thanks for covering the mod! a lot of bugs in here were fixed after this was recorded (particularly the overstock one) or are going to be fixed next update. raw soylent even got some new synergies in the last item update!
The mod is really good, but you should lower the quality of cricket's cranium to 3 or 2, the fact it stops you from getting any damage for the rest of the run is too much
i'm not too concerned with changing item qualities since it affects nothing about the tainted treasures specifically, they override the effects of sacred orb and tainted lost's inherent effect and you can't craft them with bag of crafting
Feel like fork bender needs a buff. Other than the defensive aspect, there’s no reason to have it over spoon bender. If it scaled with damage then it’d be really good.
Had spoon bender the other day, went into the tainted treasure room and after I read the item description for the fork I became super unconvinced and did not make the trade. This video just proved my skepticism
2:44 The reason the stats stop going up is because isaac's true stats (stats he would have WITHOUT rock bottom) are still decreasing. Rock bottom only locks isaac's attributes to the highest point ever achieved, meaning you'd need to kill enough enemies to fill the gap between your true stats and your rock bottom stats before you actually start to see a legitimate increase in damage. This item is never easy to explain, so I hope that made atleast an ounce of sense.
@@A_pers0n you keep your highest stats BUT you still have you actual stats that can increase and decrease so you only get a stat up if your actual stat increase higher than you highest stat
Maybe like red stew but for all your stats and there is a low chance items get replaced with it while it is still active, kinda like magic skin but the chance decreases every time you pick it up
I think a lot of these tainted items are simply worse than the item you need to give up to take them. A lot should be buffed so it’s worth losing a good item
I feel like most of these items are good and fun in their own ways but the only ones I don't like are fork bender and the bottle. Fork bender is just awful because your giving up homing shots for what's essentially a worse circle of protection and the bottle feels like it needs a different mechanic for breaking it because the not being able to shoot for 5 seconds just because you wanna do a full charge even after you get the buff just seems a little unfair because after the first break you're essentially just getting punished for going full charge
You gotta add some bad ones so it's not guaranteed good if you get the tainted room. After all it's not like a planetarium where you have to give up an item room to have a better chance of getting one. Rather it's just a free chance at getting a better item than what you had. So to scale it out it's gotta have some items you won't want.
@@hallowchromee8977 Kinda true. But you can get planetariums without skipping. And I personally never had problems with mars. It mainly has problems when using a joystick for movement, but otherwise it's decent since it can be used for free curse rooms and damage if desperate.
8:46 Dionysius doesn't refer to the Greek God but King Dionysius of Syracuse aka the guy who put the sword over Damocles head. Awesome mod showcase btw.
I think that Dryad's Blessing is based on Dryad from Terraria. Same name of the buf, works when enemies are close, increases player's stats and animation is leaf shields spinning around
a lot of the problems come with the fact that the items replace other items cricket's cranium is the best example; since it replaces cricket's head (which removes its 1.5x damage multiplier and damage up), cricket's cranium ends up being basically a 50% damage up which reduces its effectiveness than if you were to, say, pick it up normally
Since Cricket's Head is a 1.5x damage multiplier, and Cricket's Cranium is a 50% damage up, and those two are literally the same increase, it basically just locks your current damage at the amount it is when you pick it up...
you might be wrong in this example, but YES, oh my god this mod does not understand it's concept. take atlas for example - the point of treasure map is to know the layout of the floor. this is insanely useful, as you can now avoid dead ends entirely and go to your special rooms quicker. atlas, however, does not build off of this. instead, it works as a sort of upgrade, now providing extra rooms that might even spawn additional items and pickups if the player decides to go to the freshly spawned rooms. but there's a problem - atlas REMOVES treasure map. this turns a fairly good item into completely irrelevant garbage that requires you to search the entire floor for it's effect, and that might not even be worth it since it doesn't generate special rooms all of the time. this is an issue with a LOT of items - the bad onion, lil slugger and raw soylent to name a few. these are not new items - these are REPLACEMENTS of items. this mod could have been really good if it just tried - the concept is creative and has pretty much infinite potential. i just wish the people working on the mod knew what they were making in the first place.
some are worse, like gladestine card since you need to roll through the entire shop pool before you get intresting items when member card can give you angel/devil items for almost nothing
yeah theres very few of these that actually would depend on your run and youd need to think if you want to take or not. Most of them are an upgrade or even worse, a downgrade.
@@PancakemonsterFO4 honestly I'd say clandestine card is one of the better ones because tainted greed shops won't have the inflated prices so you can get more items, plus you get more choices
This is like the Void items in Risk of Rain 2. There, you pick up multiple copies of items throughout your run. You can find "corrupted" versions of some of them that corrupt all copies of said item, like in this mod. For example, one item gives you a %chance to block a hit, while the corrupted item gives a guaranteed block but with a cooldown
Yeah, that's better at least. My gripe with the mod is just the mechanics of it. If how it works is "you can trade an item for a tainted one", probably also taking up a map slot in the process (which could've been a library, sacrifice room, or god forbid a treasure room, not sure about the mechanics of that), how is it that some of the items seem like a side grade at best? Why would I prefer cricket's cranium over the head, why can't clandestine card not for example give you a choice between the black market and the trapdoor shop? Some of the items are creative, sure, but it seems most of the time finding the room wouldn't be much more than a "oh cool i guess, oh cool i have no use for this". Look at planetariums for example. You have to (more or less) sacrifice one item room for a chance to spawn one, but it both doesn't take up the treasure room slot, and also most of the time the item in it is not half bad. There's an actual argument to be made for skipping the first item room for more or less a guaranteed planetarium later on. In contrast, why would I even WANT to encounter the tainted rooms, if they take up a treasure room slot and provide little to nothing in return?
@@masteroflame6141 i would not take a lot of these items as they are now but the concepts are interesting, if the devs buffed some of the item effects the mod would be really fun to use
Yeah i loved Raw Soylent And thanks for the 100K+ Views! Also, you're right, i don't understand how Rock Bottom works, sorry And there's a lot of Timestamps: 0:00 Introduction 0:51 Atlas 1:47 The Bad Onion 2:53 Fork Bender 3:48 Godtier Item 4:39 Yearning Page 5:03 Buzzing Magnets 6:12 Clandestine Card 6:31 Glad Bombs 7:58 Cricket's Cranium 8:41 Dionysius 9:13 Consecration 10:00 Crystal Skull 10:19 No Options 11:01 Steamy Surprise 11:28 Finale 11:58 Skeleton Lock 12:40 Salt of Magnesium 13:24 Whore Of Galilee 14:11 Eternal Candle and a terrible explanation 15:08 Overstock and crashes 15:58 Spider Freak 16:37 Bugulon Super Fan and some context 17:33 Arrowhead 18:42 The Bottle 20:27 White Belt 20:57 D-Pad 22:04 The War Maiden 23:07 The Basilisk and i wrote the name wrong 23:44 The Poisoned Dart 24:16 Polycoria 25:18 Colored Contacts 25:54 The Reaper 26:47 Dryad's Blessing 27:35 ATG In a Jar 28:05 Broodmind 28:58 Tech Organelle 30:25 Gazemaster 31:14 Seared Club 32:27 The Leviathan 33:43 Other Stuff 34:58 Ending, My right hand hurts after writing all of this help
I'll try to explain how rock bottom works. So, when you pick up rock bottom, your stats will he caped at the highest value they will reach from that point. Like, if you eat a speed up pill, and then a speed down pill (and you don't have any other things which somehow might affect you speed), then your speed will stay at it's highest point, which is the speed you got after only eating the speed up. *BUT* this doesn't mean that stat downs now do nothing, as your *real stats* are still monitored (e.g. the stats you would have at this exact moment if you delete the rock bottom). And if you got a speed up and then a speed down, then if you want to get your speed to be even higher, you first need to overcome the speed down you recieved. So, your stats are still being monitored in the background, but rock bottom just takes the highest value they have ever reached and makes them appear as that highest value.
For Cricket's Cranium to be really worth it I think it should lock your damage stat, not just put a max limit on it. Cricket's head already has a 1.5 multiplier on it, but is affected by items such as soy milk or odd mushroom (slim). Having a 2* multiplier and allowing you to take Libra soy milk or 20/20 without repercussions could lead to some interesting synergies.
Some of these items are... well weird, these items are harder to find than their counterparts and you lose the effects of the original yet most of the time they're worse, for exemple the bottle, you need to break it... To do the exact same damage as you would with normal mom's knife? I don't see the point from a gameplay perspective, the idea is really cool and some of these items are amazing, but I think some need to be reworked a bit so there's actually a point in taking them
I like most of the items, I just think they need to balance their rarity. I mean glad bombs is quality 2? that's too low for portable turrets even if temporary since they're also bombs on top of that
The Funni Rock + Bad Onion doesn't actually stop working, Rock Bottom just locks your stats to the highest they've ever been. Your stats technically can still go down, but effectively they stay the same. Pretty much, if you were to raise your base damage above what your current damage is, your current damage updates. It's the highest damage you've ever had.
Same thing applies with the D-pad; You're only going to get the damage once because it goes away over time and it takes long enough that you won't get more bonus from it
this seems like the void items from risk of rain 2, a counterpart that do something similar but also corrupts the normal variants of the item, is going to be cool seeing this finished
The one thing I wanted that you missed were the synergies with Glad Bombs Specifically the remote detonator active or whatever it’s called, or even better there’s a great 3-item combo! Glad Bombs, Bobby Bomb, Hot Bombs Especially in greed mode!
Just an explanation of rock bottom since you seem to misunderstand the item, stat decreases still happen in the background and new stats have to overcome the decreases, like if you take soy milk you need to take a lot of damage items after to increase your damage, or if you have bloody lust fully set up you will need to do it again in the next floor to get that damage and extra damage
Also a extra little meme for coming down here. Rogue watermelon: instead of putting the name of the chapter raw soylent.. nah. Let's just make it godtier item. Man. That item should be a quality 4.
I love this mod after having played with it for a while now, but some items such as Steamy Surprise just feel like a downgrade when you have to trade in an already amazing item to get it and spend 2 keys to get in the room
@@alejandrocortinas7050 it used to work for me, thats why the challenge is called demo man. Its like using the stickybomb launcher in tf2 that only detonates the mines when you rightklick
“No options” should give you a plus .80 for every boss you beat INCLUDING not only the boss rush but anytime you get a random boss in a random room.... maybe a plus .40 for the random encounter bosses.
@@zeelord8147 if you already feel like the sword might fall (since it is timed now) saving your skin after getting some value out of it from planetarium, treasure and secret rooms is preferable to being greedy till the end, just like magic skin
Some are cool, some are kinda worse than their original counterparts. The Glad Bombs could be very powerful with the bomb detonator. But that it lacks a bunch of synergies it‘s normal counterpart has can make it pretty unappealing to some builds. Cricket‘s cranium is an interesting idea. But it probably isn‘t too useful for normal runs, as capping your damage is a pretty hefty thing. I think a lot of players will just keep the worse multiplier for the potential of more damage. Things like the Yearning Page..I see it as an downgrade of sorts. As it has the infamous Rosary effect now. (Just for the dark side.) While it synergizes well with the page, I never really see people using the Necronomicon in decent/good runs and depending on the character, even bad runs. (Looking at you, D6.) Things like the Atlas are a good example of the mod. It removes your pretty good upside for a bonus that might sometimes outshine the original item and sometimes not. (I mean. The potential for extra special rooms is quite appealing.) It also gives obsolete items a new use. Considering how useful the map is once you have the mind. And a bad example is the damocles. It pretty much loses all of it‘s identity of being a extreme risk - extremely high reward item. Sad that it turned out like that. Hope it‘ll be reworked to not be such a fall from grace. So…I‘d say the mod is pretty good and well done.
just make it so the damocles can hurt you if you are in that blast radius as well as have the damage it deals to you and enemies scale based on floor instead and it would probobly still be good. it would turn from high risk high reward into a low risk low reward
The issue is see is that 90% of these items just seem like straight downgrades in comparison to what you’re losing. I would never take fork bender over spoon bender, that’s just stupid
There's a number of other items in the item pool that makes spoon bender redundant, so you at least get a defense upgrade without losing the homing property of one of the other items.
Rock Bottom doesnt slowly diminish in effect with The Bad Onion, it acts like the damage is still slowly going away. Theres a video that explains it better somewhere called something like "Why Rock Bottom Is Bad". You still get damage ups, and if you killed a room filled with loads of enemies you'll get the same amount of damage as if you didn't. Edit: Same with D - pad and Dryad's Blessing
Tainted brimstone Name: philosopher's stone Charges up a laser that instead of going in a straight line creates a ring that surrounds isaac and expands across the room for a few seconds, if the laser touches a bomb, a heart, a poop or a trinket, it has a very small chance to turn them into a golden variant.
Hypothetically, let's say you used diplopia on an item with a counterpart. What would having the normal and tainted item look like? Soy milk and Soylent+analog stick sounds cool to me, especially with the flesh technology or that one item that connects tears together with electricity ( i forgot the name)
They seem more like side-grades, which is more or less a downgrade considering you're wasting a treasure room to swap them for the original item. Edit: tainted treasure rooms don't replace regular treasures so they're actually not as bad
@@evanconnolly7758 the "shops are TKeeper shops" seems better if the game doesn't crash and War Maiden is definitely better than Leo, but that's not really because War Maiden is especially good Also White Belt is dope in greedier
@Medb it depends on your build most of the time like steamy suprise is great with member card or the stairway because the items in there might still be more expensive then the 50% off the item grants you. Of course if you play t. keeper and shops are bigger you gonna want that steam sale instead because of the savings stacking up
the "tainted beggar" uses the sprite of another mod that changes beggars to look like isaac characters, so tainted beggars look the exact same as normal coin beggars
If you're still confused about how rock bottom works, basically, imagine it like a high score. If you do something that manages to increase dmg somehow but said dmg would fade overtime, you will keep the high score of dmg that you managed to rack up without the penalty of it ever fading away and the only way to get more dmg that specific way is to beat your highscore
i LOVE that most of these weapons are a trade-off of things that can potentially be better than their original counterpart, and also aspects that can be worse. this mod is absolutely genius. only a couple items need to be tuned up, those being the bottle and fork bender. also, i can't really see most people picking up cricket's cranium.
rock bottom locks your stats to it's highest value, but in order to increase them further with temporary buffs you need to surpass the current highest value. if D pad can be activated multiple times in the same room you could get infinite damage
I think fork bender should have an aoe effect that slows down tears until they're close to you, which it then repels or makes them fall! So it's more consistent than spoon bender, but you cannot be invulnerable since if you move into the tear you will take damage
we all love these: funny rock, funny laser, funny heart, funny head, funny spoon, funny milk, funny eye, funny dice, funny crown, funny blue crown and ofc the funny triangle i missed any?
I think this mod would work better if you didn't need to trade the normal item and you could just find them in the regular treasure room or wherever the normal item is from, the unlock for the tainted items could be something like getting the normal items 5 times.
I think this mechanic would work better with more middling or esoteric items, where the tradeoff is making them more risky but also more useful For instance, take The Bean, spawn a tainted treasure room, and get Bean Chili The item deals more knockback and the poison has a higher damage multiplier, but every time it's used it creates 2-4 small puddles of harmful creep in a certain radius around you. So you're more effective at pushing away crowds, but you also need to move carefully to get the most out of it
So i have two questions. 1.Gazemaster-I saw you had a cracked key in your inventory, does the item also affect ultra secret rooms? 2.Glad bombs- If you have remote detonator, will the bombs stay for longer and continue shooting? Also I’d really like to see you play the art of war challenge
1) I tested a little bit, and apparently it only affects secret rooms and super secret rooms 2) Yes! Actually they can stay and shoot forever if you don't make them explode Also i'll try to record the challenge sometime
@@RogueWatermelon Wow those bombs could be extremely powerful if you manage to get the detonator then. Also only do the challenge if you have time, I know you probably have other things planned. Thanks for testing it by the way.
The ATG in a Jar item is a reference to Risk of Rain 2 Looking at the item's sprite, the thing inside the jar is an ATG from RoR2. The key detail is the green outline, as the ATG in the game is a green item.
Item: the d6 Tainted item: the dice Description: a loss for a future win Effect: remove an item of your choice from your inventory to add 1 of quality to the next item encountered,if the item is quality 4 already,the quality up is stored and isaac will have a flash on his sprite to show it happened Charges:12(due to gamebreaking potential)
Atlas if I'm correct makes rooms based on what red room is there and just makes it part of the map layout, therefore the reason why it takes a change in the map layout aka entering a new room for said room to appear also tainted treasure rooms do the same thing but replace that red room with the tainted treasure rooms
Definitely a fun concept. Risk of Rain 2's void items are easily the highlight of its DLC and this is in the same vein. With a little tweaking, I think this could fit right in as part of a future Isaac DLC.
31:15 maybe it would work better if instead of enemies exploding they drop lit bombs Like this fly/spiders =mini bomb (like from scarier bombs) gapers and thing similar = normal bomb Fattys and other high hp monsters = big bomb (like from mr mega) Mini bosses = brimstone mines (from hornfel) Or giga bombs if my boss idea works Bosses=a momma mega explosion that doesn’t hurt you But it’s only for the room(or giga bomb if you can’t)
the fact that when Isaac takes crickets cranium he looks devastated or dead inside that's why he can't get more dmg ups he is already dead inside nothing can make him sadder than he already is
Fork Bender should scale with damage and be every 5th-8th shot an enemy fires. The Bottle needs a bit of a full revamp. I'd say that when you deal enough damage, the end should break and drop glass shards, and you don't have to wait for the broken bottle to appear. Once you break _that one,_ however, it should also drop glass, and _then_ you have to wait like 3 seconds for a new bottle. Also the broken bottle should apply Bleed like the glass shards.