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Also, explain to me how making good items more rare makes hard mode require more "skill"?
If you tried to restrict/gimp the player even more than right now, all you'll succeed in doing is taking off the paper that covers the chasms of bad game design and put a magnifying glass over some of the enemies of the game and combination of enemies / room layouts.
Examples? 2 Adversaries in a large room. 2 Cages. 4 Red Champion Cages. 6 Red Champion Gurdy Jrs.
These I think existed since Rebirth, but I could be wrong about that, it's possible that AB or AB+ introduced these amazingly well thought out Chest / Dark Room encounters.
The opposite for me. I started to press that R key way more often due to the DLC. And I have to admit, it works. And yeah it's clearly not fun.
Zanny synergies and broken items pre-DLC ensured that any runs were really feasible (and exciting) without being an ass-clenching experience for most players.
That being said, there are still many broken items in Repentance that can carry an entire run pretty much by themselves. Like the Psy Fly or Virgo.
So I'm not even sure about the point of making the process of unlocking everything and completing the challenge so tedious.
My problem isn't with just growing pains, that I can manage just fine on my own and I trust that other players will too, but more so with the game's balance veering too much in only the direction of reducing player options, like how they've reverted some of the more extremely unnecessary changes such as with the Shops.
The other ones I can name here are, taking away Lost's ability to take any number of devil deals, Devil deals containing a lot more random items and what makes that a problem, is those items not seeing buffs that they should have, considering that these are Devil deal items, That's what's actually a problem there... It's not as simple as, "Oh Noes, I did not get my free Abaddon again...."
Of course I don't want every single run to have ♥♥♥♥♥♥♥ Abaddon or Brimstone, but I would like at the very least for items that replace them to be somewhat good for their asking price, even if it replaces something as simple of a upgrade as The Mark, that would shift the meta in a meaningful way for more options to be viable.
It seems obvious to me that the point of all that was longevity (after all, if you have this DLC chances are you payed about 60 dollars in total for it.) To fully beat the new paths I think you definitely need the right items, but that doesn't mean you need to hold the R button until you get something sexy in your first item room. There's always more chances each floor for something good and if nothing comes then the game always gives you the opportunity to go back to the regular path where you will be more prepared for. These new floors come off to me as a balance of trial and error (just like our first runs in the original game years ago), honing your skills to new challenges, and of course, getting the right items. It's locked behind 3 hush kills so its not like it is meant for new players. It's meant to give old players a lot more game time.
As far as being disappointed that all our favorite game breaking synergies that we grew to love are gone, we just have to accept that this was not fully Edmund's intentions for the most part (at least that's what I gathered from interviews etc.) This is his game after all. I feel like it's a double edged sword that he is so interactive with the players because it gives a soapbox for fussy players.