Vicfis
u/Vicfis
should soldier rocket be 0 size too? Abilities that you use like once every 10 second are find to have larger size.
These are very different abilities. One is a slow moving projectile on a 6 second cooldown. The other is a instant hitscan shot that bleeds over time on an 8 second cooldown, that can also be instantly refreshed with deadeye and roll, which can further be reduced with his passive.
Winrate isn't everything, as a DPS main I can tell you it is way too easy to hit a silver bullet into another or followup with regular shots and kill someone with very low TTK. Having an ability like that with a basketball sized hitbox and very low functional cooldown feels awful to play against.
So what is ACTUALLY happening here is an annoying fact about Deli that almost never comes up:
Delirium has full damage immunity for about a second when you first enter the room.
Why? No idea, probably because Ed hates us all. You used Plan C during this window so instead of dealing 9,999,999 damage, it dealt 0.
Some comments have said Plan C doesn't work on Deli, it does. I think they are confusing it with Delierum's immunity to Chaos Card.
Deli does have some weird boss armor mechanics that apply for the first 4 seconds of the fight where it'll re-apply it's armor, but Plan C fully bypasses boss armor.
they were crashing out over the patch
As stated multiple times during that stream I said the patch was overall good and a banger. I was animated and high-energy because as a content creator that is my job. Especially when the content is just reading.
The change is not a huge deal in grand scheme of things, but I personally think it's a huge buff to an already good item. Every other item that comes close to offering a +1.7 fire rate up is conditional (Soy milk, Paschal Candle, blue Purity aura, etc).
Focusing on my reaction to this one change feels like missing the bigger point I was trying to make: Many recent balance changes have been to add a tears/damage up to an item and call it a day (See Ouija board, 2Spooky, Child Leash, Lazy Worm, etc.) instead of something more interesting and thematic.
I do not think the game should be balanced for someone like me who has nearly 9,000 hours and has done an entire file deathless. I do however, see items and mechanics getting buffed in a way that reminds me of the AB+ days, where every item was good. There were no interesting decisions to make in a run, and it was incredibly boring.
Patch is good overall, the balance decisions are a bit weird in my opinion.
Dogma's sprite in the game's sprite sheet is chroma-key blue.
This is because it's the only item in the game that has an animated texture. It's easier to make it a solid color and apply the static effect to the blue bits in-game, rather than creating an animated sprite file.
(At least, I assume that's the reason, it could just be Isaac spaghetti code and this was the way they landed on that worked)
The one death I learned nothing from was this backasswards challenge...
~8 hours into stream, seeing these shitty items as my loadout to beat Mega Satan... Sometimes you just gotta die and laugh about it lmao
As someone who is very anti-elitism and puts a lot of effort into making my spaces a place where players of any skill level feel welcome, this message means a lot to me!
The Isaac community definitely has an elitism issue, and being a full-time content creator definitely adds fuel to the egotistical fire.
I'd be foolish to claim I am the best at anything, there are much more skilled Isaac players than myself, like CommentBagel, Toooschi, and Chewy4u. And there are more entertaining streamers like LazyMattman, or AnotherMatt
I've never wanted to be the best, just the best I can be. I'll get off my soapbox now, just wanted to take a moment to say thank you for the kind words, and plug some very cool creators :3
This is very true! Range fix is definitely the most gameplay changing mod, if it makes you feel better Alex Hicks (the main producer of Isaac currently) even agrees himself that the way range affects melee attacks is dumb and counterintuitive.
He also agreed the way the mod works is how the base game should, and hopefully will in the near future, work.
Also also, you can change how much range range-ups give your melee weapons, I have this turned down to the minimum setting as to make it "fair" as possible
Copy/Pasting from another comment I answered :>
What I think is actually much more important, is your mental. It's easy to get hit on floor 2, miss your deal, get tilted and death spiral.
It's important to focus on the incremental improvements in life over a long time, and I apply that to how I approach games as well. It's easy to blame a loss on bad RNG, and bad RNG does happen, but thinking about how you could have prevented being in X situation or how you could have better used Y, is a much healthier mindset.
I died 9 times trying this challenge, had to delete my save and start all over again every time. It was not fun dying, but every time I died I forced myself to ask what action I took that led to the loss, and 8 times out of 9 I changed my approach and improved because of it.
It sounds super cheesy and cliche, but my goal was never to win deathless dead god. My goal was to learn and improve with every run, and every death.
When your goal is improvement, rather than finishing, you get to experience little wins and hits of dopamine all the time. The W will come eventually
As for the lost, always be flying above rocks, and don't be too greedy with your ED6. T.Lost, anything that makes cards is S tier, focus on your shops
I actually didn't die to Ultra Hard a single time during this challenge! I currently have a 9 win streak of no reset Ultra Hard. Delete this is WAY worse since any item can kill you at any time.
My very first file reset was due to my first passive item on Delete This dealing a full heart of damage to me every time I picked anything up. Items, keys, pennies, hearts. I was not a happy camper
I'm nonbinary! I prefer they/them, but I really don't mind what pronouns you use :>
I did pivot to another easier mark or end the run early via grabbing a negative and going to Isaac a couple of times. But I think the winning attempt had maybe two runs that I finished without getting a new mark due to pivoting. Usually due to my own mistakes or overconfidence :P
Yeah, I wouldn't quit out to reset the pill effect if I had a chance of boss rush or hush, or if I had any item that cared about time (like from Laz's Birthright, Red Stew, etc)
I don't really quit out the pill effect often, usually I just play with it as normal, but wanted to include it in the rules just for transparency!
I would always try and give myself the most ending options every run, like grabbing my first knife piece or sac rooming for key pieces even if I am not intending to go to Mother/Mega Stanly. The main marks I had to pivot from were Boss Rush and Hush expectedly, but I could still get a new mark.
I think there was only one or two runs during the winning attempt that I finished without earning a new mark because I had to pivot
I originally learned and played on keyboard and have about 7k hours on it. Sometime around last year I did a subathon, and my community hit a goal for deleting a save file, and doing it all over again on controller.
Since then, I play on controller partly because analog stick movement is really useful, but also because it's easier on my frail gamer wrists
Since I stream and upload to YouTube, EID allows viewers to pause and read what items do instead of asking and waiting for me to explain item effects.
It also keeps track of taken pills in the run, which is something I remember doing on pen & paper in the good ole' days :P
Also, while I do have every item memorized, since this challenge was done on REP+, items were being changed and their effects tweaked, so it was good to have on hand for the changed items.
Nope! While I did use the Mantle Rework mod, I have it only for the UI change so I don't have to answer "Where is your mantle coming from? Do you have a holy card?" in chat often.
I have all mechanical changes the mod adds turned off in the settings :>
This is a hard question to answer concisely
But I think it comes down to two main things
Firstly, (and obviously) your game knowledge and mechanical skill determine what a "bad" run is for you. For instance, if I see a red or blue candle in the shop, I know I can comfortably get through the womb with that alone, but that is only because I have thousands of hours in the game. As you practice and get better at min maxing, using resources efficiently, spotting niche synergy, and mechanically just hitting/dodging shots, the bar for a winnable run gets easier to clear.
Secondly, and what I think is actually much more important, is your mental. It's easy to get hit on floor 2, miss your deal, get tilted and death spiral.
It's important to focus on the incremental improvements in life over a long time, and I apply that to how I approach games as well. It's easy to blame a loss on bad RNG, and bad RNG does happen, but thinking about how you could have prevented being in X situation or how you could have better used Y, is a much healthier mindset.
I died 9 times trying this challenge, had to delete my save and start all over again every time. It was not fun dying, but every time I died I forced myself to ask what action I took that led to the loss, and 8 times out of 9 I changed my approach and improved because of it.
Lotta yapping, but I hope it answers your question!
I have always been a Greed mode enjoyer. But me enjoying it doesn't mean I think it's a well-made game mode!
Greed has a problem of most of the runs being either a bad death spiral, or a super easy game break, with little in-between. But the spawn indicators in REP+ make the mode feel a lot more forgiving
1 Glass Cannon is really powerful, but is usually a little too scary to take on a long term challenge run like DDG or win streaking unless you're playing someone like the lost
2 T.Eve is a very feast or famine character, the start of the run is a struggle but once you get around 4 clots the run becomes very easy. Not my favorite character
3 Most difficult mark would be T.Lost to Mother
4 Clutch was rough but I think that's because they are the newest boss. The Pile is the mines/ashpit boss that sneaks a hit in on me the most
Thank you!
I started this challenge on 2/24/25, the winning attempt was started on 5/5/25, so quite a few days :P
As for how often I played, I stream full-time so I played about 5-8 hours of Isaac six days a week. I don't really get tilted at Isaac, or games in general. (Almost) every death and file reset was a lesson to learn, just a part of trying to do something of this scale!
As for games I play off stream, I practiced the hard runs like Ultra Hard, Speed, T.Lost, etc. a fair bit. But I also play a lot of other games, some of my go-to off stream games are Noita, Slay The Spire, Overwatch, and Satisfactory
Ultra Hard is one of the worst designed challenges, don't get me wrong! (although honestly removing curse of the blind would make it much more "fair")
But as someone who loves a good challenge, Ultra Hard forces you to play in a completely different way than a normal run, which makes it super entertaining for someone who's played as much Isaac as I have
Here is the incident in question, this run legit made my tummy hurt. (timestamped for your convenience!)
The biggest advice I can give for T.Cain is do not put regular pennies in the bag until you're in the womb. You'll get so much more value using that money to buy items/consumables in the shop (especially from batteries)
And also read the wiki.gg page on bag of crafting! You have a lot more control than you'd think when crafting, but there's a lot of little rules to know that the game doesn't tell you.
Other than that, keep an eye out for cheap transformation progress and synergies (like a cheap HP up and Potato peeler), full clear as much as you comfortably can before crafting, use bombs to supplement a weak build, and min max
Hope this helps!