Items - Void

Updated 2 days ago

Void Items

Void items tend to be far superior to their non-void counterparts, with a few exceptions that are almost never taken. The concept of void items is that they are equal in power to other items on the same tier, just with different use cases. As such, many of these items have received nerfs, with a few reworks thrown in to give some items a bit more general use.

Reworks

Benthic Bloom

  • No longer upgrades entire stacks, only individual items.
  • Will now always upgrade 2 white items to green items, and 1 green item to a red item. Lacking items to transform will simply cancel the respective transformations.
  • Is now more likely to upgrade items of which you have a higher stack count.

Comments: Benthic Bloom is run-defining, in a way that I don't really like. It warps the entire game around getting lucky enough with what it gives you, and more importantly, what it takes away. While that's certainly a core part of its identity, it's simultaneously too busted and too frustrating in my opinion. Therefore, it's getting some reworks to transform items much more consistently but in smaller amounts, and now guaranteeing a red item each level at the cost of not being able to highroll as much.

Lost Seer's Lenses

  • Proc chance doubled.
  • Now deals 1500% total damage upon triggering (technically 750% damage but it's guaranteed to crit).
  • Instakill only occurs on enemies below 50% health (25% health on large enemies), and of course, still doesn't work at all against bosses.

Comments: Lost Seer's Lenses is just too polarizing. I hope that these changes will make it into a fun damage booster for high proc survivors while still allowing it to grab instakills every once in a while.

Buffs

Singularity Band

  • Damage per stack increased from 100% to 300%, which is more than now-nerfed Runald's or Kjaro's Bands.
  • Proc coefficient of the singularity reduced from 1.0 to 0.

Comments: In addition to the elemental bands receiving nerfs, Singularity Band needs a buff, receiving much higher damage to fit its 20 second cooldown. However, it is losing its proc coefficient in order to keep it from activating high-damage proc items and to keep it more in line with the other bands.

Nerfs

Plasma Shrimp

  • Proc coefficient reduced from 0.2 to 0.

Comments: Plasma Shrimp is honestly better than AtG for non-clover proc chain builds, and is overall extremely powerful due to essentially adding 0.2 proc coefficient to all your attacks. While it still will maintain higher damage than AtG, it will no longer be contributing any procs.

Polylute

  • Number of strikes per subsequent stack reduced from 3 to 2.
  • Damage reduced from 60% to 50%.

Comments: Ukulele itself scales its number of hits by 2 per stack, and even then rarely gets the full use out of it, so Polylute shouldn't scale more than Ukulele does. Additionally, Polylute grants a higher per-hit damage bonus than one of the best damage green items, AtG, so the slight damage nerf (which, by the way, still doesn't put Polylute below AtG in terms of raw damage until several stacks later), is completely justified.

Safer Spaces

  • Now correctly counts the item's stack count (will count 1 less). (Implemented via a dependency to RiskyFixes)
  • Base recharge increased from 15 to 20 seconds.
  • Cooldown reduction per stack reduced from 10% to 5%.

Comments: Think about it. This is a common item equivalent. Despite that, it is probably the best survivability item in the whole game. At only 67 stacks, it grants invulnerability to 1 attack EVERY FRAME. Will these changes make it balanced? Probably not. But maybe at least they'll make you consider whether it's worth taking over Tougher Times.

Voidsent Flame

  • Extra damage per stack reduced from 156% to 130%.
  • Proc coefficient reduced from 1.0 to 0.

Comments: This is getting the same treatment as Will-o-the-wisp of reducing the proc coefficient to 0, as well as reducing its stacking damage. This is doubly important in this case because most of the time, the initial enemy still isn't dead yet, making this far more likely to proc something and get way more value than it should.

Weeping Fungus

  • Healing reduced from 2% (+2% per stack) to 1.5% (+1.5% per stack).

Comments: Wungus is an overly effective healing item when compared to its competitors. A minor nerf to its healing output should make it a bit more balanced, especially considering that Bungus' ease of use received a buff.