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I'd happily see it go, but from what I've seen most of the StS community disagrees.
On normal, it's pretty much fine because unless you're terrible at the game, it's basically impossible to die before the first boss.
On Ascension, it's not as fine because it's somewhat reasonable to lose before the first boss, especially while still learning it.
I haven't seen a simple and elegant solution to the problem apart from people saying 'Screw it' and making the new winning strategies to abandon runs constantly till you find an overpowered relic to carry you through the run.
Looks at statistics, 22nd most played game on steam as i'm typing this. Pretty impressive for a indie early access game.
It's not usually that much of a boon because you can't restart until you get an op start. Also if the devs give in to these shortsighted ideas the next step will be people complaining because they have to restart all the time to get exactly the thing they want.
StS is about making the best with what you have, stop trying to make it into a stupid sandbox, it's not balanced for that.
If some starts are overpowered, why let them happen and justify with rng?
Sounds like a terrible idea in general.
Also, how about removing the last 2 bonus options in case you don't reach the boss?
Instead, of blocking everything for no reason.
Because positive rng powerswings are fun and this is a singleplayer game so there is only harm in the swings if they happen often enough to seriously disrupt the balance of the game. An example would be getting over 40 str or building an infinite engine, doing this once in a while is exciting, if you could always do so it would be expected.
If doing it all the the time is boring why would people keep doing it?
Because the alternative to the Neow bonus is starting a run in Act 1, seeing there's no path with 4 bonfires and abandoning your run till you get a perfect 4 Fire 1 Late Shop 1-2 Elite and plenty of early fights Act 1.
If you lost the blessing the game lets you do that with no penalty right?
Imagine your favorite food. Let's say you have to eat this food for the next year for breakfast, lunch, and dinner. How long do you think it would take you to get sick of it? How long before you simply don't want to ever eat it again?
While you (hopefully) have the option of whether or not to eat your favorite food, thereby stopping yourself from burning out on it, the game has no control over whether or not you would burn out on playing. So, to help keep you engaged and playing, it dangles that thing you want just ever so slightly out of reach so that you want to keep coming back and trying again.
Maybe you don't like this. Maybe you want to just pick whatever you want whenever you want and roll with it. It clearly works though, as people who want to make those power decks happen keep trying for them.