I think one time I picked up 4 corpsebloom, and you should mention about tics on those item, yeah when stack healing gets lower but the tics get double, I mean when you get 1 corpsebloom is 5 tics, but when stack gets more, it should double the amount of tics
@@HatsuneSquidward If you have no shield and your one shot protection is up then technically it could be feasible. But if you have any shield then no, your one shot protection wouldn't save you in time to keep you alive from another one shot in a sticky situation.
I remember the only god run I've gotten was a awsome engineer bustling fungus run. Then I picked up corpsebloom.... I didn't know what it did but I do now.
One of my friends was literally handed a bustling fungus printer and a nkuhanas opinion, but he was like "ooo whats this beetle do" and the rest is history
Honestly this item would be so much better if 99% of deaths werent full hp to dead in the span of a few frames. Maybe an item that dramatically boosts your armor in exchange for slower cooldowns? Makes you super tanky so corpsebloom has enough time to actually generate value.
@@michaeltsagaris1 I agree that the full-to-dead-before-you-can-blink deaths are frustrating. But that is not something that should be fixed with an item, it should be an actual change ot the game's balance - or at least an optional artifact - that slows down the pace of incoming damage, and not an item that one has to randomly acquire.
Humble Hibiscus in my first run with Rex I got a corspsebloom, a reju rack, and a shit ton of other health items. The 2x stored regen from my healing abilities gave me absolutely godlike regen. That’s pretty much the only good game I’ve gotten with the corpsebloom and I haven’t managed to get it with Rex since.
Corpsebloom is always worse. Faster healing is always better than "more" and "consistent". If you're dying, you want more health NOW than whatever extra corpse would give you by the time you're dead.
For those having trouble understanding due to all of the numbers: Corpsebloom takes all your healing, increases it and puts it into a basket. It will then give you the contents of the basket over time. More corpseblooms means that each time it gives you healing, it will give you more. BUT it will give you healing less often.
Yeah, that would make it better, but not eliminate the issue. The problem is, you don't want even one of these because having that cap at ALL greatly diminishes your survivability. Without that cap, just stacking leeching items will end up with you getting back your health basically as quickly as you can shoot, but with the cap, even if you've doubled the actual healing done, you're left waiting for those heals vulnerable to getting taken out by a single attack for quite a while.
Alternatively, change it to: Stores (20% +20% per stack) of your healing and amplifies it (by 100% +50% per stack), healing you over time. Makes it viable to pick up more than 1, but still quite a notable negative effect
@@onelazynoob15 let's say It increases the cap, with reju that is also doubles, so if it's 10% maxium HP x stacks, 2 coursebloom and a reju would make it 40% x second, still not good but you can work with it, let's say longer in to the run you get a total of 4 + reju is already 100% each second, or let's say you get a second reju, with 3 you are already at 120% of your health x second. For sure if you're stacking shaped glass is garbage no matter what since the little you heal you are already at max hp, but what if you don't like shaped glass? It would bring another option to the one shot protection strat that doesn't feel that cheaty.
@@Cubyhielo idk man, even without shaped glass, I still value fast heals much more than heals over time. If you have a really fantastic leeching build you can make even a full health bar up within seconds.
I feel as though it should heal a percentage of the stored hp, instead of max hp, so that it can actually take advantage of all your healing. This would distribute the healing over time like the item was originally intended to, and it would also not hardcap the healing.
I have 7k hours in old school RuneScape and I know someone personaly with 20k+ hours in it and you know what? I don't regret it one bit helped through my clinical depression and I met so many great people 10/10 will do again
When the game first came out, I tried stacking corpsebloom. I had like 20, and i realized i just had a permanent 1 heal. It was terrible, i couldnt stay alive
From what I've gathered, Corpsebloom is a "spice" item best used in moderation. On it's own, it can be hit or miss, and doesn't work very well for certain healing items, while others it compliments well, such as woodsprite + aegis, and you never EVER want to get more than a corpseblooms, otherwise you spoil your chances at survival.
sort of. It interacts weird with woodsprite though since woodsprite is over time healing it just strait buffs it with no downside. so if you get woodsprite and aegis it will work well with corpsebloom
@@darknesshas1 No. So long as you're dealing constant damage and/or getting regen to fuel Aegis, you will constantly have a full barrier. And even if you're not dealing damage, if you have at least 1 Bustling Fungus and you sit still for a brief moment, you typically get most of that barrier back. Aegis + Corpsebloom is fantastic on survivors that can sit still for extended periods of time. (Like a Bungus Engi)
@@Nilruin you'd think but corpse bloom caps the max regen per second based on percent health. Even with the constant healing source it would be better to just not have it bc you start losing more to decay than you gain from hp/barrier. A rejuv rack is just better, the math got too screwy on CB.
This begs the question. Why not just remove the heal cap? If literally all it did was turn flat health into healing over time no hidden strings attached I feel like CB would actually be good at its job. They could change the stacking effect to simply increase how much you get back each second. (Say 1cb gives you your heal as a dot over 12 seconds, 2cb gives you it over 10 seconds, ect ect)
the reason the cap is there is because thats how over time works, if you got the whole heal then it would just be an instant heal like the item already is, so they need to limit how much you can get per second, so it can be given over time. with your idea as giving a heal as a dot, it would probably be a slower heal than the 10% already is(24 health over 12 seconds is 2 hp/s, whereas 10% of 100 health gives you 10 hp/s) i think corpsebloom would be fine if stacking it made the health per second go up instead of down (ie at 2 cb you have 15%, 3 cb is 22.5%, etc.) the only problem is then that the item becomes too good, where stacking it is never a problem, and always good, albeit expensive(7 corpsebloom means you get over 100%health back per second, and have 800% healing multiplier)
@@auqanova i think what they are saying is that instead of the pull giving you x% of your health, you get x% of the pool. Let's say you just killed a bunch of monsters and you got 2k health into the pull You have 500 health. Rn with 1 stack it would heal at 50 each second for 40 seconds. Instead could heal 200 each second for 10 seconds. Or in other part that could be fun too the healing never stops and just heals for 2% of the pool each tick, (as it deplenishes it heals less)
To make the corpsebloom usable they need to make it so the healing stacks multiplicably and at 1 stack you can regen max 20%hp. (Also every stack instead of halving the max hp/sec takes off 25% of current amount.(so 2 stacks of corpsebloom is max 15% hp/sec and 3 stacks - max 11.25% hp/sec etc.)) With 3 or more reju racks it is somewhat usable.(if youre lucky enough to find a reju rack printer)
Corpsebloom + Benthic Bloom (new void item) might be the play You're basically guaranteed to get a few Rejuvenation Racks... and a few N'kuhana's Opinions. The healing would be insane
If you get enough Shaped Glass to bring your Max HP down to 1, having Corpsebloom heals you for 100% of your max HP 5 times per second. Combine with Aegis for infinite barrier. You could also leave your max HP at 2 so you don't die in 1 hit at 1 HP and have actual OSP, at the cost of only healing 50% of your max HP 5 times per second.
I will use the whole "if your squeezing out as much healing as possible because your desperate" reasoning to say this: The finished game WILL have a final boss that you can get to rather than looping. Hypothetically, corpsebloom is useful in that situation. Beyond that... yea its pretty crap.
You'd still outpace it with regular healing, if you need THAT much health then you better not get hit for about 10 seconds. In which case a certain Lunar item completely negates this. It is a case of if you can wait, there is something which can heal you in about 10 seconds any time which is faster then this... or just the healing items you get will heal you to full before that can. For this to be useful the boss would have to deal low damage and be impossible to avoid or for you to get so much health that if you get low on health and are in risk of dying you're the luckiest worst player in the world.
If corspebloom's max hp cap scaled upwards with additional pickups it might have a home as a viable choice, only at the cost of more lunar coins to make it usable later in the run. Say it increased the cap by 5-10% per corpsebloom, assuming 5 to be conservative. At 10 you have an additive 1000% bonus to your heal over time pool, and it can heal up to 55% of your max HP per second. While this effect is pretty strong, 10 shaped glass and a single leeching seed does essentially the same effect, only much safer with OSP and extreme damage multiplication melting anything you sneeze at. Alternatively, a higher base value like 20-30% which *wouldn't* reduce per stack might be decent too.
Tebble no that’s not a very good idea cuz in rex’s case your hp bar goes between 30-70% very much, and pretty fast too. So it legit would be like a speedrun to end the run in the same stage you picked it up
Oh my god, thank you so much for this video. I never really picked up Corpse Blooms anyway, but I was wondering if I was missing something in the math, and NOPE, it seems like using one is indeed a terrible idea! I guess they make good fodder for a pearl exchanger, but I wouldn't want to risk dying for that.
I usually pick one up depending on who i am, unless im engi. This is due to brooch/Aegis usually being my preferred method of surviving. Never pick more than one up though.
@Lonelaw OnePunchOnion because the cap is per second, if you have barely any healing items: get it. You wont hit the detriment for a while. If you do, then great you dont need it. This item isnt meant for long game builds revolving around healing, its meant to supplement early and mid game healing if you dont get those items.
@Lonelaw OnePunchOnion Whatever you say man. Try accepting other peoples way of doing things occasionally. I consistently get god runs even with picking up these, so clearly i know what im doing.
@Lonelaw OnePunchOnion red items are FAR more difficult to get than lunar items. Lets say you have 1000 hp(easily doable on several characters mid-run without items). Lets say you have 4 crit scythes(gonna guarantee those crits for this math)2 leech seeds, and some monster tooths/med packs. This, outside of sprite/regen items, are some of the best healing you will get early on. Now you heal 20 per crit, 2 per hit, a little every time you take damage(on a delay), and whenever you pick up healing orbs. This is not even close to the 100 per second cap that corpsebloom gives you. And this healing assumes 100% crit rate, which is not feasible in all runs. Now you pick it up. Now you heal 40 per crit, 4 per hit, and the other items heal you even more. After picking it up, sure you might hit the cap. But now your healing more than you would without the cap. If you can get enough items to make a god run, the chances are you wont notice corpseblooms "cap" at all, especially on high health survivors. If you have more healing items than i gave, you are probably on your way to a god run and dont need it. Corpsebloom is seriously underrated, and is only heavily detrimental when you pick up shaved glass. Why? When you pick up glass, you also half your health, which also halves the cap of corpsebloom. Corpseboom is made even better by items that increase your max health. Corpsebloom also does not affect regen items, outside of sprite since that technically isnt regen..but it is. Whatever.
@Lonelaw OnePunchOnion also my first explanation states that the items point is to get you to those higher stages. So it isnt pointless by your own definition.
I happened to have one run where i got lucky and got 3 rejuv racks early with the corpsebloom. It actually ended in a god run. But like you said, you need multiple rejuv racks so not really worth picking up unless you wanna Risk it.
i feel like this video would have really benefited from a drawing, even a shitty mspaint one would do, but fuck that was confusing and i dont think words are very good at describing that
but wouldnt corpsebloom work ok if you had, say mult with leech seed because you get permanent healing for more than you would with one stack of leech?
Isn't the consistent healing in the pool kinda useful sometimes when you're taking lighter constant damage? Or do bigger burst heals overhealing you not really happen/matter most of the time? And yes, I understand that a lot of the time you're just going to be whacked by something big or shotgunned and die anyway, in which bursty heals would be more helpful. Could be a point of discussion though?
Monsters scale to the point that even something as inconspicuous as a regular lemurian or beetle will chunk you for half of your HP, easily. At that point (mid 2nd loop or so), the trickle of HP is not good
Wow, I didnt think about how this works. I probably never would've realized that its awful if you hadnt made this video. God bless you man, you just saved a bunch of my future runs.
I love having corpsebloom on eng when playing multiplayer cuz I may not be getting the make befits from it but everyone else is especially when you ave a few fungi for your turrets
Then the pool would literally never fully deplete, as every time the pool decreases in size the amount of healing received would decrease proportionally.
I can see Corpsebloom working in the final release if you don't go for endless loops, as it'll probably be designed to end at the final boss. I still think it's pretty garbage though.
I feel like the only reason corpse might be somewhat good would be with the legendary item (Can't recall the name because I hardly ever get it) that when you get a tick of healing it launches a homing bullet.
N'Kuhana's Opinion and no because N'Kuhana's damage is based-off the amount healed. healing rate is important for more procs but the actual heal value matters MUCH more and Corpsebloom completely guts it
@@Woolie Ahhhhh gotcha, like I said I hardly ever get the item and I can honestly say I've only picked up Corpsebloom to get the item info in archives. Thanks for the info!
I've found corpsebloom handy for regen if you do some guerrilla tatcics style gameplay. Dash in, deal damage, bug out. If you know your gonna take hits but arent gonna stick around, its good to keep you going. Corpsebloom isnt really good for agressive playstyles.
joke on you, I like math ^_^ So they should rework this item? Did you already make vizeo explayning how would You fix it? I would like to hear that. . . .
That's wrong, Wake of vultures is fine. Half your HP being shields is ok because it's temporary and comes with the other upsides of being overloading, like having what are essentially electric sticky bombs with a high proc rate. Being Burning is Great too for the heavy DOT you can put on enemies, and glacial has a fine slow which is situationally good for some characters.
@@TheLegendsmith As Engineer or Rex it's terrible. Engineer relies on defensive buffs to enable his turrets and Rex relies on health gating mechanics. If you gimp either of them it's basically killing the characters. It's why you don't use Corpsebloom on either of them.
Hey mister streamer, I got a question for multiplayer runs. Say I’ve got an engineer and an Artificer, and they find a multishop with an ATG in it; who should take the missile launcher? The engineer, who essentially doubles its strength via his turrets, or the Artificer, who’s high burst damage will make ATG procs more valuable due to higher damage?
If neither player has one already, then give it to the engineer. You're basically choosing between giving it to 1 Artificier OR 1 Engineer and 2 Turrets. It's a 3 to 1 choice.
its the comparison of 1 chance at firing a missile at high damage every 5 seconds (not considering attack speed and cool down rate) vs 3 chances to fire a missile constantly when turret are up. So engineers get more use out of it initially.
All corpsebloom needs to do is... not have the second part of it's effect scale at all. Just always be 10%/sec cap. And suddenly it's a decent trade off in most cases except engineers stacking mushrooms (because they already heal for 100% health per tick, they don't need to double-and-spread that).
Discounting Gesture, Convergence, and Glass, I actually like the Mercurial Rachis for Void and for engi. Yes, it is placed randomly, but 150% damage is a lot, especially when trying to do crazy stuff with Diablo Strike or Preon. The thing with Rachis is that it’s radius is small, so you can jump into it, with a small chance some enemies will jump into it and hit you. Jump into it, pop Diablo or spam your Capacitor, free damage, jump right out before any enemies hit you for their 150% damage attack. Yes, I did just rant about the obscure funny blue spine. I am not pepega, I PROMISE
This sounds opposite from the LeaguelfLegemds item DeathDance which puts DAMAGE in a pool and deals 33% of that to you per second plus it increases healing based on dmg dealt.
So this made me think: if you have like 4 shaped glasses with huntress, 3 scythes, max crit, n'kuhanas opinion and a corpsebloom as long as you have hit something you'll constantly be healing and triggering n'kuhanas opinion and you'll constantly shoot out the fire things which when they'll crit you'll add to the pool and heal even more and start an endless loop as long as something's alive
I feel like Corpsebloom should be reworked so that it works like Reju Rack but only does 5% + 2.5%/stack but the caveat is that it has a 10% chance to re-heal a dead enemy with 50% HP. So it would essentially work like this. Corpsebloom - Heal +5% (+2.5% per stack) more, 40% chance on Enemy kill to revive the killed enemy (-10% per stack) with 50% HP (+10% per stack). You gain Heals but at the chance of reviving a dead enemy that could screw you over, However, if you keep stacking the chance of revival is lowered and you gain more healing. Meaning it would be 100% possible to remove the negative effects of the item... but chances are you'd have to live through some pain in the process of gaining that many, The Shop only has 4 Slots for Lunar Items, The chance of 2+ of them being Corpsebloom is pretty low and you'd need 5 to effectively remove any negative effects. This item could also be used as a way to gain more Spawns essentially allowing for a "Double Dip" effect on XP/Gold from Enemies, I could 100% see Corpsebloom becoming a useful item for that alone at the start of a match. Games often start slow and this could be the perfect way for someone to fix that if they wanted, by speeding up spawns and double-dipping on the loot from them.
I may just not be good at the game so take what I am saying with a grain of salt but I think that corpse bloom may actually be good on a melee character or build such as acrid. I may be very wrong but I'd be willing to give it a shot
I’ve found corpse bloom is extraordinarily situational mainly the only time it’s viable is a rejuv rack, and an ageis, and a consistent way to massively stack healing I was on Commando when I found it so it was Wungus and Leeching Seeds.
Tbh esp in combination with an aegis i think corpse bloom is very much worth it and infact its one of my fav combos because it constantly keeps your shield up on a recent run (long boi) i got up to 12k hp permanent with that combo (and ofc like 30 infusions it was a multi hour run XD)
Looking back on this, the problem with the Corpsebloom there is one simple solution: You're a corpse and your health doesn't heal but shields now do via healing effects but at a cost of reduced healing. Basically think of it as Transcendence's brother or sister but incompatible with them. Lets say it reduces healing by 10-20% and locks your shields at half your health. Any increase to one is applied to the other, but both are halved. So a Infusion adds 50 Health and 50 Shield, while a Shield Generator adds 4% Health and 4% shields. So now I have shields which can recharge very quickly if I don't get hurt... or heal them directly. BUT I can no longer heal my Health Bar aside from getting new items which add onto my Health. So I halved my health to in turn get a big 7 second regeneration but I don't "lose" that leech/health unlike with Transcendence or Glass. For each additional stack you get you'll cut your HP in half, becoming more shields so you'll have more for that 7 second shield regen. The drawback? You eventually end up with Transcendence but with slight healing that is almost non-existent or missing a portion of your health bar and in turn not being immune to 1-shots. (So if it is 50% -> 25% -> 12.5% -> 6.25% that means you'll have at most an 80% healing reduction, be immune to 1-shots, and have shields.) Basically it makes Shield Gens more viable for healing characters and risk of destroying your 1-shot protection in return for reduced healing and less "health" that can be healed.
I think my most hated Lunar item is Light Flux Pauldron. Cut your attack speed in half, half your skill cooldowns. so you literally have twice as many abilities sorta but now you shot 1 bullet or attack every 2 seconds. In a speed based game this is actually terrible. You would need at least 10 syringes to fully recover your base attack speed after one light flux pauldron. On some characters I can see this being good, but I really struggle to see the usefulness of this item over something like Stone Flux Pauldron. Stone flux is double hp but halved movement speed, so youre tankier but slower, fair trade off. Light flux is just saying lose half of your main damage source to use your skills twice as often. and most of those cooldowns are already fairly low to begin with.