleed to affect bosses would make it a powerful high risk, high reward item.
Isaac not designed to find good items only,
"bad" and "neural" items, balance the game
and ask at the player knowledge to survive
these were some much needed buffs and changes to the crappy items you see on a run, i especially liked what you did to the planetarium item to make it slightly more exciting when you get an item like sol or venus lol
Alternative buff for Boom!: All bomb items that would normally give +5 bombs give +10 instead, and it applies retroactively.
Sidenote: I do get that Planetarium items are rare, _BUT_ I don't think they're supposed to be run carriers. IMO Luna, Terra, or Mercurius are examples of what a Planetarium item is supposed to be, something with esoteric effects that *can* be used for very high potential.
*Also,* if you wanna buff Evil Charm I think combining the effects of Flat File + Safety Scissors would be best. It doesn't increase your power level much but *EVERYONE* would be foaming at the mouth to get it.
2spooky tho? :( I find it highly effective, really gives you some room
Yeah I agree. It's nowhere near to being a bad item imo
Yeah but takes the place of other much better items of the devil pool
16:36
YES
I was waiting for item like that for AGES
why is 2spooky and venus here. They're definitely B if not A tier.
Boss items don't need buffs because... they're boss items.
2:54 Yes, I think that's enough. The tears up is very good, no need to buff it further.
Damage up is kinda against the point of DPC. It's supposed to focus on tear rate, making it the opposite of Crown of Light which focuses on damage.
50% chance for a locust for each enemy via necronomicon is way too strong. The item itself already got a buff, being a 4-room charge which is perfectly fine.
Boom is what's its supposed to be, no need to buff it.
Once again, boss items are boss items, they don't need to be super unique. It's totally fine if there are two speed ups.
Bob's brain will never get that change you proposed. Just saying.
Kamikaze's buff makes it so it can almost one shot most early game bosses. Don't think it needs a buff.
Again, Venus and 2spooky are super strong. They essentially make you indirectly immune to chasing enemies.
Brown Nugget is quite good in Boss Rush or some tanky bosses. Papa Fly scales with damage so it almost doubles your dps.
2spooky Is a demon item that costs one heart
Venus is an item that costs about 3 item rooms (if you are lucky).
It Is more likely to appear a sacred heart than a venus.
Being a boss item doesn't change the fact that it need a buff
@@water204 speaking of, sacred heart should get a nerf 🤡
@@witchamy yea lol
@@water204 Ask yourself why planetarium items are rare? Because they're not OP. If they were any stronger, you'd have people skipping item rooms every game to get them. I really don't think people want this as much as they think they do, it would be really repetitive. That pool has less than a dozen items in it compared to the treasure room pool which has hundreds. Way more variety the way it's balanced now, and planetariums get to feel rare and special when you do find one.
Really like the charm and fear effect on the lipsticks! That’s really creative!
I like the ideas, however Sol, Boom, The Belt, Purse, Harlequin Baby and Evil Charm should not receive buffs (or at least not as strong, Venus and the Charm are just cracked with the ultrabuffs suggested in the video). I consider these items already good enough because they often save early runs.
I have a proposal for Sol as well. What if instead of having a large damage up for only that floor, it gives a smaller, but permanent damage up? It would definitely increase the value. If you see Sol, instead of thinking "oh wow, i'll get to have a useless damage up because the boss is supposed to be the last thing i do," you'll think "Awesome! Every floor i get a little stronger!"
Edit: I realize after watching for like 10 more seconds, my idea was applied with minibosses, but the damage up there is higher bc minibosses are rarer. My idea still stands.
Obsessed fan rework?
obsessed fan = trash
Idea: what if Sol(on top of what it normally does) have a holy mantle shield during bosses and mini bosses, but also if you kept the shield your rewards are higher quality(mini bosses have a higher chance for gold stuff or items and bosses have a higher chance for higher quality items)
Shoop da whoop: if you clear the room whit it it gets fully charged
Rotten Meat: the extra heart is always filled whit a Rotten Heart, empty containers have a small chance of getting filled whit Rotten Hearts
Prayer Card: While holding it Angel Rooms can spawn even if you took a Devil Deal
The Bible: Get a 1 room Holy Mantle/Sacred Heart tears effect on use
Mars: You can slighty change the direction of the dash
Magic 8 Ball/Tarot Cloth: The Planetarium chance boost from them is permanent
Strawman: Keeper respanws every floor, if Keeper kills an enemy it has a 10% chance of dropping a coin
As someone who somewhat defends Bobs Brain and likes it, It never crossed my mind of making it a double tap like GB bug, That's so simply and obvious yet ingenious.
The belt should chain the enemies on contact dealing 1 damage per tick and making then unable to move for 3 seconds
This is a very well-made video! I feel that the planetarium items are being given a power trip, though. I usually see planetarium items as a form of consolation prize for the scenarios where you don't have a key for the item room. You shouldn't be specifically going for the planetarium items because they're not supposed to perfectly balance out the cost of missed item rooms.
I feel like Venus should have a chance to replace hearts similar to what was shown with Eye of Greed, the current changes are way too strong. You could play up the risk/reward factor on Sol by making it give an extra boss item for killing the boss before taking any damage on the floor, or simply giving a permanent stat increase.
The other ideas are super cool, though!
no way, 2spooky's op
I think most people are complaining about the sol and venus buff because they are seeing them as normal items not taking into account that you have to sacrifice 2 or more item rooms just to get them which could be magic mush or another op item, so buffing them this much i think might make the exchange at least more worth it, because normally you would only pursue a planetarium when going beast which makes them kinda useless when going to other bosses
7:56 Bloody hell man, just have it deal your damage, it's not game-breaking.
Many new items introduced in Repentance have this floor-scaling mechanic, so I decided to go with the flow.
i would love to see this in game dude!
I like the idea, but if every item in an roguelike is good, why even have different items? Why not have the same build every game? What I'm saying is, I like your work as a project itself - but as an isaac mod it is not a good one.
I also have some buff ideas for these items:
Sol
idea 1: every floor is guaranteed to contain a special secret room with a miniboss that will always be the super variant
idea 2: every floor contains 2 bossrooms, first one of which is replaced by a regular boss from the floor if its a story boss
idea 3: when you defeat a boss, an emperor? card is used and you are teleported to another boss (and no this doesnt loop so only once), and when you enter the emperor? boss room the strength card is also used, but the boss has a slight repelling aura to make it more challenging, as if he has a weaker version of the soul
Moms coin purse:
spawns only 3 pills, but also 5 random coins, and each of the 3 pills has a 10% chance to be a golden pill instead, and the false phd effect is applied for the current floor (including the good effect)
Dark princes crown:
converts all soul hearts into black hearts and half soul hearts into 2 blue spiders and activates when you have atleast 6 black hearts
the necrominicon:
every enemy hurt by this book hs a 25% chance to do book of the dead effect on itself when it gets killed
boom
can no longer spawn naturally, only spawns when fool? card is used, and add a similar item to keys
purple heart
if you pick this up while having perfection, both are gulped and you get champion belt
the belt
make this a 1 room charge active instead, which upon use attacks with a whip similar to a snapper
match book
if you have tick, lighter or ice cube trinket while having this item in your inventory, they are instantly gulped
bobs brain
becomes an orbital familiar instead, which blocks shots, and when it does, fires an ipecac tear in the general direction of where the enemy came from
kamikaze
has a 50% chance to spawn a megatroll bomb instead of blowing up
eye of greed
the golden tear effect is now luck based, and it instead drains 1 penny every 10 seconds youre firing which does not reset when you stop to prevent cheese and the golden tears have the cricket body effect
golden razor:
if you used this item at least 5 times, the next floor will have the pay to win trinket effect applied, and yes it does stack with the actual trinket, making 2 restocks in the treasure room, in stages with no treasure room, the restock machine is instead spawned after you defeat the boss, and if the boss doesnt normally drop an item, it does now
harlequin baby:
harlequin baby fires a lot of low damage low firerate tears, as if it has inner eye, mutant spider and 20/20, so 16 low damage low firerate tears
brown nugget and papa fly
the flies from these now become orbitals which deal contact damage but dont block tears
Evil charm:
make it a devil room item instead, and add an opposite effect to act of contrition, aka more devil rooms
i dont have any better ideas for other ones in this video
For some of us Isaac fans we adore Papa Fly because of one single challenge. That thing nearly beat delirium
Some quick ideas:
Linger Bean: Make the time needed to create a cloud way shorter (2 seconds for example) so it's easier to time and deploy wherever it'd be useful. If needed, add several seconds of cooldown before next cloud can be charged to keep delay between clouds similar to how it is currently. Also play a fart sound whenever a cloud is spawned (just for flavour).
Camo Undies: First attack in a room deals a lot more damage, meaning you can use it strategically to gain even more extra advantage at the beginning. That "stealth attack" could also perhaps activate on bosses.
Bleed (both Mom's Razor and Backstabber): Buff the tickrate by a lot (currently it needs roughly 50 seconds to take down any enemy on its own) or add some extra effect like bleeding enemies occasionaly dropping red hearts on death (although the damage option would probably be the easiest to implement and balance).
Strawman and Soul of the Forgotten/J&E: Make the new character have its speed stat matched to the owner similarly to J&E, so it's less clunky to use. Strawman could perhaps also have a way to be revived OR give some extra benefit for having him around (for example extra coin drops similarly to Deep Pockets/Sack of Pennies or better shops kinda like those TKeeper has). Strawman/Soul summons could also be allowed to walk through doors so they can be used to tank curse room damage.
We Need To Go Deeper: More chances for a crawlspace. Or perhaps a guaranteed crawlspace after enough uses on a floor.
Thin Odd Mushroom: Make it break tear cap because currently it's a straight DPS down upon reaching tear cap.
Dataminer: Make it increase 2 stats per use OR make the stat increases larger than stat decreases. Increase cooldown for balance if necessary.
Alternatively add some extra rewards (could be just a chance of dropping a pickup) for killing enemies while under Dataminer's effect.
Keeper's Box: Bigger chance for spawning an item and/or items are pulled from item pool other than shop/item pool based on it's used in. Increase cooldown or make item price depend on item pool if necessary.
Alternatively just make its recharge shorter.
Black Bean: Deals confusion in the room on activation like Butt Bombs. Idk honestly.
Pound of Flesh: Make the prices cycle between coins and health like TIsaac's passive or Binge Eater, giving both as a choice. Other way to implement this gimmick could be instead adding a tilted scale interactable in every shop/devil deal/black market, touching which would tip the scales and toggle the item's effects. That option could also be easier to balance if it turns out to be overpowered, as some sort of cost for using it could be added.
May edit the comment to add more if something pops up in my head.
What about Pageant boy? I think its kinda crappy item tby
I actually think 2spooky should have a sort of damage based aura that if you chase an enemy while they are feared and in the black aura they will eventually die and have a 10 percent chance to either drop a black heart or a 5 percent chance to drop a bone heart (yknow spooky scary skeleton style. Lol) the auras range would scale with your overall range halved and the damage of the aura would scale with your overall damage halved. I actually am a big fan of 2spooky thanks to it neutering most contact enemies so seeing it buffed would definitely be a good thing.
I didnt think every idea was gonna be fire but damn all of this is like spot on what we need
You started out really strong with the lipsticks! Genius!
imagine getting golden bloody penny with ur version of golden razor and iv bag ( schoolbag ), and also golden swallowed penny ( either gulped or mom's purse)
Idea for Adrenaline: The original effect still applies, but when you take a fatal damage you'll only have half a heart left for 15 seconds (allowing you to do whatever you want in those 30 seconds, be it trying to find a heart or getting inside the ending chest in time). After the 15 second ends, the heart you had disappear, instantly killing you. Also apply the wavy cap visual effect in the 15 seconds. This new effect only works once and after it happens, the item disappears.
Got this idea because when you're filled with adrenaline, you're not really aware of the amount of pain you take, there's even photos of car crash victims texting without a leg.
Dark prince's crown should activate when the lost has no holy mantel effect.
I really like the ideas you give to buff these items. I believe the game should have mediocre to average items and just slightly buffing these bad items is a great way to balance the game a bit
The Bob's brain one is just a MUST for Repentence. We already have 3 items that word this way, it's not like they couldn't
ive never seen a more brilliant rework for Kamikaze. Making a spacebar item a reactionary use item is such a good idea, implementing a tad bit of skill to the idea behind it. I can imagine this being so good for Tainted Maggie lol
sol is actually good but people just don't like to recieve full charge of current active and the sun card effect (full health, 100 to all enemies in the room and map loyout expect super secret room) when you kill a boss
Black Powder is tough to use without speed, riskier than firing tears, and has no real payoff for taking on the challenge of using it. I propose that if a circle kills an enemy, when it despawns it has a chance to spawn a random pickup. The chance increases based on the size of the circle (the smaller the better) and the amount of enemies it kills.
Lord of the pit should also be changed as it is completely redundant due to the existence of spirit of the night, I don't know how to fix it though.
I had another idea for mom’s coin purse and booster pack. In addition to the pills/cards these items drop on pickup, having them also spawn 1-2 more pills/cards whenever a boss is defeated will give them use throughout a run instead of being dead weight after first getting them.
I've always thought it would be nice to see some changes to the jar. Storing a few extra red hearts seems kinda trivial most of the time. Plus it's not exactly useful for non red heart characters anyway. For changes I'd say it'd be nice if it could store more hearts, then I think it would be a very cool change if Blood machines, sacrifice rooms, and devil beggers could pull directly from the jar. This would give the item wayyy more use on characters who can't use red health.
That's actually insane. I love it!
Another idea for the belt; at one red heart the belt completely tightens and gives isaac the hanged man effect for the floor
My idea for a buff to bad items
Marrow now makes bone hearts replace ALL of all half heart drops for the rest of the run.
Lord of the pit: give it a damage up
Transcendence: Small speed/damage up (+0.05 for speed and +2 for damage)
BBF: Won’t blow up close to Issac
Fire Mind(good but is hated): The explosions have a safety range but now tears that explode do when they disappear.
oh man i love these kinds of thought exercises. more people need to make videos like this, not even just for isaac but for anything. videos on how they would improve other people's work
I would change dark princes crown to act more like adrenaline
I don't like sol, you changed it's flavour and just turned it into an OP item.
Same with Venus.
One idea I had revolved around devil deals to make them more appealing. Maybe have them appear on floor 1 after a flawless boss kill with some changes.
3 spiked offering in place of the typical item offerings. Meaning if you have a surplus of hearts on the floor you aren't using, you could hurt yourself on them. If you do then there could be a 5% incremental chance of the spikes turning into a random pedestal item from the devil with no maximum heart offering required. Also maybe make each of them only take half a heart and a base 20% chance to get an item. Meaning one sacrifice of half a red heart is a 20% chance, 3 sacrifices on the same spikes is a 30%. Each spike's chances would be independent of the sacrifices made on each other.
The option provides no guarantee you'll know or get the devil item, keeps your angel deal chances intact as you wouldn't actually be making a deal you'd be gambling, and you could backtrack and get all those red hearts that always drop on floor one after you're done.
And if the possibility of brimstone on floor one sounds too overpowered, then make it so that the items can only be of lower tier devil items. Making later devil deals more tempting and keeping this item more balanced. If that still feels too powerful, curse the run with a guaranteed curse each floor going forward unless the player gets a curse cleansing item.
Finally make it so that when it successfully gives a reward that there is first the spikes retracting, a sound queue probably of the devil laughing, and then a pedestal appearing on the retracted spikes. Leaving enough time for the player to move so they don't have to take the item when it spawns.
that venus "buff" with sasom + blood oath goes smooth
I like that bumping sound with the crown
I have 2 ideas:
-Maybe give goat hoof a small increase to spawn a deal w the devil like goat head does would be nice.
- head of the keeper gives a cool look to tears, but it's a bit underwhelming, maybe giving it a chance to shoot a nickel tear that deals increased dmg, like x1.25 or so would make it more apealing.
U mean devil and/or angel?
@@Salted_Rice223 yeah, that's right
What if for Sol, the spawn room is created adjacent to the Boss room. That way you can get the bonus right off the bat and explore the rest of the floor with the map revealed and the bonus damage
the evil charm effect on grimaces seems like it'd be a fun way to instantly shut down great Gideon
- Make Camo Undies grant a damage bonus while in stealth, allowing extra damage on the first enemy hit
- Remove the teleportation from Cursed Eye, maybe even fire automatically at full charge
- Make Black Powder circles petrify enemies
- Give Serpent's Kiss a short-range AoE for its poison and black heart effect, so you don't actually have to take damage
- Make Hemoptysis increase damage from all sources
- Make Purgatory ghosts follow between rooms, like friendly enemies
- Make Linger Bean clouds larger and have a chance to confuse enemies
- Give Tiny Planet and My Reflection minor homing so that normal tears hit more often
- Make Lil Portal fly on double-tap, slower, with a weak Strange Attractor effect
- Make Vade Retro spawn additional souls around the room over time
- Increase chances for Sanguine Bond effects, especially Devil Room items
- Increase Duality's quality and allow access to both the Devil and Angel room on the same floor
- Increase Keeper's Box chance to spawn items
- Give Empty Heart a reverse Adrenaline effect, increasing damage for every full heart
- Make My Shadow pull down enemies (Little Horn effect) on contact
- Increase Hallowed Ground durability but decrease its stat boost
- Make Tear Detonator give a Pop! effect when held
This video is literally just "let's buff Tainted Maggy" and I'm here for it