The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Revelations (AB+ only)
PhotoFinn 13 Jan, 2019 @ 10:50pm
Boss Scaling (at least on non-revelations floors) needs to go
Lemme start off by saying that I love this mod. Been playing it for ages ever since Chapter 1 first came out, but one thing I absolutely hate about it is the boss scaling. Before I get to my point, I'll preface it with a run I just had:

It was a pretty good run, I got Dr. Fetus, Satanic Bible and some modded items that gave me damage but crippled my speed (remember this, it'll come in later). Now as I'm about to leave Caves 1, Puker appears before me. Because I had some high-damage bombs, this mod's health scaling made Puker's health MONSTROUS (I'm talking every bomb only deals 2 pixels monstrous). And because of my horrendously low speed and the fact that his attacks were pretty fast and unpredictable, I nearly died with 12 hearts to him because the battle just wouldn't end.

I may sound like a salty baby (and I probably am), but I personally think this is ridiculous. It's just unnessecary for a Caves boss. The only way you could one-shot Puker at that point would be to do some very clever plays or get extremely lucky like I did. For that first point, isn't nuking bosses supposed to be a reward for clever plays?

The reasoning behind the scaling is also pretty dumb in my opinion. The main excuse I've found was that "it lets players experience the boss in it's entirety". 1.) This isn't a demo, players will experience the bosses multiple times, with only a few damage ups more often than not, and 2.) Has Edmund/Nicalis ever given any non-final boss armor (except for Big Horn but that was his gimmick before he got nerfed) because of the reasons you've given? Well, no.

Sorry for the wall of text but I think I've gotten my point across. The boss scaling feels less like a concious balancing desicion and more of a "special treatment" situation.
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Showing 1-4 of 4 comments
The Snopingasusual 13 Jan, 2019 @ 10:56pm 
Originally posted by JustCallMePops:
Lemme start off by saying that I love this mod. Been playing it for ages ever since Chapter 1 first came out, but one thing I absolutely hate about it is the boss scaling. Before I get to my point, I'll preface it with a run I just had:

It was a pretty good run, I got Dr. Fetus, Satanic Bible and some modded items that gave me damage but crippled my speed (remember this, it'll come in later). Now as I'm about to leave Caves 1, Puker appears before me. Because I had some high-damage bombs, this mod's health scaling made Puker's health MONSTROUS (I'm talking every bomb only deals 2 pixels monstrous). And because of my horrendously low speed and the fact that his attacks were pretty fast and unpredictable, I nearly died with 12 hearts to him because the battle just wouldn't end.

I may sound like a salty baby (and I probably am), but I personally think this is ridiculous. It's just unnessecary for a Caves boss. The only way you could one-shot Puker at that point would be to do some very clever plays or get extremely lucky like I did. For that first point, isn't nuking bosses supposed to be a reward for clever plays?

The reasoning behind the scaling is also pretty dumb in my opinion. The main excuse I've found was that "it lets players experience the boss in it's entirety". 1.) This isn't a demo, players will experience the bosses multiple times, with only a few damage ups more often than not, and 2.) Has Edmund/Nicalis ever given any non-final boss armor (except for Big Horn but that was his gimmick before he got nerfed) because of the reasons you've given? Well, no.

Sorry for the wall of text but I think I've gotten my point across. The boss scaling feels less like a concious balancing desicion and more of a "special treatment" situation.
I agree they should at least remove health Scaling for Punker and Raging Long Leg because encountering these bosses in a normal run mean "you don't have luck, so die now", especialy Punker because Raging Long Leg is easier.

Then, It's not an obligation to remove health scaling for revelation floor exclusive boss because this path is totally optional, maybe this health scalling system need some balance thought.
Piber 13 Jan, 2019 @ 11:20pm 
we could lower the scaling related to fetus bombs maybe. kinda hard though because dr fetus has some really insane synergies. making the fight take too long was never the intention, it was designed to be a way so you can see the boss do its thing even with afterbirth+'s bad balancing. i think the goal is maybe around one to two minutes.
The Snopingasusual 13 Jan, 2019 @ 11:40pm 
Originally posted by piber20:
we could lower the scaling related to fetus bombs maybe. kinda hard though because dr fetus has some really insane synergies. making the fight take too long was never the intention, it was designed to be a way so you can see the boss do its thing even with afterbirth+'s bad balancing. i think the goal is maybe around one to two minutes.
Yeah I agree it's a good idea to make boss really like a boss which the player struggle with it because it's the boss role. it just need some balancing.
Piber 14 Jan, 2019 @ 12:28pm 
we handled this. the scaling will work much better once the sin update is out. dr fetus was especially broken before with high damage affecting the health too much. thanks for the feedback.

we are still not going to remove the health scaling and you will still not be able to one shot our bosses with synergies like dr fetus + ipecac, but the bosses will no longer take a long time to defeat, which i will stress again, was never intended in the first place.
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