The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Mei
 This topic has been pinned, so it's probably important
goki_dev  [developer] May 22, 2021 @ 8:28pm
Balance and Mechanics Discussion
This thread can be used as a dialogue to discuss Mei and Tainted Mei's balance and mechanics changes.

Grudge Mechanic Removal

Firstly, in the update to support Co-op and add Tainted Mei, I took the opportunity to rebalance Mei more in-line with the game's non-tainted characters.

I removed the grudge mechanic which was: Dealing damage or being near enemies afflicted them with a powerful Damage over Time. You gain damage for inflicting a grudge and that damage fades over time.

Functionally it was implemented as a way to ensure that no matter your luck, Mei will have the stats necessary to beat the game. This made her very, very powerful. Everyone knew Mei was the OP modded character.

My rationale was simply to reduce the power difference between Mei and other non-tainted characters and reduce the confusion with the grudge mechanic.

This was replaced by permanently adding 0.15 damage per Red Heart container and 0.2 damage per Bone Heart container. Secondarily it's easier to understand, reduces the confusion over constant damage changes, and clears the screen from lots of purple fires and flashes.

It's definitely less unique, but that wasn't the goal of the grudge mechanic in the first place.

In my opinion the gameplay differences boil down to Mei feeling much less powerful (because she is) and the lack of incentive to move fast / skip rooms. There's also a small element of damage over time that was removed which is a fair criticism.

How do you feel about the grudge mechanic? Was it too powerful? Does the red heart conversion bonus make up for it? Was it just good because it was visually interesting?

Spectral Tear Removal

Spectral tears were removed on a whim, so I don't have many qualms about adding them back in. Without spectral there are some explosive synergies that become much more dangerous, so I understand the disappointment.

My rationale was "eh she doesn't really need spectral, does she?" which isn't very strong, so I'm not worried if people would prefer a rollback on it.

Does Mei need spectral from the start? Is it good enough to just add spectral when she has explosive synergies?

Homing Tears

A somewhat powerful very short range homing was added, but it's being removed in the next update since it's unnecessary.

Tainted Mei

Tainted Mei's main weapon is a slightly delayed (about 10 frames or 300ms) rainfall around 2 tiles ahead of her. Her secondary weapon is targeted rainfall that hits the closest enemy/enemies without much input from the player. This so called "global rain" attack is weaker and less reliable, somewhat incentivizing players to actually engage in combat rather than standing around.

Synergies with items like Tech, Tech 2, and Brimstone change the delay to nearly instant are are currently a large, large power jump.

Her starting item is Mei's Broken Heart which starts a storm for the duration of the room. This effect can stack with itself to add more rainfall. These are 75% random and 25% targeted.

Initial response is that she is unsatisfying or too idle.

Do you feel Tainted Mei is unsatisfying to play? Does she too heavily promote idle gameplay?

In Testing Changes

I am testing a version of Tainted Mei with Luck based targeted rainfall. So far it feels much less feasible to idle the whole game since you'd spend minutes in a room just waiting for a lucky hit. As such, it more closely fits my original design goal of fighting against the design of large rooms in Repentance.

I will try tying rain variants (Tech, Brim, etc.) to Luck as well and see how that feels, as right now the jump in power from Tech-less to Tech-ful is far too high.
Last edited by goki_dev; May 22, 2021 @ 8:39pm
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Showing 1-15 of 58 comments
nuclearlala May 22, 2021 @ 9:06pm 
hey there! Glad you're open to feedback and such, I commented on the page earlier but this does answer some questions!
I assume what I thought as the tears acting weird was them *trying* to home which I dont think really works and in most cases just end up missing.
I think Spectral tears would be 100% appreciated honestly, Without all her other nerfs this makes her just not really fun anymore. I get wanting a challenge but I feel along with everything else its too drastic of a change.
I don't have too much input on Tainted Mei unfortunately, however If there is anyway to make her ground Crosshair and rain more visible that'd be awesome It gets lost for me very easily
Tay May 22, 2021 @ 9:10pm 
Character is great, one of my favorites still, but I think mostly it feels like a lot of hits in one go to the character, which is likely why it feels a bit rough.

She's lost a starting tear, her tear's rotation has become quite erratic when before it was more of a thing that was a unique mechanic you had to learn and she lost the grudge mechanic as well as spectral tears.

This has left her feeling awkward at the start. Mei's start was always a little stronger than others numbers-wise but her playstyle meant you had to move and play in less optimal ways, especially in the later game if you wanted to deal good damage, a bit of risk vs reward.

Pretty much every playthrough I've had that went successfully was never really done through the strength of her tears because they're (deliberately) awkward to use which felt like a good cost for what she started with compared to other characters.

I think she's probably fine after these changes, but I'm not sure why you'd really choose her over most other characters now, since she's basically the same as other non-tainted but with a weird and somewhat unreliable tear-attack pattern.

I haven't tried Tainted Mei enough to comment really yet, but she seems interesting for sure.
Chooser May 22, 2021 @ 9:52pm 
Tainted Mei is too difficult to explode a TNT without taking damage...
And could there be a small mod that remove the Mei‘s broken heart from the item pool?
Berkano May 22, 2021 @ 11:25pm 
Tainted Mei is too weak now.
1.58 tears means half damage of the first version, and it is difficult for mei to hit nearly enemy.
Tainted mei cannot repulse enemy , this means new chapters downpour mines and Mausoleum are very hard for tainted Mei.
Please remove the little circle when tainted mei shoot, it's not beautiful.
qwsa124.lihgt May 22, 2021 @ 11:32pm 
Actually you could redesign grudge mechanic like reduce the dmg she gains from grudge or dmg decreases faster and resets every new floor if you think it's too op, but please don't just remove it. I really like grudge mechanic, it makes Mei as a very specific character, without grudge mechanic there is little difference between Mei and other non-tainted characters.
Last edited by qwsa124.lihgt; May 22, 2021 @ 11:34pm
zero May 23, 2021 @ 12:30am 
mei 用灵魂转换器有bug
zero May 23, 2021 @ 12:31am 
可以无限攻击和血量
(ㅇㅅㅇ” ) May 23, 2021 @ 12:31am 
I think Mei is absolutely fine without spectral tears. She's still quite a powerful character, and spectral would make her too OP.

Moreover, now that we have Tainted Mei, her rain kinda works like spectral tears, since you can attack enemies through rocks and other obstacles.
Puppy May 23, 2021 @ 12:41am 
is Mei's Broken Heart on the item pool? i love that item
Talon Zane May 23, 2021 @ 1:41am 
Very happy you opened this thread! Your work astonishes me blah blah blah, anyways

I'd love to see Mei's spectral tears return, my only REAL complaint is about Tainted Mei

Admittedly, I haven't played many rounds with her, but everything feels unsatisfying in some sense. I'm not sure if this is a result of overall game-feel or the lack of synergies that exist with her. I know adding synergies isn't easy in a game like this, but there are certain heavy hitters that go unnoticed with the character, such as the Fetus items or Ipecac.

Her tear cap is locked disappointingly low (Rock bottom + Soy Milk + Kidney Stone only got it to 3.50), making some items not even worth taking due to their downsides (Soy Milk brings every characters damage down to 0.7 but raises the tears to 15, but Tainted Mei still deals with the insane damage down). Range also seemingly does nothing, making other items (such as Number One) good, but also makes a large portion of the boss pool useless. I think pushing the crosshair further away with range would be a TERRIBLE idea, frankly, but maybe making it larger, so things would be caught in it more easily could work[cdn.discordapp.com]

I have the game open as I write this, and I believe a good portion of it is game-feel. The actual petrichor "projectile" is always an unoutlined white with a very small particle/animation upon landing, I'd suggest changing the base color to have a bit of contrast, or atleast change the crosshair so it's easier to see in more tense situations. I'd also highly suggest changing the color of the projectile much like other items would, just for more variety. Characters usually have a sound when they fire, and a sound when the projectile lands. The projectile on Tainted Mei has a very faint sound that you honestly have to focus on pretty hard to hear. Tainted Mei also doesn't have any firing animations, which takes away from the game-feel pretty heavily, but I don't really know what would fit thematically, so I'm not sure what to do with that to be honest.

I'm being very rigid in this but please don't misunderstand, the mod is fantastic. I'd love to see a few of these nit-picks fixed and Tainted Mei (Meinted? Tei?) will be an amazing addition to this already fantastic mod.
Ћ Rob May 23, 2021 @ 2:59am 
I feel like T Mei's Q Active should have a timed duration because items like Gnawed Leaf exists and all someone has to do is just press Q and stay still if they manage to get that in their run. I also feel like giving it a timed duration can make it feel more like a "Get me out of a harsh overwhelming situation" card rather than just "press the button ez final boss"
I prefer the way of shooting for Mei before this update.
Schatten May 23, 2021 @ 5:42am 
I've played a fair bit of the updated Mei now and a tiny bit of tainted Mei, so let's see...
First off, I don't have any strong feelings about the removal of grudge. It was nice and it's a shame that a unique mechanic is gone, but it was definitely quite powerful.

I do, however, definitely agree with the people that say spectral tears should be readded. It was what really made Mei's orbital tears shine for me, as it allowed for some fun shenanigans and also fit very well with her ghost theme.

Tainted Mei is... difficult to judge. Her rain mechanic definitely seems unique and interesting. But she does feel awkward to me on account of functioning completely differently than what I'm used to. I'll need to play her more, but some observations so far:
1. Dealing with melee enemies, especially lots of them, seems particularly difficult. She cannot easily target the closest enemy with her main fire because that's dependant on her crosshair position. And on top of that, she has no way to knock back enemies that get too close. My first fight against Lil Blub ended in total disaster whenever his leeches started chasing me.
2. I think right now she definitely promotes idle gameplay. In a game where your main priority is to avoid taking damage, as long as you can avoid enemy attacks, they will die eventually. This is even more the case when her broken heart is charged.
HoloShaii May 23, 2021 @ 8:55am 
Maybe for mei's broken heart, you can remove the drip sound of the projectile and instead use an ambient rain sound, would sound a lot nicer than the tear break sound.
LordRetBrick May 23, 2021 @ 10:31am 
As far as Tainted Mei goes i love the idea but actually aiming the rainfall is a pain with it being in a fixed position in front of you.
I think it might work better if treated like ludovico technique or if it was just larger.
Perhaps a larger area in front of you, grows the more range upgrades you get and the raindrops automatically hit either all enemies within that area or a random one.

I've also noticed tears upgrades are really really weak on her, the bonus they give seems to be really small already for the first one and it then scales down the more you get, this was for both tears up and tears delay down, soy milk for example just made her unplayable as it was barely a tears up but a huge damage down.
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