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.
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.
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
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.
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.
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
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)
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)
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.
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.
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
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.
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.
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.
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
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.
The one time I had corpse bloom do good was in a run with interstellar desk plant and 2 stacks of rejuve. The bloom allowed me to pump a bunch of healing from the plant into the pool and keep a constant ludicrous health regen outside of the plants range
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 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 been playing this game since Official Release, so not long... And Raptor Gesus, so much detail to know! I have unlocked the Command Artifact, but that doesn't mean i get constant god runs if i use it, because sometimes getting random items is stronger for me, because the true value of the effects from items is still a bit of a mystery for me! And when i use the Command Artifact and choose the items, i end up becoming weaker in some regard because i'm not well rounded enough... Such a fun learning and experimenting part of the game, and these videos help a fuck load! Thanks...
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'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.
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
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 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
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).
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.
you use a mass regen build(medkits, leaching seeds, and raw meat, aswell as getting that necklace that drops health orbs when you kill something) with a corpesbloom(or several of them) and you get an endless healing build. mix that with the skulls on healing, and your nonstop shooting them, and your heal rate goes thrue the roof sevral times over
10%/sec is hardly "through the roof" compared to regular leech with scythes and capped crit. Corpsebloom is more consistent healing at some points, yes, but regular heals and leech scale far better
After anniversary update Old War Stealthkit always(if its not on cooldown) activates when below 25% max hp and invincibility lasts 5 sec so if you have one Reju Rack and Stealthkit Corpse Bloom becomes at least decent because you can heal 100% of max hp while being invisible with just a few healing items. Plus, if you have Aegis, it becomes a pretty juicy combo for early/mid-game.
Aight, I'm off to play a run with command artifact: get a corpsebloom and *utterly spam infusions to get a high max health* so the heal per second from corpsebloom is not too bad.
I will say I had 2x rejuv racks and an aegis, I picked up a corpsebloom on top of it and it turned it into perma max cap barrier, with the healing pool being so massive at that point that it was basically bottomless.
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've found a somewhat neat way to use corpse blossom as Engineer and his mush combo: just get some Aegis on top of that, stand around your turrets for a few secs and then you have a temporarily unlimited amount of barrier. But then again, it alone will not save you
There is one type of run where the corpse maker would be useful is a command run, because you can do two stages and get only repulsion plates, a lens or two, and all crit scythes, (if you get a red, get rack) then get a corpsebloom, at least one rack. Keep going back for racks every once in a while and only get other items after 10 lens', 100 plates, 5 scythes, and at least 5 racks. Then? Your run is the ultimate meme run.
Corpsebloom is good with aegis because you can hold up the barrier longer to a point where you can almost have full barrier at all times because it outputs the healing over time
Corpsebloom is secret op, grab bungus, a rack or 2, and boom, heals for a few hundred per application. I've used corpsebloom a ton and it has singlehandedly saved me from death numerous times cause of that heal over time
Me watching this getting new info, then hearing you say, “if you plan on going past 2 loops do not pick this up” with me starting a week ago only having looped once yet lmao
One way to make corpse bloom a bit more viable for long runs is to have some Shield on top of it so the regen is used on a smaller bar and you have another bar that isn't affected at all by it
I think corpsebloom can be really powerful on characters with less than 1.0 proc coefficients, since it doubles all healing, making leeching seed on Bandit and Captain over 1, making it on par with normal healing. Obviously you're now crippled in that you can't heal over 10% per second, but at least you have a good amount of healing.
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.
corpsebloom is really only good if you have enough rejuvanation racks, like you said, because then you could heal over 50% of your health a second for an entire stage if you have the pool built up enough
The problem isn't there's isn't a flat list of what is, and isn't affected. If You're teamed with an engineer their mushroomturrets heal You independently of corpse bloom so You actually can heal like crazy if pack stacked
I once had a run as heretic where i got as many lunars as i can, the corpsebloom made me unable to outheal the negative health regen making my health a timer due to it slowly decresing over time until i die
I think the best way to change it would be to have the heal be based on the percentage of the remaining heal in the pool. So in a way it makes it worse in the beginning but it gets better as time goes on.
Im so glad this game has an amazing mod community, have already downloaded a droppable items mod (after I accidentally picked up a harasy item on loader and it replaced my god damn punch making me lose a monsoon run 2hr in) as well as the pickable item drop mod or whatever its called lol. Taking useless items out like corpse bloom from drop pool has made the game alot more enjoyable
Corpsebloom plus mushroom is pretty decent imo. You can store up heals while waiting for the teleporter and get healed during the next stage. Good on characters that don't need healing like loader.
So, it's late, and I dunno, maybe they fixed it by now, but it seems like half the issue is an OoO one combined with inconsistent definition of healing, and the other half, is the arbitrary 'no more than x percent of hp' scaling. How 2 fix da bloom: Change the 'no more than x percent of health' to 'pool size cannot be more than x percent of HP' and have that percentile INCREASE with additional stacks. Cap 'tick' size @ 'x percent of health', possibly even scaling up with stacks, but leave the 'over one second' restriction nonexistent. Additionally, make the initial boost occur OUTSIDE of the pool, so that '200x heal' applies after the pool is drawn, like with Reju rack. Also, freeze the pool while health is full, rather than continuing to drain it when health is full. On the other side, REDUCE the boost with additional stacks. That way there is a solid downside to stacking, and the initial item keeps the downside that characterizes lunar items. This way, additional stacks could actually be worthwhile if you have a bunch of healing items to begin with. It would actually scale positively, without becoming actually busted entirely (or at least, as busted as healing can actually be), and early game, the heal over time and ;x percent per tick; functions as a significant downside compared to the value of instant heals, especially with your low initial health, with the potential of mass-stacking something like medkits, shrooms, or slug, to still provide a better result without the downside of the capped tick size, even late game, albeit more conditionally. Because let's face it, corpsebloom costing special currency makes no sense, with how weak it is.
If they could just change corpse bloom to not cap at max hp I could see it being useable. The reju rack interaction is interesting, if you have 4 reju racks it's actually beneficial, but the extreme luck needed for that just out weights the one use case.
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.
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
my god... i already loved the base game but with mods, its like rediscovering skyrim with mods again, opening up a whole new world of shiny baubles and golden trinkets :D
No matter what combining Spinel Tonic with 5 or 6 Gesture of the drowned puts you in the effects of Spinel Tonic %100 of the time making it all positive without the negative
I was doing a run with corpsebloom and fungus with a bunch of rejuvenation racks, as well as the legendary item that shoots out skulls when healing. I kinda appreciated the amount of mobility that corpsebloom offered, since it effectively made the fungus into an over time heal, which allowed me to survive for about 3 hours before deciding to one shot Mithrax. Is it good, it is a limiting factor for healing, but I think that in the case I was talking about, it’s fairly usable, though not viable, I’d say it boils down to play style. Certainly wouldn’t mind it if I got my item combination again.
also, CONSOLE SKILLS 2.0 IS OUT ON DECEMBER 10th! we got the news today, boys. PC news should follow soon
Woolie when will the next update come for PC players?
fuck yeah
@@richyLoLz beat me to it
I’m a new player on console and your videos really help a lot. Thanks!
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
Me: Mom can we have Reju Rack?
Mom: No son, we have Reju Rack at home.
Reju Rack at home: Corpse Bloom
When you wanted Legos but got Mega Blocks
@@farls1290 that hurts me physically just by reading that, bruh
Elijaha White Crocco F
This is very accurate
Oh. So this is what enchantment table text sounds like.
Big L he lost me halfway during the video
I believe you mean Standard Galactic Alphabet
Just get 9 rejuv racks so you heal at 100% per second 4head
galaxy brain
just get 49 rejuv racks so you heal at 100% per ticks galaxy explosion
edit : yeah my bad i was thinking in base 10
@@jeanmalatia8959 small brain sir, it ticks 5 times per second, so would be 49 rejuv racks.
@@jeanmalatia8959 at the rate of 100% hp per tick, are you invincible?
@@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.
Pros: access to easy constant healing no matter situation
Cons: loss of instant or burst healing
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 But if there was an item that granted enough armor to make corpsebloom viable, Rex would just become truly immortal
@@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.
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
Chris Lewis I actually started laughing almost did that one myself 😂😂
@@Lesquidliestone every time...
feelsbadman
Hahaha in my case it was... what does an order altar do? Shit...
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.
*students in high school : " I hate math, i'm not even gonna use that complication stuff anyway"
*that same student years later in a video game:
What
To be fair, you have to have a very high IQ to understand the Corpsebloom in Risk of Rain 2
Plant make you heal wierd
What
Exactly.
Haha confusey plant
stacking it should just increase the cap, just like gesture stacks have no negative effect
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
@@gackybass uhh yes thats nice
@@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.
Just started this game 4 days ago and now I have 41 hours help
How many now, it better be 1000+
if you keep up at the same rate yo ushould have 2441 hours rn
now i just dream in RoR, it's nice fighting monsters and slingshotting around in my dreams 10/10 would dream again.
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.
Dude, really appreciate you taking the time to get footage to further explain what you are talking about.
Corpsebloom blooms corpses, that's how I look at it, and the corpses are my corpses not my enemies 😂
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.
>600 hours
*starts up steam*
*risk of rain 2*
>>676 hours
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
I have 18 months of in game time in league lol there are way worse ways to waste your time
@@boxcarjoethemagicobo hell yea my fam judges me hard for it but I have a great time so fuck them EPIC GAMERS UNITE
@@thefishgolder #StopGamerOppression
Not even that much for a game one enjoys a year ish old
We all kinda pepega sometimes. That’s ok too.
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
Staying alive staying alive
Aaa aaa aaa aaa staying aliiiiiive
HOW?!
You mean you had the artifact and spent 25+ Lunar coins on them!?
@@PortugalDoor I just bought 20 of them assuming they would be good, and as I went I didn't keep checking if my healing was going up
NEW CHALLENGE: pick up every corpsebloom while also going into the blue portal every stage
*picks up transcendance*
@@abitofsupport601 *sad pepega noises*
*uses the cauldrons instead*
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: I double healing, but over a longer time
Rejuvenation rack: I don’t have such weaknesses
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)
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 am not pepega and I feel personally attacked.
Love this more math based stuff. I've been thinking about doing a dps and healing comparison for the items using math like this.
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.
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
idk man i had a couple corpsebloom once and i was having a good time
y'know until i died
Haven't played ror2 or watched your stream for two months, but I just watched this to listen to your voice again. Love, Wesu
How does corpse bloom interact with aegis? Would the over heal work to keep aegis full?
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
Corpsebloom + Aegis prevents your barrier from ever depleting as long as you have healing coming in from Corpsebloom
It does but its never enough to keep aegis charged as the barrier depletes about as fast as you heal
@@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.
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.
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'm probably going to do a corpsebloom rejuv rack now and just permanently heal for 20% of my health per second
I think the only character you might be able to use corpsebloom on would be Rex since it is the only one with built in healing.
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
It's worse on Rex than any other. it caps his native healing abilities as well.
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.
Hopoo spaghetti code working its magic yet again.
The one time I had corpse bloom do good was in a run with interstellar desk plant and 2 stacks of rejuve. The bloom allowed me to pump a bunch of healing from the plant into the pool and keep a constant ludicrous health regen outside of the plants range
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.
what i get from this is its not bad as long as you only limit yourself to one and grab a couple reju racks with the command artifact
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 I thought it launched based on a percent of healing. Damage scales with the heal?
@@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 been playing this game since Official Release, so not long... And Raptor Gesus, so much detail to know! I have unlocked the Command Artifact, but that doesn't mean i get constant god runs if i use it, because sometimes getting random items is stronger for me, because the true value of the effects from items is still a bit of a mystery for me! And when i use the Command Artifact and choose the items, i end up becoming weaker in some regard because i'm not well rounded enough... Such a fun learning and experimenting part of the game, and these videos help a fuck load! Thanks...
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.
@Lonelaw OnePunchOnion whatever dude. You play your way, and ill keep doing god runs with it.
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.
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
In conclusion its alright with Aegis
Corpse bloom is why I build 5 gestures of the drowned some soul bound catalysts fuel cells, and the fruit equipment
That thumnail looks like a sphere being turned inside out.
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 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
This is the true MVP right here. True team player.
That doesn't work though. At all. Rejuv rack doesn't make teammates heal more either.
@@AziSlays Now that I think abouti t, you right.
Behind every successful UA-cam channel, is. Harb rolling their eyes.
Me: Soooo, do I take it or not?!
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).
God when he said premium currency I had a Vietnam flashback before remembering ROR2 has no microtransactions
This video is 3 months old but I will not have you shittalking red whip
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.
you use a mass regen build(medkits, leaching seeds, and raw meat, aswell as getting that necklace that drops health orbs when you kill something) with a corpesbloom(or several of them) and you get an endless healing build. mix that with the skulls on healing, and your nonstop shooting them, and your heal rate goes thrue the roof sevral times over
10%/sec is hardly "through the roof" compared to regular leech with scythes and capped crit. Corpsebloom is more consistent healing at some points, yes, but regular heals and leech scale far better
After anniversary update Old War Stealthkit always(if its not on cooldown) activates when below 25% max hp and invincibility lasts 5 sec so if you have one Reju Rack and Stealthkit Corpse Bloom becomes at least decent because you can heal 100% of max hp while being invisible with just a few healing items. Plus, if you have Aegis, it becomes a pretty juicy combo for early/mid-game.
Quite easy to balance, just change the '10% of max hp' to '10% of pooled healing'.
Aight, I'm off to play a run with command artifact: get a corpsebloom and *utterly spam infusions to get a high max health* so the heal per second from corpsebloom is not too bad.
I could only see it being useful if you have 3 or 4 rejuv racks and are playing loader cause his dps uptime is bad
I will say I had 2x rejuv racks and an aegis, I picked up a corpsebloom on top of it and it turned it into perma max cap barrier, with the healing pool being so massive at that point that it was basically bottomless.
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.
Watching this made me realize that I don't understand math
Everyone: Corpsebloom sucks, F tier
SCP-2718: Hello there
Everyone: Corpsebloom please I don't want to rot inside my own body after I die.
I've found a somewhat neat way to use corpse blossom as Engineer and his mush combo: just get some Aegis on top of that, stand around your turrets for a few secs and then you have a temporarily unlimited amount of barrier. But then again, it alone will not save you
There is one type of run where the corpse maker would be useful is a command run, because you can do two stages and get only repulsion plates, a lens or two, and all crit scythes, (if you get a red, get rack) then get a corpsebloom, at least one rack.
Keep going back for racks every once in a while and only get other items after 10 lens', 100 plates, 5 scythes, and at least 5 racks.
Then? Your run is the ultimate meme run.
Corpsebloom is good with aegis because you can hold up the barrier longer to a point where you can almost have full barrier at all times because it outputs the healing over time
Corpsebloom is secret op, grab bungus, a rack or 2, and boom, heals for a few hundred per application. I've used corpsebloom a ton and it has singlehandedly saved me from death numerous times cause of that heal over time
Sticky bomb and atg missle launcher work AMAZING together though, even though they are similar you always want both!
watching this at 2x speed made my pepega brain absolutely fry
I AM NOT PEPEGA.
Me watching this getting new info, then hearing you say, “if you plan on going past 2 loops do not pick this up” with me starting a week ago only having looped once yet lmao
You're doing God's work with these vids, man.
One way to make corpse bloom a bit more viable for long runs is to have some Shield on top of it so the regen is used on a smaller bar and you have another bar that isn't affected at all by it
I would Say between 25% and 50% shield
I think corpsebloom can be really powerful on characters with less than 1.0 proc coefficients, since it doubles all healing, making leeching seed on Bandit and Captain over 1, making it on par with normal healing.
Obviously you're now crippled in that you can't heal over 10% per second, but at least you have a good amount of healing.
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.
corpsebloom is really only good if you have enough rejuvanation racks, like you said, because then you could heal over 50% of your health a second for an entire stage if you have the pool built up enough
I have found one use of corpsebloom: Corpsebloom + Aegis
i'm am not pepega
1 corpsebloom with a stack of aegises and rejuniveation racks works very well
The problem isn't there's isn't a flat list of what is, and isn't affected. If You're teamed with an engineer their mushroomturrets heal You independently of corpse bloom so You actually can heal like crazy if pack stacked
I once had a run as heretic where i got as many lunars as i can, the corpsebloom made me unable to outheal the negative health regen making my health a timer due to it slowly decresing over time until i die
I think the person that made item in dungeon crawler style game is basically a mathematician
Make Corpsebloom make you immune to Malachite and then it'll be viable.
I think the best way to change it would be to have the heal be based on the percentage of the remaining heal in the pool. So in a way it makes it worse in the beginning but it gets better as time goes on.
Im so glad this game has an amazing mod community, have already downloaded a droppable items mod (after I accidentally picked up a harasy item on loader and it replaced my god damn punch making me lose a monsoon run 2hr in) as well as the pickable item drop mod or whatever its called lol. Taking useless items out like corpse bloom from drop pool has made the game alot more enjoyable
Corpsebloom plus mushroom is pretty decent imo. You can store up heals while waiting for the teleporter and get healed during the next stage. Good on characters that don't need healing like loader.
So, it's late, and I dunno, maybe they fixed it by now, but it seems like half the issue is an OoO one combined with inconsistent definition of healing, and the other half, is the arbitrary 'no more than x percent of hp' scaling.
How 2 fix da bloom:
Change the 'no more than x percent of health' to 'pool size cannot be more than x percent of HP' and have that percentile INCREASE with additional stacks. Cap 'tick' size @ 'x percent of health', possibly even scaling up with stacks, but leave the 'over one second' restriction nonexistent.
Additionally, make the initial boost occur OUTSIDE of the pool, so that '200x heal' applies after the pool is drawn, like with Reju rack. Also, freeze the pool while health is full, rather than continuing to drain it when health is full. On the other side, REDUCE the boost with additional stacks. That way there is a solid downside to stacking, and the initial item keeps the downside that characterizes lunar items.
This way, additional stacks could actually be worthwhile if you have a bunch of healing items to begin with. It would actually scale positively, without becoming actually busted entirely (or at least, as busted as healing can actually be), and early game, the heal over time and ;x percent per tick; functions as a significant downside compared to the value of instant heals, especially with your low initial health, with the potential of mass-stacking something like medkits, shrooms, or slug, to still provide a better result without the downside of the capped tick size, even late game, albeit more conditionally.
Because let's face it, corpsebloom costing special currency makes no sense, with how weak it is.
Waiting for the day where glass removes one shot protection. Will be funny. Have people actually earn the double damage
It happened
:(
Lol
If they could just change corpse bloom to not cap at max hp I could see it being useable. The reju rack interaction is interesting, if you have 4 reju racks it's actually beneficial, but the extreme luck needed for that just out weights the one use case.
Wow. There are so many new contestants for this spot now! Lovely!
Actually in the first game red whips where essential because of how SLOW you where.
TBH Corpsebloom should tick for a % of the current pool value rather than a % of your max HP
Then the pool would literally never fully deplete, as every time the pool decreases in size the amount of healing received would decrease proportionally.
@@getsinged7631 Yeah but the heals would also get smaller towards the end
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.
Chronobauble and whip are good in small amounts but totally not something you'd spam.
It'll do most of it's healing when you're long dead. Name fits.
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
@@Woolie Right. So only just okay in early loops, with a rejuv rack or two at least, lol
What an enticing item
@@seanmail8292 exactly lol
my god... i already loved the base game but with mods, its like rediscovering skyrim with mods again, opening up a whole new world of shiny baubles and golden trinkets :D
I mean someone has to balance the game. The devs don't do it with any speed
No matter what combining Spinel Tonic with 5 or 6 Gesture of the drowned puts you in the effects of Spinel Tonic %100 of the time making it all positive without the negative
I was doing a run with corpsebloom and fungus with a bunch of rejuvenation racks, as well as the legendary item that shoots out skulls when healing. I kinda appreciated the amount of mobility that corpsebloom offered, since it effectively made the fungus into an over time heal, which allowed me to survive for about 3 hours before deciding to one shot Mithrax. Is it good, it is a limiting factor for healing, but I think that in the case I was talking about, it’s fairly usable, though not viable, I’d say it boils down to play style. Certainly wouldn’t mind it if I got my item combination again.
No, it's the only that lets you gain money on hit but lose money when you get hit