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Arguably the only Lunar Item that even has a CHANCE to be useful is the thing that automatically activates your active item. There is no time EVER I would EVER want any other Lunar Item.
Rightfully so, by the way. Why would someone be alot stronger than you could possibly become in a new game of a rogue-like game just because he has played the game 100s hours before? Why would someone be able to accumulate a currency between runs in a rogue like game? It doesnt make sense and if the Lunar Items werent Useless it would be even more of a problem because you could just always "safe up" 10 lunar coins before 1 "proper run" which would be even more terrible than what it is now, useless coins and useless items. But my question is - why does this system exist in the first place?
You'll make glass sad talking like that.
You don't always want that, which is the five words I'd use to best describe lunar items.
I know what it does, but it's pointless.
If you were going to max HP anyway, then why would you want to instead heal a fraction of that per sec?
But the main reason why I'm asking about why it exists, is because Rejuvanation Rack also exists, which also gives 100% to healing, but does not come with any penalties.
They are basically the same item, except Corpsebloom cuts your leg off.
So your answer is "because there have to be terrible items"?
That would be really dumb cause you actually have to pay to get a random item you'll KNOW is ♥♥♥♥
I agree, since those lunar items are't random drops but an entire set of crap (glass aside) they will mostly be avoided/ ignored by most players anyway.
Transendence (Scarab/Beatle) actually has amazing synergy with Shaped Glass
This is just straight-up wrong, every Lunar item has a wide selection of use cases and appeals, with drawbacks at the same time. They all focus on certain playstyles, except for Corpsebloom. Brittle Crown is incredible for careful players, being particularly powerful on Huntress & Engineer, giving players what is currently the only way to get boxes open faster. Gesture of the Drowned is a fairly powerful item that makes items such as the black hole, missile barrage, and royal capacitor far better, while taking away the situational usefulness of items like foreign fruit and woodsprite. Glowing Meteorite is a powerful AoE damage item, Hellfire Tincture is great on characters with high healing or max HP and procs all the time, which is amazing on Merc, and both Shaped Glass and Transcendence are objectively good items. More damage means you take less damage, and Transcendence, while it nullifies your healing items, it gives a hefty boost to HP & provides massive HP regen outside of combat, making your far more likely to survive one shot kills as well as making recovering to full HP much faster if you can avoid taking damage for a moment. And Corpsebloom? It gives you more healing, while limiting your healing. How do we play around this? How do we build around this?
Corpsebloom is one of two items that WILL be actively harmful in a run, the other of which is the bugged Wake of Vultures. First, Corpsebloom is a direct downgrade to the Rejuv Rack, as op mentioned. The Rack provides the exact same benefit, with absolutely no drawback at all whatsoever; this is the only example I can think of in the game where an item is objectively worse than another without any even minor compensation. Even comparing Gasoline to Wisp, Gasoline has better range in exchange for the lesser damage, there are situations where it's better. Corpsebloom doesn't have that.
Next up is that Corpsebloom fights against itself. Doubling your healing but capping it at 10% means that if you only have one or two healing items, you're gonna get more mileage out of them. However, as soon as you're capable of healing 10% of you HP every second, which only takes a few items, Corpsebloom is now an objectively bad item that limits your HP regen. This downside is made even worse when stacking the item. Two stacks increases healing received by 200%, but caps your healing at 5% of your HP per second. Again, this is amazing if you only have one healing item, because it lets you get more out of it, but as soon as you find one or two more, they're now useless. Corpsebloom enhances your healing early on, but massively limits it later on, typically within a few stages.
Lunar items exist to provide preference based decisions; strong advantages with strong disadvantages, for the player to play around. Corpsebloom doesn't do this; it's makes you slightly stronger in the early game, and significantly weaker in the later game. There is no playing or building around this, and it is actively anti-synergy by making all healing items useless after you've picked up enough to hit the regen cap it provides. Other lunar items do have similar drawbacks, but they are always something players can play around. Where is the choice, appeal, or synergy in Corpsebloom?
Bloom is simply too weak while drawback is ever present through all run. Like Crown when mobility bits dont drop and it turns into constant loss of money.