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Soon the game will be balanced and they will add a gun with multiplayer, then truelly isaac will be complete.
Same story with the Lost. It was stupid. Beyond stupid. Now, after a year, they buff it to start with Holy Mantle. It was considered fine upon introduction, but -now- they're listening to the community? That's just poor design.
Just like the Lost was put into the game as a test of patience rather than a test of skill; so was the Stopwatch introduced as a "why not?" ♥♥♥♥♥♥♥♥ item that (along with Dead Cat and Holy Mantle) made you want to kill Edmund and his entire family slightly less often when you went for the Lost's unlocks.
The Stopwatch and the Lost didn't belong in the game in the first place. And now these stupid nerfs/buffs follow that achieve nothing and only highlight how poorly designed some aspects of the game are.
Now its still boring, more useless, and its still a hindering special item. I'm tempted to say the non-unlock, non-special "Broken" stopwatch is better now...
I'm sure for a lot of people the new stopwatch is much more interesting and fun. Instead of being an item thats too good to pick up, its now an item I would be happy to see in the shop. And in the end its still really powerful.
I understand that a lot of people enjoy the OP fun run. But others, including Edmund I'm sure, don't. For those a run in which you can't lose is pretty dull.
One of my biggest issues with rebirth was how often you'd have a winning run within the first few floors. Especially when you're trying to streak, finishing those runs just becomes a chore.
I always thought the point of rougelikes was that you could always screw it up so you never let your guard down. That's what keeps it engaging.
Old Stopwatch - "just needs a little shake"
The stopwatch was mega boring, but then it's a shame in its current state it doesn't work for the Lost. Alternatively, I'd like this added (or replacing the current one):
Low-battery Stopwatch - "still has SOME juice in it" (active, stopwatch effect, 6-room charge)
The important thing is that there's both a huge variety in power levels you can have (anywhere from "even normal enemies are tough to beat" to "It's literally impossible for me to die unless I try, and even that's tough") AND a huge variety in ways you can become powerful. Maybe you have bad attack, but you've got the habit, blank card, sun card, and enough health to be unkillable. Maybe you've got brimstone, rubber cement, my reflection, and coal and can make a wobbly death laser sweep the room. Maybe you've got tiny planet and godhead and surround yourself with a death aura that makes it impossible to see. Maybe you get healed by explosions and your normal attack is a bomb that creates bombs that create bombs that can drop items. And maybe you've got permanent bullet time and can dodge everything. It's just another way to become OP and if you don't like it, well, it'll only show up once every couple hundred runs or so anyway.
The nerf just turns the stopwatch into another forgettable item. If you thought everything moving in slow mothing was boring before - well, it's just as boring now, except if you play well it won't do anything. It doesn't make the game harder (the vast majority of runs will never see the stopwatch anyway), and it doesn't stop you from getting a win handed to you (epic fetus, brimstone, and mom's knife still exist and are more common), it just gets rid of a little variety.
Challenge is fine, but this makes the Stopwatch much less useful for those that want it, and I fail to see how this would be an increase in difficulty or even interest for those that don't want old stopwatch anyways. Either don't take it at all, or take it and its still going to be useless in 99% of rooms. You might be able to effectively use it for Hush/Mega Satan, but its still completely worthless with the character that would have wanted it most there (and imo, the others don't need it at all regardless).
And I always though the point of difficult/lengthy unlocks and special/rare items was that they were actually worth trying to get. You know, something good. Maybe we were both wrong?