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There's major problems to the Keeper's two coins as heart containers. One is not being able to utilize soul/black hearts to preserve any possible chances for reaching a Deity Room. Lost already doesn't need to worry about this since he literally can't take damage anyways, and Blue Baby's practically guarenteed a chance since he can't take red heart damage. Of course there's the simple methods to getting a Deal with the Devil/Angel with Keeper via red chest, Holy Mantle , and other items adding a small chance, but there's a very small chance of being able to get these possibilities. I suggested the nickels and dimes thing as a small idea to at least make up for his lack of health.
The other thing is that, lack of health. Extra lives are usually good, but again, there's only five items that grant any extra lives at all. Lost can still can take any deals taking his health away free and Blue Baby can still replenish all his health. Only two heart containers already makes it impossible to take 10 of the 37 items in the Devil Room Pool (without any lives) and surviving past it; even then you can't benefit from any soul-heart-granting items that make up a fraction of the pool. Again, either at least one more coin container or maybe even the idea I suggested could help cushion any deals you would take.
Third and most important to me is regaining health. Pickup-wise a coin drop is completely random, and so is the chance to get any from a chest. Blowing up corpses doesn't guarentee anything and secret rooms themselves don't either. Shops are a decent way to get health back, but then in the least you need a bomb which mostly won't be at hand (fires are RNG too so I don't exactly wanna scream this again.) Health-ups heal a container, but that's a waste since it can count as something permanent for other characters (the Lost doesn't need to worry about that and it's his main feature, and Blue Baby can at least get a soul heart that takes another hit or two.) Already discounting items that would spawn hearts since they're just converted into flies, there's regen items, manual-healing items, and items that spawn coins. Regen is moderately reliable but there's only four items that come to mind: Blood of the Vampire's decent with smaller enemies, Placenta regenerates a half heart every 30 seconds which seems inefficient for a normal-paced run, the Leech does poor damage even with BFF, and Pyromaniac needs bombs to work or the handful of enemies that have explosion-based forms of damage. Same thing with use items, only Gamekid and Yum Heart heal and you need charges to make those work. Wooden Nickel is literally (and intentionally) 50/50 with chances to get a coin and even then you're not gonna have time to heal while still trapped in a room. Finally there's items generating coins, so here we go. Piggy Bank has the same problems with Wooden Nickel's safety mid-room when you only have so many invincibility frames. Midas' Touch isn't gonna do you much with larger, healthier enemies and bosses so it's not reliable unless you have invincibility, which is not gonna be at hand all the time. Head of the Keeper, as powerful as it is, still isn't safe and isn't reliable as a backup while fighting. Again, let's bring up the other characters. Blue Baby already can have stacked health so he's not a problem. Lost can take only two hits, but even then you can just hide over obstacles early game and backup with any use items/cards that give invincibility late game, maybe even using D4 as a throwaway when a desperate situation calls for a last shot. Keeper practically loses most good Deity items since he can't preserve deal chances and his lack of health holds him back from taking some Devil Deals, so he already lost a pool of powerful items. I don't hold it as a major problem, but his passive triple shot already doesn't synergize fully well with most items that would be fine in the game. Lost has similar health restrictions but his tear rate will still maintain itself enough to efficiently finish a room late game without dying, and Blue Baby is the same way.
Honestly the concept of the Keeper is interesting but its execution as a character feels about as unsatisfyingly simple as the old Lost without his Holy Mantle. A buff isn't absolutely necessary but hot damn would it be appreciated. Holding R just to try for a Swallowed Penny that hopefully would establish a run is just bad.
Especially since his unlocks all suck.
Those combinations are decent but hard to get and there doesn't seem to many that work exceedingly well.
I don't think him being a challenge character is a valid reason for how he is right now in my opinion and in my opinion he is a very un fun character that I would never play once I beat everything on hard mode with him once.