History YMMV / TheBindingOfIsaac

11th Jul '17 1:39:28 AM TheRoguePenguin
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** [[spoiler:Hush's]] Continuum attack, where his bullets wrap around the screen. A couple of factors make this attack more difficult to avoid than it sounds on paper. One is that the bullets move ''faster'' the longer they stay in the air, meaning that the screen will soon be hit with a quick rain of bullets speeding in one direction. They do not go all the way to the wall the boss aimed at the second time, so it is possible to just hug the wall the boss faces when using the move and only focus on the slower-moving bullets, but he can turn in a different direction and fire more Continuum-bullets while the first set is still active. The other factor is that the bullets move around somewhat unpredictably, in contrast to how most of the boss's attacks are clear patterns or formations of bullets.

to:

** [[spoiler:Hush's]] Continuum attack, where his bullets wrap around the screen. A couple of Several factors make this attack more difficult to avoid than it sounds on paper. One is that First, the bullets move ''faster'' the longer they stay in the air, meaning that and by the screen time they finish their wrap around will soon be hit with a quick rain of bullets speeding in one direction. They do not go all the way to the wall the boss aimed at the second time, so it is possible to just hug the wall the boss faces when using the move and only focus on the slower-moving bullets, but moving extremely fast. Second, he can turn in a different direction and fire more Continuum-bullets while the first set is still active. The other factor is that sprays the bullets move around somewhat unpredictably, in contrast to how most of an expanding cone, so they become a large wall when they return from the boss's attacks are clear other side. Third, the bullets wobble as they travel, making predicting their patterns or formations and finding a safe spot difficult. Fourth, he can suddenly switch directions and unleash a new bullet spray before the old one is done, overlapping them and making dodging nearly impossible. Finally, even if you do manage to figure out where the safe spots are, the boss can fire from any number of bullets.positions, forcing you to figure out the new safe spot on the fly.
11th Jul '17 1:27:53 AM greatpikminfan
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Added DiffLines:

** [[spoiler:Hush's]] Continuum attack, where his bullets wrap around the screen. A couple of factors make this attack more difficult to avoid than it sounds on paper. One is that the bullets move ''faster'' the longer they stay in the air, meaning that the screen will soon be hit with a quick rain of bullets speeding in one direction. They do not go all the way to the wall the boss aimed at the second time, so it is possible to just hug the wall the boss faces when using the move and only focus on the slower-moving bullets, but he can turn in a different direction and fire more Continuum-bullets while the first set is still active. The other factor is that the bullets move around somewhat unpredictably, in contrast to how most of the boss's attacks are clear patterns or formations of bullets.
29th Jun '17 10:23:53 PM FlakyPorcupine
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Added DiffLines:

* DarknessInducedAudienceApathy: While downplayed due to the game CrossingTheLineTwice with a huge helping of BlackComedy thrown in, a small but fair amount of players don't like the ''very'' dark undertones that the game offers including AbusiveParents, anti-religious themes, and suicide. The true ending where it reveals that [[spoiler:it's a DyingDream]] does not help much.
24th Jun '17 11:25:35 PM JudgeSpear
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* BreatherBoss:
** War's first phase is exactly what you would expect having seen Pestilence and Famine, with no summons but more aggressive attacks. His second form... is basically a quicker Lust but saddled with Gemini's poor running stamina, far too late in the game to be very intimidating for anyone with speed upgrades.
** The bosses which spawn in the BrutalBonusLevel are noticeably less difficult than earlier bosses. Harbingers also tend to be nerfed to second stage only. Not so, however, in the TRUE BrutalBonusLevel, which can quite frequently feature any Harbinger (even Death is normally fought only three levels ago) in a room far more restrictive than the one you normally fight them in. They're not nerfed, either; they're exactly the same as the actual boss fight.
** Pride's diagonal tentacle/shout attack probably won't hit you if you're firing at him with your tears, and his bombs are for the most part easy to avoid.
** Lust is a BullfightBoss set up in an arena with rocks to slow her charges. Unless your character is very slow, she's incredibly easy to beat even in the opening level. Her upgraded version leaves a damaging trail of blood, but it tends to fade by the time you circle around.
** Wrath is one of the few bosses who's more of a threat to himself than he is to you. He's not very quick-moving and his only means of attack is to spawn bombs -- bombs which he's not immune to. Using them against him is easy.
** Scolex was formerly this. It's only fought in Womb I, but due to its very low health pool, it's fairly easy to defeat. It was buffed in Wrath of the Lamb, but it's still easier than other Womb I bosses like Lokii (the second version of Loki in which Loki is split in half) and Death.
** Gemini and its variant Steven are, even in spite of the others having additional tricks, incredibly easy to beat. As long as your character isn't lacking in speed, they can't catch you and their bullets usually won't hit you. (Ironically, Blighted Ovum, the third variant, is [[ThatOneBoss one of the hardest bosses in the game]]).
** Pin the worm is borderline impossible to get hit by once you've locked down his pattern. Hanging out on the bottom of the screen causes his bullets to miss every time if you aren't in the path of the head. In ''Wrath of the Lamb'', Pin can be wiped out with one Bomb, absolutely fries to piercing attacks, and can bomb itself with his own ipecac shots. ''Rebirth'' fixes these weaknesses, making Pin not a total pushover, but the original strategy is still viable.
** The green champion version of Gurdy, while still high on health, doesn't shoot bullets, instead preferring to spawn flies. This makes it much easier to avoid her attacks.
** Gish is essentially a reskinned Monstro that fires a single slow-moving explosive and spawns enemies that only fire diagonally. Players skilled enough to unlock him will most likely never take a hit to him, and he drops Little Gish, a familiar that shoots useful slowing tears.
** From ''Rebirth'' is Mr. Fred. This is a boss that is fought in the Womb, but is completely immobile, is assisted by fairly non-threatening mooks, and his 4-way blood creep bullets can be nullified by flying or shielded tears. Depending on the room layout and player upgrades, it may be possible to kill the boss from a position where none of his bullets will even reach Isaac.
** Poor Daddy Long Legs. Not only is he one of the rarest bosses to find in the game, but he actually has much lower HP than the other bosses in his floor. His attacks are fairly telegraphed and easy to dodge as well, as long as you don't stand still. Triachnid, his alternative version, is rarer and even easier because he only has three legs to attack with. Keep in mind that both of these bosses are in the ''Womb'', one of the more difficult levels in the game.
** Larry Jr. is a breeze to fight, since he/they don't target you, but simply move around at random. Just as long as you stay out of his path and don't let yourself get cornered by poops, killing him without taking any damage is pretty straightforward.
** Loki is far easier than many other bosses in The Depths, with his only attacks being a small number of unaimed, easily avoided bullets and summoning a Boom Fly that can be used against him. His boss room does come with a single moving spiked block, but otherwise he's pretty easy.
** ''Afterbirth'' brought in an influx of rather challenging boss encounters... and then there's Little Horn. Despite his demonic appearance, his only marginally-dangerous attack involves summoning pits for you to fall into, which are easily dodged and completely ineffectual if you're flying. His only other projectile is a slow-moving over-sized homing tear that can be destroyed with repeated fire, and his penchant for teleporting and summoning bombs often leads to him ''blowing himself up'' in a similar manner to the above-mentioned Pin. If your speed is even slightly decent, it's unlikely Little Horn will even manage a hit on you.
** On the topic of ''Afterbirth,'' there's The Forsaken. Don't let his similar appearance to [[ThatOneBoss The Haunt]] fool you -- his only major attacks involve summoning a single Bony and firing a spinning tri-shot Brimstone laser, which sounds menacing in theory but in practice is actually much easier to dodge than expected. On top of his limited arsenal, he has an absolutely pitiful amount of health and is not nearly as mobile as his successor.

to:

* BreatherBoss:
** War's first phase is exactly what you would expect having seen Pestilence and Famine, with no summons but more aggressive attacks. His second form... is basically a quicker Lust but saddled with Gemini's poor running stamina, far too late in the game to be very intimidating for anyone with speed upgrades.
** The bosses which spawn in the BrutalBonusLevel are noticeably less difficult than earlier bosses. Harbingers also tend to be nerfed to second stage only. Not so, however, in the TRUE BrutalBonusLevel, which can quite frequently feature any Harbinger (even Death is normally fought only three levels ago) in a room far more restrictive than the one you normally fight them in. They're not nerfed, either; they're exactly the same as the actual boss fight.
** Pride's diagonal tentacle/shout attack probably won't hit you if you're firing at him with your tears, and his bombs are for the most part easy to avoid.
** Lust is a BullfightBoss set up in an arena with rocks to slow her charges. Unless your character is very slow, she's incredibly easy to beat even in the opening level. Her upgraded version leaves a damaging trail of blood, but it tends to fade by the time you circle around.
** Wrath is one of the few bosses who's more of a threat to himself than he is to you. He's not very quick-moving and his only means of attack is to spawn bombs -- bombs which he's not immune to. Using them against him is easy.
** Scolex was formerly this. It's only fought in Womb I, but due to
BreatherBoss: Now has [[BreatherBoss/TheBindingOfIsaac its very low health pool, it's fairly easy to defeat. It was buffed in Wrath of the Lamb, but it's still easier than other Womb I bosses like Lokii (the second version of Loki in which Loki is split in half) and Death.
** Gemini and its variant Steven are, even in spite of the others having additional tricks, incredibly easy to beat. As long as your character isn't lacking in speed, they can't catch you and their bullets usually won't hit you. (Ironically, Blighted Ovum, the third variant, is [[ThatOneBoss one of the hardest bosses in the game]]).
** Pin the worm is borderline impossible to get hit by once you've locked down his pattern. Hanging out on the bottom of the screen causes his bullets to miss every time if you aren't in the path of the head. In ''Wrath of the Lamb'', Pin can be wiped out with one Bomb, absolutely fries to piercing attacks, and can bomb itself with his
own ipecac shots. ''Rebirth'' fixes these weaknesses, making Pin not a total pushover, but the original strategy is still viable.
** The green champion version of Gurdy, while still high on health, doesn't shoot bullets, instead preferring to spawn flies. This makes it much easier to avoid her attacks.
** Gish is essentially a reskinned Monstro that fires a single slow-moving explosive and spawns enemies that only fire diagonally. Players skilled enough to unlock him will most likely never take a hit to him, and he drops Little Gish, a familiar that shoots useful slowing tears.
** From ''Rebirth'' is Mr. Fred. This is a boss that is fought in the Womb, but is completely immobile, is assisted by fairly non-threatening mooks, and his 4-way blood creep bullets can be nullified by flying or shielded tears. Depending on the room layout and player upgrades, it may be possible to kill the boss from a position where none of his bullets will even reach Isaac.
** Poor Daddy Long Legs. Not only is he one of the rarest bosses to find in the game, but he actually has much lower HP than the other bosses in his floor. His attacks are fairly telegraphed and easy to dodge as well, as long as you don't stand still. Triachnid, his alternative version, is rarer and even easier because he only has three legs to attack with. Keep in mind that both of these bosses are in the ''Womb'', one of the more difficult levels in the game.
** Larry Jr. is a breeze to fight, since he/they don't target you, but simply move around at random. Just as long as you stay out of his path and don't let yourself get cornered by poops, killing him without taking any damage is pretty straightforward.
** Loki is far easier than many other bosses in The Depths, with his only attacks being a small number of unaimed, easily avoided bullets and summoning a Boom Fly that can be used against him. His boss room does come with a single moving spiked block, but otherwise he's pretty easy.
** ''Afterbirth'' brought in an influx of rather challenging boss encounters... and then there's Little Horn. Despite his demonic appearance, his only marginally-dangerous attack involves summoning pits for you to fall into, which are easily dodged and completely ineffectual if you're flying. His only other projectile is a slow-moving over-sized homing tear that can be destroyed with repeated fire, and his penchant for teleporting and summoning bombs often leads to him ''blowing himself up'' in a similar manner to the above-mentioned Pin. If your speed is even slightly decent, it's unlikely Little Horn will even manage a hit on you.
** On the topic of ''Afterbirth,'' there's The Forsaken. Don't let his similar appearance to [[ThatOneBoss The Haunt]] fool you -- his only major attacks involve summoning a single Bony and firing a spinning tri-shot Brimstone laser, which sounds menacing in theory but in practice is actually much easier to dodge than expected. On top of his limited arsenal, he has an absolutely pitiful amount of health and is not nearly as mobile as his successor.
page.]]



* BrokenBase:
** ''Rebirth'' caused one initially from fans who didn't like the idea of rereleasing the game instead of getting more content and drastically changing the art style, but this one died off pretty quickly when Edmund mentioned that because ''[=BoI=]'' was made in flash, the game simply couldn't handle more content being added while still functioning. The trailers and screenshots that have shown the new synergy between items that formerly had none (like Loki's Horns + Mom's Knife) has silenced the detractors even further.
** The super secret in ''Rebirth'', [[spoiler:The Lost, a HiddenCharacter]]. Hoo boy. What happened is that the game's creator put in a riddle that he anticipated would take months or even years for the whole community to solve. It was actually cracked in the week following the game's release, with the aid of people extracting data from the game's files and executable[[note]]There was a text file in the game's folder explicitly asking people not to spoil anything they may dig out to others[[/note]]. This prompted the creator to angrily admonish the fans for ruining the riddle and announce that there will be no more such secrets in future expansions to ''Rebirth''. There are '''many''' ways people are split over this:
*** Was the creator's reaction justified? He and the developers put lots of effort to ensure that the riddle would not be solved accidentally, but still accessible with the hints delivered in-game, and would be a fun experience for people to solve together. People then circumvented all that and just read the solution from the files. Or perhaps the backlash was childish, punishing the whole community for the deeds of a single data miner (with whom most of the fans were angry as well). Besides, the creator has grossly overestimated the time it would take for a huge fanbase to solve the riddle together, despite this happening time and time again in {{Alternate Reality Game}}s.
*** How much the spoilers extracted from files actually helped solve the riddle. The general consensus seems to be that the riddle was already about 80% solved and would have been solved anyway in a couple of days at most, since the community had all the pieces and just needed to put them together. But there are claims that people only started getting hints after the first detail ([[spoiler:that the solution has something to do with dying in a certain way]]) was discovered by looking at the game files. And regardless of that, some people say that the community circumvented most of the riddle anyway, since they were using cheats to immediately test out various circumstances instead of waiting for them to happen naturally in the game as was intended.
*** It's highly controversial that the creator, despite wanting it to be an elusive secret, made unlocking it into an [[AchievementSystem achievement]]. A secret achievement, but there are legitimate ways of looking at those on pretty much all of the game's distribution platforms. And not only that, but there are other achievements, and even in-game items, that require unlocking the super secret. At this point, people who were not interested in the riddle but just wanted to have 100% completion decided that anything goes, which might have prompted the data mining.
*** Some say that it's ''a good thing'' that the creator will not be putting any more secrets like this into his games, because it was a poorly designed mess. It required way too much effort to be solved by any one person, so people not interested in the community (and this is primarily a single player game) or just left out of the loop at the exact time where fandom was working on the riddle would have no way of unlocking the secret (and any further items) other than just looking up the answer online. And there's the fact that while putting together clues may be fun, the unlocking itself requires a lot of time even if one knows all the steps and is a painfully boring, [=RNG=]-dependent grind that requires [[spoiler:dying to certain enemies with certain characters in certain order (and dying in any but the right way will reset the sequence)]], which is completely unnatural and simply not a fun way to play the game.
*** [[spoiler:The Lost]] unlocking requirement was changed; all you have to do is hold a Missing Poster and die in a sacrificial room so you resurrect as [[spoiler:The Lost]]. Needless to say, a lot of people are happy they changed the method, while others are pissed because now you can play with other characters, get super strong, and intentionally become [[spoiler:The Lost]] before fighting the achievement-unlocking bosses, making the entire challenge of playing with him pointless. Either way, nobody likes how the devs did such a huge change '''without warning the players'''.
** The ''soundtracks'', good grief, the soundtracks. Some people like the electronic songs of the original + ''Wrath of the Lamb'' better. Some people like the darker ambiance of ''Rebirth''. Although one thing that's near-universally agreed on is that ''Rebirth's'' theme for The Chest, "[[http://www.youtube.com/watch?v=ST41otsSmh4 Sketches of Pain]]" is ''awesome'' (especially since the theme in the original was just the normal boss theme.)
** ''Afterbirth'' got hit with a double whammy on November 4, 2015:
*** On that day, a patch was released that ''severely'' nerfed Azazel and Lilith, more than halving the range and damage of the former's Brimstone laser, and doubling the recharge time of the latter's Box of Friends -- although Edmund has since admitted that the Azazel nerf was a bit too harsh.
*** The reveal that the patch added in new items that were ''supposed to already be ready at launch'' also caused some major outrage. Due to the fact that this patch went live exactly 109 hours after release, which was exactly the amount of time it took dataminers to unlock [[spoiler:The Lost]] and the maximum value you can reach on the Greed mode donation machine, a fair few people believe that this is a form of petty revenge on Ed's part against the dataminers that he's taking out on the entire community, although [[https://www.reddit.com/r/bindingofisaac/comments/3rjx77/elephant/ Edmund has since stated that he has no ill-will towards the dataminers and that the items were missing due to an odd bug that he hadn't realized until a few days before the patch]].
*** And the game still doesn't have all the 120 new items after the 11/04 patch. Is Edmund lying about it to cover his "revenge"? Is the DLC simply not completed yet he released it anyways [[ChristmasRushed just to get Halloween sales]] while patching the missing content in and pretending an ARG is in effect to try and cover this up? Or is it really a bug and people should calm down since that kind of thing is normal during game release? He said "We weren't aware of the missing items" and that the bug happened due to "a thing" he can't talk about.
*** Edmund confirmed on Twitter that the ARG is officially over and the full DLC is in game, the +120 items include the trinkets and co-op babies. Depending on who you ask, the ARG was either very fun, Edmund did a great job and the DLC is great, or the ARG was poorly done since many people didn't care, Edmund is an egoist for having locked content out for people that had nothing to do with this, and the DLC was underwhelming.
** Greed Mode, especially as of its post-patch post-ARG incarnation, rubs quite a few people the wrong way.
*** To start, a lot of content is locked behind the "Greed Machine" found after completing any Greed Mode run. In order to unlock everything, including what was [[DoubleUnlock "unlocked"]] by the ARG, the player must donate a whopping ''1,000 pennies'' to the machine. While that would be about 10 runs or so, the machine has a chance to jam every time you put a penny in. For every five cents you've donated total, the chance to jam increases by one percent, and each character has their own percentage. While the intent seems to have been to encourage switching characters, in practice it just [[FakeLongevity lengthens]] what was [[ForcedLevelGrinding already an unfun grinding experience]]. What makes it worse is that the only real "breaking" method is to use the Glowing Hourglass to constantly reset the fight so the player can donate... one cent. Without a [[OneHitKill Chaos Card]], the player will have to fight Ultra Greed, an incredibly long fight, for ''hours''. Greed Mode is seen as either a fun diversion, or a horribly balanced inclusion into the game. A recent update [[AuthorsSavingThrow rebalanced the jamming mechanic]], causing the percentage to rise ''much'' slower than before. Needless to say, there has been less criticism as of late.
*** Greed Mode's final boss, [[ThatOneBoss Ultra Greed]]. His main gimmicks are his [[DamageSpongeBoss scaling health]] and dropping coins that affect the fight in various ways. While most people agree the concept is very fun, some people find his fight incredibly tedious, especially when you have to repeat it so many times. One patch gave him a ridiculous buff, doubling the health of the coins, and ramping up his health to an absurd degree, to the point where a character can be [[FakeDifficulty too powerful to ''damage'' him]]. Even after he was toned back down, fans were not pleased to find out that one of the donation rewards is [[ExactlyWhatItSaysOnTheTin "Everything is Harder 2"]], which buffs him again, and is very low on the list of donation rewards.
** The Stopwatch nerf -- instead of permanently slowing everything down, it now procs on taking damage and the slowdown effect lasts for a single room. It's either a welcome change to an instant-win pick-up, or a pointless alteration turning an item that takes time and effort to unlock into something not worth bothering with. Additionally, it was still in the "special item" pool for a while post-nerf, which meant seeing it lowered the likelihood of getting another OP item. The outrage has died down a bit now that the Stopwatch is no longer a special item, and also triggers upon activating Holy Mantle.
** Item nerfing in general. Is it welcome to help balance the game, or is it [[FridgeLogic unnecessary in a singleplayer game with]] [[MetaGame no meta]]?
** ''Afterbirth +'' is this, especially in comparison to the well-received ''[[VideoGame/TheBindingOfIsaacAntibirth Antibirth]]'' FanSequel. The additions the mini-DLC brought is argued to be underwhelming, with a DifficultySpike that falls toward ItsHardSoItSucks territory, on top of having a DisappointingLastLevel. Others argue that the DLC itself wasn't the main focus, but the mod tools, but the quality of said tools are also debatable. Supporters of the DLC argue that people were expecting too much out of it, along with a VocalMinority of people who actually liked the higher difficulty.
*** On the topic of ''Afterbirth+'', the TrueFinalBoss of the expansion. Depending on who you ask, it's either a fun and challenging boss with a unique design and gimmick or accused of having a lazy and uninspired design and a fight laden with FakeDifficulty.

to:

* BrokenBase:
** ''Rebirth'' caused one initially from fans who didn't like the idea of rereleasing the game instead of getting more content and drastically changing the art style, but this one died off pretty quickly when Edmund mentioned that because ''[=BoI=]'' was made in flash, the game simply couldn't handle more content being added while still functioning. The trailers and screenshots that have shown the new synergy between items that formerly had none (like Loki's Horns + Mom's Knife)
BrokenBase: Now has silenced the detractors even further.
** The super secret in ''Rebirth'', [[spoiler:The Lost, a HiddenCharacter]]. Hoo boy. What happened is that the game's creator put in a riddle that he anticipated would take months or even years for the whole community to solve. It was actually cracked in the week following the game's release, with the aid of people extracting data from the game's files and executable[[note]]There was a text file in the game's folder explicitly asking people not to spoil anything they may dig out to others[[/note]]. This prompted the creator to angrily admonish the fans for ruining the riddle and announce that there will be no more such secrets in future expansions to ''Rebirth''. There are '''many''' ways people are split over this:
*** Was the creator's reaction justified? He and the developers put lots of effort to ensure that the riddle would not be solved accidentally, but still accessible with the hints delivered in-game, and would be a fun experience for people to solve together. People then circumvented all that and just read the solution from the files. Or perhaps the backlash was childish, punishing the whole community for the deeds of a single data miner (with whom most of the fans were angry as well). Besides, the creator has grossly overestimated the time it would take for a huge fanbase to solve the riddle together, despite this happening time and time again in {{Alternate Reality Game}}s.
*** How much the spoilers extracted from files actually helped solve the riddle. The general consensus seems to be that the riddle was already about 80% solved and would have been solved anyway in a couple of days at most, since the community had all the pieces and just needed to put them together. But there are claims that people only started getting hints after the first detail ([[spoiler:that the solution has something to do with dying in a certain way]]) was discovered by looking at the game files. And regardless of that, some people say that the community circumvented most of the riddle anyway, since they were using cheats to immediately test out various circumstances instead of waiting for them to happen naturally in the game as was intended.
*** It's highly controversial that the creator, despite wanting it to be an elusive secret, made unlocking it into an [[AchievementSystem achievement]]. A secret achievement, but there are legitimate ways of looking at those on pretty much all of the game's distribution platforms. And not only that, but there are other achievements, and even in-game items, that require unlocking the super secret. At this point, people who were not interested in the riddle but just wanted to have 100% completion decided that anything goes, which might have prompted the data mining.
*** Some say that it's ''a good thing'' that the creator will not be putting any more secrets like this into his games, because it was a poorly designed mess. It required way too much effort to be solved by any one person, so people not interested in the community (and this is primarily a single player game) or just left out of the loop at the exact time where fandom was working on the riddle would have no way of unlocking the secret (and any further items) other than just looking up the answer online. And there's the fact that while putting together clues may be fun, the unlocking itself requires a lot of time even if one knows all the steps and is a painfully boring, [=RNG=]-dependent grind that requires [[spoiler:dying to certain enemies with certain characters in certain order (and dying in any but the right way will reset the sequence)]], which is completely unnatural and simply not a fun way to play the game.
*** [[spoiler:The Lost]] unlocking requirement was changed; all you have to do is hold a Missing Poster and die in a sacrificial room so you resurrect as [[spoiler:The Lost]]. Needless to say, a lot of people are happy they changed the method, while others are pissed because now you can play with other characters, get super strong, and intentionally become [[spoiler:The Lost]] before fighting the achievement-unlocking bosses, making the entire challenge of playing with him pointless. Either way, nobody likes how the devs did such a huge change '''without warning the players'''.
** The ''soundtracks'', good grief, the soundtracks. Some people like the electronic songs of the original + ''Wrath of the Lamb'' better. Some people like the darker ambiance of ''Rebirth''. Although one thing that's near-universally agreed on is that ''Rebirth's'' theme for The Chest, "[[http://www.youtube.com/watch?v=ST41otsSmh4 Sketches of Pain]]" is ''awesome'' (especially since the theme in the original was just the normal boss theme.)
** ''Afterbirth'' got hit with a double whammy on November 4, 2015:
*** On that day, a patch was released that ''severely'' nerfed Azazel and Lilith, more than halving the range and damage of the former's Brimstone laser, and doubling the recharge time of the latter's Box of Friends -- although Edmund has since admitted that the Azazel nerf was a bit too harsh.
*** The reveal that the patch added in new items that were ''supposed to already be ready at launch'' also caused some major outrage. Due to the fact that this patch went live exactly 109 hours after release, which was exactly the amount of time it took dataminers to unlock [[spoiler:The Lost]] and the maximum value you can reach on the Greed mode donation machine, a fair few people believe that this is a form of petty revenge on Ed's part against the dataminers that he's taking out on the entire community, although [[https://www.reddit.com/r/bindingofisaac/comments/3rjx77/elephant/ Edmund has since stated that he has no ill-will towards the dataminers and that the items were missing due to an odd bug that he hadn't realized until a few days before the patch]].
*** And the game still doesn't have all the 120 new items after the 11/04 patch. Is Edmund lying about it to cover his "revenge"? Is the DLC simply not completed yet he released it anyways [[ChristmasRushed just to get Halloween sales]] while patching the missing content in and pretending an ARG is in effect to try and cover this up? Or is it really a bug and people should calm down since that kind of thing is normal during game release? He said "We weren't aware of the missing items" and that the bug happened due to "a thing" he can't talk about.
*** Edmund confirmed on Twitter that the ARG is officially over and the full DLC is in game, the +120 items include the trinkets and co-op babies. Depending on who you ask, the ARG was either very fun, Edmund did a great job and the DLC is great, or the ARG was poorly done since many people didn't care, Edmund is an egoist for having locked content out for people that had nothing to do with this, and the DLC was underwhelming.
** Greed Mode, especially as of
[[BrokenBase/TheBindingOfIsaac its post-patch post-ARG incarnation, rubs quite a few people the wrong way.
*** To start, a lot of content is locked behind the "Greed Machine" found after completing any Greed Mode run. In order to unlock everything, including what was [[DoubleUnlock "unlocked"]] by the ARG, the player must donate a whopping ''1,000 pennies'' to the machine. While that would be about 10 runs or so, the machine has a chance to jam every time you put a penny in. For every five cents you've donated total, the chance to jam increases by one percent, and each character has their
own percentage. While the intent seems to have been to encourage switching characters, in practice it just [[FakeLongevity lengthens]] what was [[ForcedLevelGrinding already an unfun grinding experience]]. What makes it worse is that the only real "breaking" method is to use the Glowing Hourglass to constantly reset the fight so the player can donate... one cent. Without a [[OneHitKill Chaos Card]], the player will have to fight Ultra Greed, an incredibly long fight, for ''hours''. Greed Mode is seen as either a fun diversion, or a horribly balanced inclusion into the game. A recent update [[AuthorsSavingThrow rebalanced the jamming mechanic]], causing the percentage to rise ''much'' slower than before. Needless to say, there has been less criticism as of late.
*** Greed Mode's final boss, [[ThatOneBoss Ultra Greed]]. His main gimmicks are his [[DamageSpongeBoss scaling health]] and dropping coins that affect the fight in various ways. While most people agree the concept is very fun, some people find his fight incredibly tedious, especially when you have to repeat it so many times. One patch gave him a ridiculous buff, doubling the health of the coins, and ramping up his health to an absurd degree, to the point where a character can be [[FakeDifficulty too powerful to ''damage'' him]]. Even after he was toned back down, fans were not pleased to find out that one of the donation rewards is [[ExactlyWhatItSaysOnTheTin "Everything is Harder 2"]], which buffs him again, and is very low on the list of donation rewards.
** The Stopwatch nerf -- instead of permanently slowing everything down, it now procs on taking damage and the slowdown effect lasts for a single room. It's either a welcome change to an instant-win pick-up, or a pointless alteration turning an item that takes time and effort to unlock into something not worth bothering with. Additionally, it was still in the "special item" pool for a while post-nerf, which meant seeing it lowered the likelihood of getting another OP item. The outrage has died down a bit now that the Stopwatch is no longer a special item, and also triggers upon activating Holy Mantle.
** Item nerfing in general. Is it welcome to help balance the game, or is it [[FridgeLogic unnecessary in a singleplayer game with]] [[MetaGame no meta]]?
** ''Afterbirth +'' is this, especially in comparison to the well-received ''[[VideoGame/TheBindingOfIsaacAntibirth Antibirth]]'' FanSequel. The additions the mini-DLC brought is argued to be underwhelming, with a DifficultySpike that falls toward ItsHardSoItSucks territory, on top of having a DisappointingLastLevel. Others argue that the DLC itself wasn't the main focus, but the mod tools, but the quality of said tools are also debatable. Supporters of the DLC argue that people were expecting too much out of it, along with a VocalMinority of people who actually liked the higher difficulty.
*** On the topic of ''Afterbirth+'', the TrueFinalBoss of the expansion. Depending on who you ask, it's either a fun and challenging boss with a unique design and gimmick or accused of having a lazy and uninspired design and a fight laden with FakeDifficulty.
page]].



* GoddamnedBoss:
** Just mention Greed to anyone who's played this a few times and watch their blood boil. It's not just the fact that he's very hard to fight without being hit once (his attacks are completely random and have no tell whatsoever), but his appearance results in you losing the shop or secret room of that level. This can be annoying at best (meaning you've lost a key or bomb to get in for nothing), or utterly fatal (You ''so'' needed that shop for health...). The exception is when not having enough money, as Greed drops a lot of coins. [[SpitefulAI And then, when you DO need coins, the game spawns a shop instead]].
*** And just because the developers love to see us cry, they've given us a [[TookALevelInBadass hardmode version of him]], with much wider bulletspray (though it also means he can't hit you from the front), more health, and he [[MookMaker spawns Greed heads]].
*** Of course, if you have the [=D6=] and are good at dodging, getting Greed in a secret room with the ability to enter over and over can lead to Greed farming. Add in the Habit and you have yourself a recipe to get every item in the secret room pool from one boss! That being said... Goddamned Greed!
*** Greed's infamy as a boss extends to ''Afterbirth'' by giving him a game mode of his own. [[spoiler:In fact, a ''much'' harder version of him appears as the mode's final boss.]]
** The other infamously annoying Sin is Envy. While he has the same chance of spawning as the Sins other than Greed/Super Greed, Envy takes the cake for not being difficult to fight, just tedious, especially when encountered on the first or second floor. He's an AsteroidsMonster that splits in two (three as Super Envy) each time he's killed. He never attacks, just bounces around the room diagonally. And to top it off, while the other Sins drop potentially useful pickups on death, Envy leaves behind a [[TakingYouWithMe Troll Bomb]]. While not particularly tough, the fight takes forever if you have no damage upgrades, to the point where many players will just reboot a run right then and there rather than put up with it. No wonder he has a constant Troll Face on him.
** The green variation of The Duke of Flies when not having any bombs or piercing shots. The Duke spawns Moters which can be dangerous if shot, and it's hard to get a hit on him. For that matter, any variation of the Duke of Flies can be this. He's one of the easiest bosses to beat with powerups. Unfortunately, he's always going to be either the first or second boss in the game when he appears, which makes trying to shoot through his fly mooks extremely annoying. In fact, when you later see him as a DegradedBoss in the Womb or Sheol, it often turns into a CurbStompBattle in your favor.
** Monstro and Monstro II, for some. While their attacks are moderately dangerous (comparatively to the rest of the bosses), they have easily the most [[DamageSpongeBoss health]] out of all the bosses for their respective levels, making the fight boring and thus, prone to mistakes. They can also render themselves immune to most attacks just by jumping (which they'll be doing constantly), making it hard to hit them with bombs or certain pick-ups.
** The Krampus. Just by ''appearing'', he will invalidate any Devil Room you might have earned on the level. He also loves to appear early and [[DamageSpongeBoss takes forever to kill]]. His double burst fire attack is very difficult to avoid, even if you are running circles around him, and his cross blood attack has an incredibly short tell. Furthermore, the coal item he drops is of questionable value, as it requires Brimstone or high range to be truly effective. It doesn't help that ''Afterbirth'' gave him the ability to ''rotate his Brimstone beams'', which makes it even harder to avoid and can potentially result in taking damage twice from the same attack.
*** If you have the [=D6=], the coal item can be rerolled for a random Devil Room item that you can then pick up for free, making the fight much more worthwhile.
*** In ''Rebirth'', he drops the much more useful Head of Krampus, an item that unleashes a ''very'' powerful four way brimstone shot that can clear rooms easily and do serious damage to bosses. It ended up being so powerful that version 1.031 nerfed it from a three room charge to a six room charge. Then ''Afterbirth'' buffed it by letting it spin around to wipe everything in the room.
** The Mask of Infamy, if you lack a piercing attack (which you usually do). In her second form, she's pretty much a knight with near-perfect AI, meaning she'll chase you around the arena in circles and occasionally one or two tears will land on her backside by luck and actually damage her. You could probably try using a bomb or two, yeah, but she's constantly moving and you can't just plop one directly in front of her. By design or by bug, she is also the only boss [[InterfaceScrew lacking a health bar]] in the [=original/WOTL=] version, which makes the fight much more infuriating.
** The Bloat. He's a harder version of Peep and starts with both of his eyes out of his sockets. What's more is that if you stand right in front or to the sides of him, he will fire blood beams with next to no indication of doing so. If you enter from any direction other than the top, this can happen as soon as you enter the room, so unless you have high speed and godlike reflexes, you ''will'' get hit. The only mercy is that his bloodbeams can't shoot up, but then he may just leap to the top of the room and crowd you out.
** Mom can be this, especially to less experienced players. Dealing with the many mooks she can summon while dodging her stomps at the same time can prove to be a very difficult task. It gets worse when she summons Clotties, Maws, and other projectile-using mooks. It doesn't help that rocks block the corners of the room and the doors have a chance of summoning her very fast and hard-to-dodge hand, leaving you with very little room to deal with your assailants. She's even worse in ''Rebirth'', since the stomps come out faster and the shadows warning of them are much harder to see.
** ''Rebirth'' brings out The Haunt, a ghostly spectre and his three familiars. As mentioned below, the familiars are very hard to fight without getting hit, he's a ''Cellar'' boss (so you may end up fighting him as the first boss before collecting any good items), and he has one of the highest HP totals for that point in the game. Plus the fact that you can fight two of him at once in some rooms. Feel free to keep your hand hovering over the "R" key before entering the boss room...
** ''Rebirth'' also adds Dingle, a living poop monster which is Gurdy Jr.'s annoying cousin. In addition to possessing the same triple charge combo as Gurdy, he also has a bullet attack and spawns mooks. On early floors when your speed is low, there's a good chance one of his charges may connect.
** Little Horn from ''Afterbirth''. His attacks aren't terribly dangerous and he doesn't have too much HP, but the problem is that he ''never holds still''. Much of the fight has you chasing him and dealing chip damage as he teleports around the room dropping Troll Bombs and firing giant homing tears, praying that he kills himself by teleporting into one. Finally, he's a Basement boss, meaning that you're unlikely to have any good items to speed up the process.
** ''Afterbirth'' also introduces [[BandageMummy Rag Man]]. While he's not an especially difficult boss to fight, since his only direct attack is a line of five homing bullets with short range, he has a disproportionately large amount of health for such a small boss, which makes the fight unbearably tedious. Every so often, he'll detach his head and roll it. If you don't destroy the head, which isn't easy because it can take a lot of punishment, it spawns a Ragling, a Trite variant which is tougher and shoots homing bullets. But that's not all. The Raglings leave behind bandages when you kill them. If enough bandages accumulate, Rag Man can instantly resurrect two or three Raglings, and ''heal himself'' in the process. The best part? Like the Haunt, he can potentially be the first boss you face, as he appears in the Burning Basement. It's even worse in Greed Mode, where you might end up fighting two at once on the first floor.
** Scolex. He behaves similarly to [[BreatherBoss Pin]] and is about as dangerous as that implies, except that [[AttackItsWeakPoint only his tail segment is vulnerable]]. As a result, you generally only get a window of about a second or so to damage him every time he jumps, meaning that the fight usually drags on for far longer than it has to. Fortunately, he has one attack that leaves the tail vulnerable for a rather long time, but AIRoulette means there's no guarantee of him actually using it.
* GoodBadBugs:
** After the Halloween Update, the Mr. Boom item's recharge bar got permanently stuck on full charge. That equals to an infinite supply of super-bombs! This one was fixed in the bugfix that quickly followed the Halloween update.
** There was a bug where [[spoiler:???]] gained ''complete invincibility'' when he took a Full Health Pill. This invincibility would last until he picked up an item that would increase the maximum health of a normal character. It even counted for No Damage achievements. Eventually, it was patched out.
** As explained above, the Brimstone + Chocolate Milk combo was originally this, allowing you to spam blood beams all across the room for no charge delay whatsoever. However, this was quickly fixed for being too overpowered, and the resulting combo produced from it is now... [[PowerUpLetdown less than satisfactory]].
*** A bug that is not patched out, though, is the infamous Brimsnap glitch (named after the [[LetsPlay Lets Player]] [[http://www.youtube.com/user/bisnap?feature=watch bisnap]])): if you keeping tapping the button while firing the Brimstone beam, it will potentially ''double'' its damage ''and'' increase its area of effect.
** [[spoiler:Defeating the Headless Horseman will sometimes unlock Little Chad and the connected achievement, even if you haven't cleared the Caves enough times to even ''unlock'' Chad himself.]]
** On the less spectacular but more exploitable end of the scale, if you use the Temperance card to create a blood donation machine right next to one that was already there, you can use the mercy invincibility from touching one to activate the other without taking damage, doubling the rate of payout per heart. This could be extended even further if you find multiple Temperance cards on one level.
** Wrath's bombs are treated as player bombs in order to make them pushable. This means that certain powerups which alter player bombs also affect his. Such as the Bobby Bomb powerup, which makes your bombs move towards the nearest enemy. The result is a hilariously easy win.
** Before it was patched, when using Lemon Mishap after defeating a boss and leaving the room through the door, re-entering the room would allow you to fight him again, earning you an extra item.
*** A similar glitch that is currently not patched is that using a Portable Slot in a boss room after the boss is defeated, and getting a fly to buzz around the room. If you leave without killing it, the room will reset, allowing you to fight the boss again and get its item. This also works for other rooms such as secret rooms.
** Before it was patched, the final boss fight against [[spoiler:Isaac himself]] bugged out and had no music at all. This made it way more dramatic than the standard "Dark World Boss" theme.
** ''Wrath of the Lamb'' had, and may still have, a glitch where secret items don't need to be unlocked to be found.
** It was possible to enter and exit Challenge Rooms at any time as long as your character could fly. In addition to allowing a player to enter Challenge Rooms without full health, it also allowed players to pick up the item in the room and then leave without fighting any enemies. This glitch was around since the game came out, to the point where it may have become an AscendedGlitch. However, the expansion ''Wrath of the Lamb'' made the glitch even more game breaking by including more items that gave flight, as well as advanced Challenge Rooms that always gave a major item. The second update to ''Wrath of the Lamb'' removed this bug entirely.
** ''Wrath of the Lamb'' made it though that Curse Rooms only damage your character as he left them (usually, damage is received when entering AND when leaving the room).
** If you enter a room with 3 charge points or more The Battery in V1.5 (the store retail version with Wrath of the Lamb included) will give you #6 a lot sooner than usual, and ''reset the counter'', allowing a further three charges, enabling item use in every room, if you have the patience.
*** Charge #3 seems to happen without the charge icon appearing, and it doesn't affect the count.
** Also in V1.5, The Habit randomly gives extended MercyInvincibility, mostly from enemy shots or contact hits. It doesn't tend to happen with explosive damage.
** The Luck stat is not calculated correctly in the original game, resulting in Luck ''Down'' pills resulting in better drops.
** [[https://www.youtube.com/watch?v=3TndMZDxUZU Walking through solid walls of spikes]] is possible due to HitboxDissonance.
** You can [[https://www.youtube.com/watch?v=qcRivDZ4dRo steal Deals with the Devil]] by having only Soul Hearts and an invincibility item.
** [[https://www.youtube.com/watch?v=VSOVS05hq4g Getting endless money]] with the IV Bag.
** Farming boss drops with [[https://www.youtube.com/watch?v=70ruP2gr-Yk extra lives]] / [[https://www.youtube.com/watch?v=JWq1_3sARSQ the Portable Slot]] / [[https://www.youtube.com/watch?v=UwOIAGuvjPs&t=21m20s the X-Ray Goggles or lots of bombs]].
** [[https://www.youtube.com/watch?v=BgTHkuZWKeM Kamikaze can be used without taking damage]] by pushing against a wall.
** And the classic of game-breaking circles: Abusing Scapular, the Habit, and the [[https://www.youtube.com/watch?v=Rn1J8v39Ho4 D6]] or the [[https://www.youtube.com/watch?v=ZIb2TSF7u5s D20]] for infinite rerolls.
** Libraries and Devil Beggars can have their drops manipulated so that they pull from the regular item pool instead of books (in the case of the Library) or God/Devil room items (in case of the Devil Beggar).
** More fun item pool abuse: with the D6 as the spacebar item, find Greed. Wait until he spawns minions, then kill him (and only him) and reroll the Steam Sale if that drops; if not, leave the room, come back and kill Greed again in the same manner (since the room doesn't count as having been cleared, he respawns). Repeat until bored, out of re-rolls, or you break the drop system by spawning an Undefined item.
** In ''Rebirth'', Items that deal damage to you when used are rendered impotent if you have Isaac's Heart--this unfortunately makes Sharp Plug useless, but you can now spam the IV bag without having to engage in door shenanigans.
** Also in ''Rebirth'', the Broken Remote will still work on infinite-use spacebar items (such as Guppy's Paw) even if they otherwise have no effect.
** In the Boss Rush mode of ''Rebirth'', if the Carrion Queen's toxic poops are laid over the boss spawn points, then they will be popped on the boss spawning... and can [[TeleFrag pop a boss]] if it's moving over that point when the poop respawns.
** ''Afterbirth'' had a particularly nasty one in which the game could suddenly trigger an unlock for ''Platinum God''.
** Due to the way it works, the Chaos item in ''Afterbirth'', which causes collectibles to be pulled from random item pools, has a tendency to generate multiple instances of Breakfast.
** While not a true bug, but pretty close. using the special condition "poopy trail", earned by inputting the right code, will cause poop to appear on any tile you move over, if possible. Doing that and getting either Leo or Thunder Thighs, giving you the effect that any breakable terrain you step over will break instantly, will cause you to break the poop on the tile you're standing on, and generate it again immediately. with petrified poop this becomes an unending stream of coins and hearts that threatens to flood any room you enter.
** The Backasswards challenge in ''Afterbirth+'' requires you to beat the game backwards, starting from the very long and very difficult fight against [[spoiler:Mega Satan]]. However, if you suspend the game, the boss will be unloaded, allowing you to resume and leave the room without a fight.

to:

* GoddamnedBoss:
** Just mention Greed to anyone who's played this a few times and watch their blood boil. It's not just the fact that he's very hard to fight without being hit once (his attacks are completely random and have no tell whatsoever), but his appearance results in you losing the shop or secret room of that level. This can be annoying at best (meaning you've lost a key or bomb to get in for nothing), or utterly fatal (You ''so'' needed that shop for health...). The exception is when not having enough money, as Greed drops a lot of coins. [[SpitefulAI And then, when you DO need coins, the game spawns a shop instead]].
*** And just because the developers love to see us cry, they've given us a [[TookALevelInBadass hardmode version of him]], with much wider bulletspray (though it also means he can't hit you from the front), more health, and he [[MookMaker spawns Greed heads]].
*** Of course, if you have the [=D6=] and are good at dodging, getting Greed in a secret room with the ability to enter over and over can lead to Greed farming. Add in the Habit and you have yourself a recipe to get every item in the secret room pool from one boss! That being said... Goddamned Greed!
*** Greed's infamy as a boss extends to ''Afterbirth'' by giving him a game mode of his own. [[spoiler:In fact, a ''much'' harder version of him appears as the mode's final boss.]]
** The other infamously annoying Sin is Envy. While he has the same chance of spawning as the Sins other than Greed/Super Greed, Envy takes the cake for not being difficult to fight, just tedious, especially when encountered on the first or second floor. He's an AsteroidsMonster that splits in two (three as Super Envy) each time he's killed. He never attacks, just bounces around the room diagonally. And to top it off, while the other Sins drop potentially useful pickups on death, Envy leaves behind a [[TakingYouWithMe Troll Bomb]]. While not particularly tough, the fight takes forever if you have no damage upgrades, to the point where
GoddamnedBoss: So goddamned many players will just reboot a run right then and there rather than put up with it. No wonder he has a constant Troll Face on him.
** The green variation of The Duke of Flies when not having any bombs or piercing shots. The Duke spawns Moters which can be dangerous if shot, and it's hard to get a hit on him. For that matter, any variation of the Duke of Flies can be this. He's one of the easiest bosses to beat with powerups. Unfortunately, he's always going to be either the first or second boss in the game when he appears, which makes trying to shoot through his fly mooks extremely annoying. In fact, when you later see him as a DegradedBoss in the Womb or Sheol, it often turns into a CurbStompBattle in your favor.
** Monstro and Monstro II, for some. While their attacks are moderately dangerous (comparatively to the rest of the bosses), they have easily the most [[DamageSpongeBoss health]] out of all the bosses for their respective levels, making the fight boring and thus, prone to mistakes. They can also render themselves immune to most attacks just by jumping (which they'll be doing constantly), making it hard to hit them with bombs or certain pick-ups.
** The Krampus. Just by ''appearing'', he will invalidate any Devil Room you might have earned on the level. He also loves to appear early and [[DamageSpongeBoss takes forever to kill]]. His double burst fire attack is very difficult to avoid, even if you are running circles around him, and his cross blood attack has an incredibly short tell. Furthermore, the coal item he drops is of questionable value, as it requires Brimstone or high range to be truly effective. It doesn't help that ''Afterbirth'' gave him the ability to ''rotate his Brimstone beams'', which makes it even harder to avoid and can potentially result in taking damage twice from the same attack.
*** If you have the [=D6=], the coal item can be rerolled for a random Devil Room item that you can then pick up for free, making the fight much more worthwhile.
*** In ''Rebirth'', he drops the much more useful Head of Krampus, an item that unleashes a ''very'' powerful four way brimstone shot that can clear rooms easily and do serious damage to bosses. It ended up being so powerful that version 1.031 nerfed it from a three room charge to a six room charge. Then ''Afterbirth'' buffed it by letting it spin around to wipe everything in the room.
** The Mask of Infamy, if you lack a piercing attack (which you usually do). In her second form, she's pretty much a knight with near-perfect AI, meaning she'll chase you around the arena in circles and occasionally one or two tears will land on her backside by luck and actually damage her. You could probably try using a bomb or two, yeah, but she's constantly moving and you can't just plop one directly in front of her. By design or by bug, she is also the only boss [[InterfaceScrew lacking a health bar]] in the [=original/WOTL=] version, which makes the fight much more infuriating.
** The Bloat. He's a harder version of Peep and starts with both of his eyes out of his sockets. What's more is that if you stand right in front or to the sides of him, he will fire blood beams with next to no indication of doing so. If you enter from any direction other than the top, this can happen as soon as you enter the room, so unless you have high speed and godlike reflexes, you ''will'' get hit. The only mercy is that his bloodbeams can't shoot up, but then he may just leap to the top of the room and crowd you out.
** Mom can be this, especially to less experienced players. Dealing with the many mooks she can summon while dodging her stomps at the same time can prove to be a very difficult task. It gets worse when she summons Clotties, Maws, and other projectile-using mooks. It doesn't help that rocks block the corners of the room and the doors have a chance of summoning her very fast and hard-to-dodge hand, leaving you with very little room to deal with your assailants. She's even worse in ''Rebirth'', since the stomps come out faster and the shadows warning
of them are much harder to see.
** ''Rebirth'' brings out The Haunt, a ghostly spectre and his three familiars. As mentioned below, the familiars are very hard to fight without getting hit, he's a ''Cellar'' boss (so you may end up fighting him as the first boss before collecting any good items), and he has one of the highest HP totals for
that point in the game. Plus the fact that you can fight two of him at once in some rooms. Feel free to keep your hand hovering over the "R" key before entering the boss room...
** ''Rebirth'' also adds Dingle, a living poop monster which is Gurdy Jr.'s annoying cousin. In addition to possessing the same triple charge combo as Gurdy, he also has a bullet attack and spawns mooks. On early floors when your speed is low, there's a good chance one of his charges may connect.
** Little Horn from ''Afterbirth''. His attacks aren't terribly dangerous and he doesn't have too much HP, but the problem is that he ''never holds still''. Much of the fight has you chasing him and dealing chip damage as he teleports around the room dropping Troll Bombs and firing giant homing tears, praying that he kills himself by teleporting into one. Finally, he's a Basement boss, meaning that you're unlikely to have any good items to speed up the process.
** ''Afterbirth'' also introduces [[BandageMummy Rag Man]]. While he's not an especially difficult boss to fight, since his only direct attack is a line of five homing bullets with short range, he has a disproportionately large amount of health for such a small boss, which makes the fight unbearably tedious. Every so often, he'll detach his head and roll it. If you don't destroy the head, which isn't easy because it can take a lot of punishment, it spawns a Ragling, a Trite variant which is tougher and shoots homing bullets. But that's not all. The Raglings leave behind bandages when you kill them. If enough bandages accumulate, Rag Man can instantly resurrect two or three Raglings, and ''heal himself'' in the process. The best part? Like the Haunt, he can potentially be the first boss you face, as he appears in the Burning Basement. It's even worse in Greed Mode, where you might end up fighting two at once on the first floor.
** Scolex. He behaves similarly to [[BreatherBoss Pin]] and is about as dangerous as that implies, except that [[AttackItsWeakPoint only his tail segment is vulnerable]]. As a result, you generally only get a window of about a second or so to damage him every time he jumps, meaning that the fight usually drags on for far longer than
it has to. Fortunately, he [[GoddamnedBoss/TheBindingOfIsaac its own goddamned page]].
* GoodBadBugs: It
has one attack so many entries that leaves the tail vulnerable for a rather long time, but AIRoulette means there's no guarantee of him actually using it.
* GoodBadBugs:
** After the Halloween Update, the Mr. Boom item's recharge bar got permanently stuck on full charge. That equals to an infinite supply of super-bombs! This one was fixed in the bugfix that quickly followed the Halloween update.
** There was a bug where [[spoiler:???]] gained ''complete invincibility'' when he took a Full Health Pill. This invincibility would last until he picked up an item that would increase the maximum health of a normal character. It even counted for No Damage achievements. Eventually,
it was patched out.
** As explained above, the Brimstone + Chocolate Milk combo was originally this, allowing you to spam blood beams all across the room for no charge delay whatsoever. However, this was quickly fixed for being too overpowered, and the resulting combo produced from it
now is now... [[PowerUpLetdown less than satisfactory]].
*** A bug that is not patched out, though, is the infamous Brimsnap glitch (named after the [[LetsPlay Lets Player]] [[http://www.youtube.com/user/bisnap?feature=watch bisnap]])): if you keeping tapping the button while firing the Brimstone beam, it will potentially ''double''
[[GoodBadBugs/TheBindingOfIsaac its damage ''and'' increase its area of effect.
** [[spoiler:Defeating the Headless Horseman will sometimes unlock Little Chad and the connected achievement, even if you haven't cleared the Caves enough times to even ''unlock'' Chad himself.]]
** On the less spectacular but more exploitable end of the scale, if you use the Temperance card to create a blood donation machine right next to one that was already there, you can use the mercy invincibility from touching one to activate the other without taking damage, doubling the rate of payout per heart. This could be extended even further if you find multiple Temperance cards on one level.
** Wrath's bombs are treated as player bombs in order to make them pushable. This means that certain powerups which alter player bombs also affect his. Such as the Bobby Bomb powerup, which makes your bombs move towards the nearest enemy. The result is a hilariously easy win.
** Before it was patched, when using Lemon Mishap after defeating a boss and leaving the room through the door, re-entering the room would allow you to fight him again, earning you an extra item.
*** A similar glitch that is currently not patched is that using a Portable Slot in a boss room after the boss is defeated, and getting a fly to buzz around the room. If you leave without killing it, the room will reset, allowing you to fight the boss again and get its item. This also works for other rooms such as secret rooms.
** Before it was patched, the final boss fight against [[spoiler:Isaac himself]] bugged out and had no music at all. This made it way more dramatic than the standard "Dark World Boss" theme.
** ''Wrath of the Lamb'' had, and may still have, a glitch where secret items don't need to be unlocked to be found.
** It was possible to enter and exit Challenge Rooms at any time as long as your character could fly. In addition to allowing a player to enter Challenge Rooms without full health, it also allowed players to pick up the item in the room and then leave without fighting any enemies. This glitch was around since the game came out, to the point where it may have become an AscendedGlitch. However, the expansion ''Wrath of the Lamb'' made the glitch even more game breaking by including more items that gave flight, as well as advanced Challenge Rooms that always gave a major item. The second update to ''Wrath of the Lamb'' removed this bug entirely.
** ''Wrath of the Lamb'' made it though that Curse Rooms only damage your character as he left them (usually, damage is received when entering AND when leaving the room).
** If you enter a room with 3 charge points or more The Battery in V1.5 (the store retail version with Wrath of the Lamb included) will give you #6 a lot sooner than usual, and ''reset the counter'', allowing a further three charges, enabling item use in every room, if you have the patience.
*** Charge #3 seems to happen without the charge icon appearing, and it doesn't affect the count.
** Also in V1.5, The Habit randomly gives extended MercyInvincibility, mostly from enemy shots or contact hits. It doesn't tend to happen with explosive damage.
** The Luck stat is not calculated correctly in the original game, resulting in Luck ''Down'' pills resulting in better drops.
** [[https://www.youtube.com/watch?v=3TndMZDxUZU Walking through solid walls of spikes]] is possible due to HitboxDissonance.
** You can [[https://www.youtube.com/watch?v=qcRivDZ4dRo steal Deals with the Devil]] by having only Soul Hearts and an invincibility item.
** [[https://www.youtube.com/watch?v=VSOVS05hq4g Getting endless money]] with the IV Bag.
** Farming boss drops with [[https://www.youtube.com/watch?v=70ruP2gr-Yk extra lives]] / [[https://www.youtube.com/watch?v=JWq1_3sARSQ the Portable Slot]] / [[https://www.youtube.com/watch?v=UwOIAGuvjPs&t=21m20s the X-Ray Goggles or lots of bombs]].
** [[https://www.youtube.com/watch?v=BgTHkuZWKeM Kamikaze can be used without taking damage]] by pushing against a wall.
** And the classic of game-breaking circles: Abusing Scapular, the Habit, and the [[https://www.youtube.com/watch?v=Rn1J8v39Ho4 D6]] or the [[https://www.youtube.com/watch?v=ZIb2TSF7u5s D20]] for infinite rerolls.
** Libraries and Devil Beggars can have their drops manipulated so that they pull from the regular item pool instead of books (in the case of the Library) or God/Devil room items (in case of the Devil Beggar).
** More fun item pool abuse: with the D6 as the spacebar item, find Greed. Wait until he spawns minions, then kill him (and only him) and reroll the Steam Sale if that drops; if not, leave the room, come back and kill Greed again in the same manner (since the room doesn't count as having been cleared, he respawns). Repeat until bored, out of re-rolls, or you break the drop system by spawning an Undefined item.
** In ''Rebirth'', Items that deal damage to you when used are rendered impotent if you have Isaac's Heart--this unfortunately makes Sharp Plug useless, but you can now spam the IV bag without having to engage in door shenanigans.
** Also in ''Rebirth'', the Broken Remote will still work on infinite-use spacebar items (such as Guppy's Paw) even if they otherwise have no effect.
** In the Boss Rush mode of ''Rebirth'', if the Carrion Queen's toxic poops are laid over the boss spawn points, then they will be popped on the boss spawning... and can [[TeleFrag pop a boss]] if it's moving over that point when the poop respawns.
** ''Afterbirth'' had a particularly nasty one in which the game could suddenly trigger an unlock for ''Platinum God''.
** Due to the way it works, the Chaos item in ''Afterbirth'', which causes collectibles to be pulled from random item pools, has a tendency to generate multiple instances of Breakfast.
** While not a true bug, but pretty close. using the special condition "poopy trail", earned by inputting the right code, will cause poop to appear on any tile you move over, if possible. Doing that and getting either Leo or Thunder Thighs, giving you the effect that any breakable terrain you step over will break instantly, will cause you to break the poop on the tile you're standing on, and generate it again immediately. with petrified poop this becomes an unending stream of coins and hearts that threatens to flood any room you enter.
** The Backasswards challenge in ''Afterbirth+'' requires you to beat the game backwards, starting from the very long and very difficult fight against [[spoiler:Mega Satan]]. However, if you suspend the game, the boss will be unloaded, allowing you to resume and leave the room without a fight.
own page]].



* ScrappyMechanic:
** The Sacrifice rooms, where you give up health to get some random chest, are almost entirely useless and feel like a leftover. ''Rebirth'' did add a somewhat useful purpose to them, but it's almost pointless since knowledgeable players avoid them like the plague.
*** As of the [[AuthorsSavingThrow December 6th patch]], Sacrifice rooms have been reworked completely, with the tier of reward changing based on how many times you have hurt yourself. Notably, the rework also makes it significantly easier to [[spoiler:fight Mega Satan]], making HundredPercentCompletion easier. See [[https://www.reddit.com/r/bindingofisaac/comments/3vtkdf/psa_new_sacrifice_room_mechanics/ here]] for more details.
** In the original game, the Polaroid trinket [[spoiler:is needed to enter the Chest]]. Unless you have Mom's Purse to double your trinket capacity, this means sacrificing a potentially useful trinket for four levels in order to use it. ''Rebirth'' mercifully fixed this by turning it into a passive collectible, though this comes at the cost of Mom dropping a potentially useful item (though, if you get the BossRush, that can make up for it). The Eternal Edition of the original made Mom's Purse a guaranteed drop from Mom, making so that while you lose a regular boss item, you get to keep both trinkets.
** The Headless Horseman and Conquest, for players trying to assemble Meat Boy/Bandage Girl. Both count as Horsemen but only drop their respective Pony item, instead of a meat cube/bandage ball. On the same subject, the addition of Bandage Girl in ''Rebirth'' makes getting either achievement twice as hard, because now neither one is guaranteed to drop.
*** And just in case the quest wasn't hard enough, in ''Rebirth'', sometimes '''your biggest savior''' can't even help you. The Book of Revelations no longer exists in the Shop's item pool, and using it won't cause a Harbinger to spawn if the floor contains a Double Trouble! boss (or Mr. Fred, as he takes up two rooms). For many a player, their run of resetting for a Basement I [=BoR=] was ruined by two Gurdies in the Womb. (Fortunately, summoning Meat Boy and Bandage Girl through the Monster Manual counts towards the achievement, so if you have a way of guaranteeing rerolls, then it's simpler to simply spam that instead.)
** ''Rebirth'' added several new curses. While most are not a problem (and the first floor Labyrinth curse now leaves both Treasure Rooms unlocked), Curse of the Blind is absolutely terrible. The curse has the effect of making you unable to see the pedestal items on that floor, replacing them with a question mark icon. This can screw a run in so many ways it's not even funny. Treasure Room items become a gamble that can have you pick up something terrible like My Reflection, Devil Room items run the risk of saddling you with the Dead Cat on top of costing the health you paid for it, shop inventory costs you 15 coins for something you can never use... the whole floor essentially becomes a roulette wheel you can either try for potential help or ignore for a lost floor of items. The worst of it is when you manage to land the curse on [[spoiler:The Chest]], where the starting room gives you four free items.
** Another disliked curse is Curse of the Maze. It causes you to, at random times, warp across the map to a random room when passing through a door. While one could see the theoretical challenge in this (going into what a player expects to be a safe room with a needed heart pickup, but then suddenly having to fight enemies), the problem is that this can also just transport one from a cleared room to another cleared room. And, sometimes, even warp you to the room you already came from. Making matters worse is that the curse will also shuffle around some of the contents of the floor, which can send something in one room clear across the map. At times it's considered an annoyance at best that barely raises the difficulty and at worst you could be pushed ''just'' over the 20/30 minute mark and get locked out of the Boss Rush/Hush battle due to the time spent fighting against a particularly large Curse of the Maze floor and hoping that the RNG will just let you go where you want to.
** Four of the challenges have the Blindfolded mechanic, which completely disables Isaac's ability to fire tears, including Mom's Knife. Not only does this make killing enemies a lot more difficult, all of the associated challenges saddle you with terrible loadouts. Solar System is nothing but orbitals, which have poor range. Cat Got Your Tongue only gives you Guppy's Hairball as a weapon, which is unwieldy at best. Beans! forces you to rely on bombs, which means your run may potentially be ruined if you run out. The Family Man gives you three familiars, but they have a slow rate of fire and you have to beat ''Isaac'' with them.
*** ''Afterbirth'' features a ''character'' with this mechanic: Lilith. It's not quite as bad as the challenges above, however, as she comes with an Incubus familiar that acts as her tears, and gains in power through items just like a normal character would. She also has an item that makes another familiar for each one she currently has that last until she leaves the room.
** In ''Rebirth'', special items become this. Almost every special item is a GameBreaker, but merely ''seeing'' them (no, this does not mean "pick the item up", all it takes is to literally see them) is enough to lower the chance of seeing another special item. Normally this would be fine, but if you see a special item like [[ScrappyWeapon Soy Milk]] or [[TierInducedScrappy Stopwatch]], have fun finding a powerful item for the rest of the run!
*** Thankfully, ''Afterbirth'' made it so that Soy Milk and Lil Brimstone are no longer special items, ensuring that you can skip Soy Milk without consequence now and take Lil Brimstone without losing the chance to get Polyphemus. The Stopwatch, [[{{Nerf}} on the other hand...]] [[SubvertedTrope Until December 6th, 2015, where it's no longer a Special Item, and got a minor buff to boot.]]
** Donation boxes and their preference for jamming. In regular gameplay this isn't so bad, as you'll frequently toss a few coins into the box during each run and build it up naturally in tandem with your normal gameplay progression, and the rewards you get are relatively minor (other than the doubled shop size). However, the donation box at the end of Greed Mode is required to unlock a lot of character buffs and items, and for some players they'll frequently go through twenty minutes of Greed Mode, trying to develop enough of a hoard to put into the box... and then it jams after three or four coins. Someone did the math, and ''assuming optimal conditions,'' it would still take at least 90 Greed Mode runs to actually fill the machine. The same patch that unlocked [[spoiler:Keeper]] made it ''much'' easier to fill the box, as it now takes a ''lot'' of coins to jam the machine.
** ''Afterbirth'' introduces damage scaling. Pretty much, the two main endgame bosses introduced are supposed to encourage more defensive builds, having high health pools and focusing a lot more on learning their different attacks. However, instead of ''just'' giving them high health, they also have a mechanic where their defense increases based on how much damage you're outputting. This means that it doesn't matter if you have an extremely low attack stat or if you have powerful game-breaking combos, the bosses will take roughly the same amount of time to defeat either way. In fact, getting too strong might be a ''negative'' against one of the bosses, as if they scale their defense high enough in tandem with their healing ability, they'll become ''impossible to kill''.
** Half-size rooms. You wouldn't think they'd be that big of a problem, but surprisingly several of them become UnwinnableByDesign through no fault of your own. One example is Krampus or Forsaken, who have rotating Brimstone attacks. These attacks are unavoidable if they're hugging the wall, and in a half-size room that's virtually always true. After enough player outrage, there was a patch released that reduced the odds of half-sized rooms appearing, but no patch as of yet to prevent unavoidable damage.
** The new pill effects from ''Afterbirth'' received a less than positive reception, due to them mostly running the gamut from "not very useful" to "actively harmful". It also doesn't help that effects that turn bad pills into good ones have ''no effect'' on them, even the ones that are unconditionally detrimental, and that a number of them have to be unlocked by doing challenges. The worst of the vitriol by ''far'' is directed towards the Retro Vision pill, which does nothing but periodically pixellate the screen for a short time. Not only do many players find it pointless and annoying, but some players have reported ''[[BrownNote actual discomfort of the eyes]]'' resulting from the effect, while others report that the effect causes severe lag. The hatred for the effect is bad enough that many players are clamoring for it to be removed from the game ''completely''.
** Angel Rooms in ''Rebirth''. While they were guaranteed to contain a free item in the original, ''Rebirth'' Angel Rooms more often than not contain pickups, which generally aren't nearly as helpful. Additionally, to get these to appear, you have to pass up a DealWithTheDevil, which more often than not grant items whose power more than justify the health cost and are usually much better than the standard Angel Room fare. Players usually only deal with Angel Rooms in order to take on the TrueFinalBoss, which requires you to find two of them in the same run -- which, due to the RandomNumberGod, doesn't always happen even with optimal circumstances (or worse, forces you to skip items like Brimstone). This was finally addressed in the second booster pack update for ''Afterbirth+'', which makes item spawns more frequent and sometimes allows you to choose between multiple items, increasing the chances for players to get something useful out of the Angel Rooms.
** [[spoiler:Delerium's]] shapeshifting and TeleportSpam. Neither of these sound terrible on their own, but together they can create literally unavoidable damage. If [[spoiler:Delirium shifts from Mom's foot to anything else if hasn't stomped, you take instant damage. It can shift into a DualBoss right on top of you]]. This renders winning with the Lost a LuckBasedMission for the most part.

to:

* ScrappyMechanic:
** The Sacrifice rooms, where you give up health to get some random chest, are almost entirely useless and feel like a leftover. ''Rebirth'' did add a somewhat useful purpose to them, but it's almost pointless since knowledgeable players avoid them like the plague.
*** As of the [[AuthorsSavingThrow December 6th patch]], Sacrifice rooms have been reworked completely, with the tier of reward changing based on how many times you have hurt yourself. Notably, the rework also makes it significantly easier to [[spoiler:fight Mega Satan]], making HundredPercentCompletion easier. See [[https://www.reddit.com/r/bindingofisaac/comments/3vtkdf/psa_new_sacrifice_room_mechanics/ here]] for more details.
** In the original game, the Polaroid trinket [[spoiler:is needed to enter the Chest]]. Unless you have Mom's Purse to double your trinket capacity, this means sacrificing a potentially useful trinket for four levels in order to use it. ''Rebirth'' mercifully fixed this by turning it into a passive collectible, though this comes at the cost of Mom dropping a potentially useful item (though, if you get the BossRush, that can make up for it). The Eternal Edition of the original made Mom's Purse a guaranteed drop from Mom, making so that while you lose a regular boss item, you get to keep both trinkets.
** The Headless Horseman and Conquest, for players trying to assemble Meat Boy/Bandage Girl. Both count as Horsemen but only drop their respective Pony item, instead of a meat cube/bandage ball. On the same subject, the addition of Bandage Girl in ''Rebirth'' makes getting either achievement twice as hard, because now neither one is guaranteed to drop.
*** And just in case the quest wasn't hard enough, in ''Rebirth'', sometimes '''your biggest savior''' can't even help you. The Book of Revelations no longer exists in the Shop's item pool, and using it won't cause a Harbinger to spawn if the floor contains a Double Trouble! boss (or Mr. Fred, as he takes up two rooms). For many a player, their run of resetting for a Basement I [=BoR=] was ruined by two Gurdies in the Womb. (Fortunately, summoning Meat Boy and Bandage Girl through the Monster Manual counts towards the achievement, so if you have a way of guaranteeing rerolls, then it's simpler to simply spam that instead.)
** ''Rebirth'' added several new curses. While most are not a problem (and the first floor Labyrinth curse now leaves both Treasure Rooms unlocked), Curse of the Blind is absolutely terrible. The curse
ScrappyMechanic: Now has the effect of making you unable to see the pedestal items on that floor, replacing them with a question mark icon. This can screw a run in so many ways it's not even funny. Treasure Room items become a gamble that can have you pick up something terrible like My Reflection, Devil Room items run the risk of saddling you with the Dead Cat on top of costing the health you paid for it, shop inventory costs you 15 coins for something you can never use... the whole floor essentially becomes a roulette wheel you can either try for potential help or ignore for a lost floor of items. The worst of it is when you manage to land the curse on [[spoiler:The Chest]], where the starting room gives you four free items.
** Another disliked curse is Curse of the Maze. It causes you to, at random times, warp across the map to a random room when passing through a door. While one could see the theoretical challenge in this (going into what a player expects to be a safe room with a needed heart pickup, but then suddenly having to fight enemies), the problem is that this can also just transport one from a cleared room to another cleared room. And, sometimes, even warp you to the room you already came from. Making matters worse is that the curse will also shuffle around some of the contents of the floor, which can send something in one room clear across the map. At times it's considered an annoyance at best that barely raises the difficulty and at worst you could be pushed ''just'' over the 20/30 minute mark and get locked out of the Boss Rush/Hush battle due to the time spent fighting against a particularly large Curse of the Maze floor and hoping that the RNG will just let you go where you want to.
** Four of the challenges have the Blindfolded mechanic, which completely disables Isaac's ability to fire tears, including Mom's Knife. Not only does this make killing enemies a lot more difficult, all of the associated challenges saddle you with terrible loadouts. Solar System is nothing but orbitals, which have poor range. Cat Got Your Tongue only gives you Guppy's Hairball as a weapon, which is unwieldy at best. Beans! forces you to rely on bombs, which means your run may potentially be ruined if you run out. The Family Man gives you three familiars, but they have a slow rate of fire and you have to beat ''Isaac'' with them.
*** ''Afterbirth'' features a ''character'' with this mechanic: Lilith. It's not quite as bad as the challenges above, however, as she comes with an Incubus familiar that acts as her tears, and gains in power through items just like a normal character would. She also has an item that makes another familiar for each one she currently has that last until she leaves the room.
** In ''Rebirth'', special items become this. Almost every special item is a GameBreaker, but merely ''seeing'' them (no, this does not mean "pick the item up", all it takes is to literally see them) is enough to lower the chance of seeing another special item. Normally this would be fine, but if you see a special item like [[ScrappyWeapon Soy Milk]] or [[TierInducedScrappy Stopwatch]], have fun finding a powerful item for the rest of the run!
*** Thankfully, ''Afterbirth'' made it so that Soy Milk and Lil Brimstone are no longer special items, ensuring that you can skip Soy Milk without consequence now and take Lil Brimstone without losing the chance to get Polyphemus. The Stopwatch, [[{{Nerf}} on the other hand...]] [[SubvertedTrope Until December 6th, 2015, where it's no longer a Special Item, and got a minor buff to boot.]]
** Donation boxes and their preference for jamming. In regular gameplay this isn't so bad, as you'll frequently toss a few coins into the box during each run and build it up naturally in tandem with your normal gameplay progression, and the rewards you get are relatively minor (other than the doubled shop size). However, the donation box at the end of Greed Mode is required to unlock a lot of character buffs and items, and for some players they'll frequently go through twenty minutes of Greed Mode, trying to develop enough of a hoard to put into the box... and then it jams after three or four coins. Someone did the math, and ''assuming optimal conditions,'' it would still take at least 90 Greed Mode runs to actually fill the machine. The same patch that unlocked [[spoiler:Keeper]] made it ''much'' easier to fill the box, as it now takes a ''lot'' of coins to jam the machine.
** ''Afterbirth'' introduces damage scaling. Pretty much, the two main endgame bosses introduced are supposed to encourage more defensive builds, having high health pools and focusing a lot more on learning their different attacks. However, instead of ''just'' giving them high health, they also have a mechanic where their defense increases based on how much damage you're outputting. This means that it doesn't matter if you have an extremely low attack stat or if you have powerful game-breaking combos, the bosses will take roughly the same amount of time to defeat either way. In fact, getting too strong might be a ''negative'' against one of the bosses, as if they scale their defense high enough in tandem with their healing ability, they'll become ''impossible to kill''.
** Half-size rooms. You wouldn't think they'd be that big of a problem, but surprisingly several of them become UnwinnableByDesign through no fault of your own. One example is Krampus or Forsaken, who have rotating Brimstone attacks. These attacks are unavoidable if they're hugging the wall, and in a half-size room that's virtually always true. After enough player outrage, there was a patch released that reduced the odds of half-sized rooms appearing, but no patch as of yet to prevent unavoidable damage.
** The new pill effects from ''Afterbirth'' received a less than positive reception, due to them mostly running the gamut from "not very useful" to "actively harmful". It also doesn't help that effects that turn bad pills into good ones have ''no effect'' on them, even the ones that are unconditionally detrimental, and that a number of them have to be unlocked by doing challenges. The worst of the vitriol by ''far'' is directed towards the Retro Vision pill, which does nothing but periodically pixellate the screen for a short time. Not only do many players find it pointless and annoying, but some players have reported ''[[BrownNote actual discomfort of the eyes]]'' resulting from the effect, while others report that the effect causes severe lag. The hatred for the effect is bad enough that many players are clamoring for it to be removed from the game ''completely''.
** Angel Rooms in ''Rebirth''. While they were guaranteed to contain a free item in the original, ''Rebirth'' Angel Rooms more often than not contain pickups, which generally aren't nearly as helpful. Additionally, to get these to appear, you have to pass up a DealWithTheDevil, which more often than not grant items whose power more than justify the health cost and are usually much better than the standard Angel Room fare. Players usually only deal with Angel Rooms in order to take on the TrueFinalBoss, which requires you to find two of them in the same run -- which, due to the RandomNumberGod, doesn't always happen even with optimal circumstances (or worse, forces you to skip items like Brimstone). This was finally addressed in the second booster pack update for ''Afterbirth+'', which makes item spawns more frequent and sometimes allows you to choose between multiple items, increasing the chances for players to get something useful out of the Angel Rooms.
** [[spoiler:Delerium's]] shapeshifting and TeleportSpam. Neither of these sound terrible on their own, but together they can create literally unavoidable damage. If [[spoiler:Delirium shifts from Mom's foot to anything else if hasn't stomped, you take instant damage. It can shift into a DualBoss right on top of you]]. This renders winning with the Lost a LuckBasedMission for the most part.
[[ScrappyMechanic/TheBindingOfIsaac its own page]].
24th Jun '17 7:20:13 PM JudgeSpear
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* DemonicSpiders:
** Leapers, the bane of any player going for a NoDamageRun [[spoiler:(or playing The Lost)]]. Their erratic jumping makes them hard to hit consistently, they can jump to any part of the screen with little warning, and when there's four of them, the screen tends to be filled with bullet spam from repeated jumps. A real pain to deal with.
** Mr. Maws. They swing their head at the player, which can be very hard to dodge, and upon death, they leave shooting heads (and sometimes slow-moving bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter.
** Psychic Maws. They're a variant of Maws, which are already annoying enemies. These fire homing tears, have increased health, and have an Eternal Fly circling around them which can block hits. Fortunately, they are rather rare.
** Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, there's a version of this enemy with Isaac's face in place of the brain which ''charges at you at full speed.''
** Eyes, especially when they're not located in the center. These are likely to hit the player. The bloodstream versions are even more dangerous (especially without having a weapon to shoot over rocks), as bloodstreams last longer than EyeBeams and they're often situated between rocks, making it hard to hit them.
** Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, the white "Alternate" varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.
** Wrath of the Lamb has the jumping spiders known as Trites. They're just like hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more.
** Chubbers. They have the same appearance as a Vis (the walking stomachs that shoot giant lasers at you) but have a small Chub housed inside each of their bodies, which fires rapidly, can go through rocks and walls, and takes out a whole heart of health. It doesn't help that they have an insane amount of HP and often come in packs of 5 or 6. Made even worse in ''Rebirth'': their Chub now blocks tears!
** Keepers. They're the little bouncing Greed heads. They jump around erratically like Leapers, put you through BulletHell, and every single shot or collision with them makes you drop coins, making one lost forever. Much like spiders, they have the uncanny ability to [[MyRulesAreNotYourRules squeeze between boulders and pits joined by one corner]]. They often come in packs of four, and Super Greed is all about spawning these.
** Hangers, which are basically hostile shopkeepers. They fire three way shots, have Eternal Flies circling them, and have a ''ton'' of health.
** Masks and Hearts. The mask is invincible, and is connected to a heart which can soak a lot of damage. The masks charge and have very good reflexes. The hearts try to flee from Isaac, and if he gets too close, fire four shots in the cardinal directions (like the Clotties) to defend themselves. Fighting them in rooms with rocks makes them even harder to deal with. Finally, they are rarely alone. Good luck dodging the extremely nimble masks while trying to get a clear shot at the hearts, which retaliate on their own accord.
** And, well, basically ''every enemy'' in the Womb and Beyond, since they do one heart per hit instead of half.
** The new wall-crawling spiders in ''Rebirth''. They come in three flavours: three-shot burst, triple shot, and Brimstone. The three-shot burst version is annoying but easy enough to kill. The triple shot one is blind, fires without warning, and moves random. Rooms can potentially have three of them stacked on one side, making it difficult to kill them without taking damage. Rooms with the Brimstone variety often have you taking damage immediately as you enter the room, sometimes twice from the same Brimstone laser.
** The Walking Hosts. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.
** In Greed Mode, any enemy that likes to teleport/tunnel around the room (such as Lumps, Round Worms, and Wizoobs). The double-sized room makes these enemies much harder to track down and kill, which means that they'll often be still alive when the next wave spawns, essentially making you deal with two waves of enemies at a time. And if the RandomNumberGod sees fit to saddle you with multiple waves of these guys in a row, good luck.
** Also in Greed Mode, Death's Heads, the invulnerable enemies that bounce around the room and only die if the room is cleared. The problem in Greed Mode is that if you can't kill the wave fast enough (quite likely given that they tend to spawn alongside tough-to-kill enemies like Walking Hosts), you'll end up having to deal with ''more'' enemies spawning on top of you, which means more things you have to kill to get rid of the Death's Heads. And the next wave that spawns could very well include ''even more'' Death's Heads, at which point you will not have very much room to dodge and hitting something that actually takes damage becomes nigh-impossible.
** ''Afterbirth'' added a skeletal version of Mom's hand which is approximately 100 times worse than the original. The original just flew down and tried to grab you. This one does the same, only when it lands, it releases an earth wave like The Cage, and when it dies it releases spiders.
** ''Afterbirth'' also gives us the Imp, which is basically what you get if you take a Baby, give it more health, make it actively try to dodge your shots, and make it shoot five times in a row. To top it off, these guys love to hang out in Devil Rooms, hiding behind the statue to get cheap shots on you before you fully register that it's there.
** ''Afterbirth+'' has the occasional [[ChestMonster mimic chest]]. There used to be no way to know in advance if they're spiked chests in disguise until you stand right next to them. Being forced to carefully check each chest when previously you'd just run into them was perceived as a unwarranted annoyance by most players. The design was thankfully changed to feature blood splatter and darker gray color, making it fairly easy to tell at a glance.
** The MookMaker portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each summon, made more likely with repeat summons.
** You know those invincible head enemies that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds a Fatty variant of it that does an impressive job at being a hindrance. It comes in pairs and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.

to:

* DemonicSpiders:
** Leapers, the bane of any player going for a NoDamageRun [[spoiler:(or playing The Lost)]]. Their erratic jumping makes them hard to hit consistently, they can jump to any part of the screen with little warning, and when there's four of them, the screen tends to be filled with bullet spam from repeated jumps. A real pain to deal with.
** Mr. Maws. They swing their head at the player, which can be very hard to dodge, and upon death, they leave shooting heads (and sometimes slow-moving bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter.
** Psychic Maws. They're a variant of Maws, which are already annoying enemies. These fire homing tears, have increased health, and have an Eternal Fly circling around them which can block hits. Fortunately, they are rather rare.
** Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, there's a version of this enemy with Isaac's face in place of the brain which ''charges at you at full speed.''
** Eyes, especially when they're not located in the center. These are likely to hit the player. The bloodstream versions are even more dangerous (especially without having a weapon to shoot over rocks), as bloodstreams last longer than EyeBeams and they're often situated between rocks, making it hard to hit them.
** Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, the white "Alternate" varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.
** Wrath of the Lamb
DemonicSpiders: Now has the jumping spiders known as Trites. They're just like hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more.
** Chubbers. They have the same appearance as a Vis (the walking stomachs that shoot giant lasers at you) but have a small Chub housed inside each of their bodies, which fires rapidly, can go through rocks and walls, and takes out a whole heart of health. It doesn't help that they have an insane amount of HP and often come in packs of 5 or 6. Made even worse in ''Rebirth'': their Chub now blocks tears!
** Keepers. They're the little bouncing Greed heads. They jump around erratically like Leapers, put you through BulletHell, and every single shot or collision with them makes you drop coins, making one lost forever. Much like spiders, they have the uncanny ability to [[MyRulesAreNotYourRules squeeze between boulders and pits joined by one corner]]. They often come in packs of four, and Super Greed is all about spawning these.
** Hangers, which are basically hostile shopkeepers. They fire three way shots, have Eternal Flies circling them, and have a ''ton'' of health.
** Masks and Hearts. The mask is invincible, and is connected to a heart which can soak a lot of damage. The masks charge and have very good reflexes. The hearts try to flee from Isaac, and if he gets too close, fire four shots in the cardinal directions (like the Clotties) to defend themselves. Fighting them in rooms with rocks makes them even harder to deal with. Finally, they are rarely alone. Good luck dodging the extremely nimble masks while trying to get a clear shot at the hearts, which retaliate on their own accord.
** And, well, basically ''every enemy'' in the Womb and Beyond, since they do one heart per hit instead of half.
** The new wall-crawling spiders in ''Rebirth''. They come in three flavours: three-shot burst, triple shot, and Brimstone. The three-shot burst version is annoying but easy enough to kill. The triple shot one is blind, fires without warning, and moves random. Rooms can potentially have three of them stacked on one side, making it difficult to kill them without taking damage. Rooms with the Brimstone variety often have you taking damage immediately as you enter the room, sometimes twice from the same Brimstone laser.
** The Walking Hosts. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.
** In Greed Mode, any enemy that likes to teleport/tunnel around the room (such as Lumps, Round Worms, and Wizoobs). The double-sized room makes these enemies much harder to track down and kill, which means that they'll often be still alive when the next wave spawns, essentially making you deal with two waves of enemies at a time. And if the RandomNumberGod sees fit to saddle you with multiple waves of these guys in a row, good luck.
** Also in Greed Mode, Death's Heads, the invulnerable enemies that bounce around the room and only die if the room is cleared. The problem in Greed Mode is that if you can't kill the wave fast enough (quite likely given that they tend to spawn alongside tough-to-kill enemies like Walking Hosts), you'll end up having to deal with ''more'' enemies spawning on top of you, which means more things you have to kill to get rid of the Death's Heads. And the next wave that spawns could very well include ''even more'' Death's Heads, at which point you will not have very much room to dodge and hitting something that actually takes damage becomes nigh-impossible.
** ''Afterbirth'' added a skeletal version of Mom's hand which is approximately 100 times worse than the original. The original just flew down and tried to grab you. This one does the same, only when it lands, it releases an earth wave like The Cage, and when it dies it releases spiders.
** ''Afterbirth'' also gives us the Imp, which is basically what you get if you take a Baby, give it more health, make it actively try to dodge your shots, and make it shoot five times in a row. To top it off, these guys love to hang out in Devil Rooms, hiding behind the statue to get cheap shots on you before you fully register that it's there.
** ''Afterbirth+'' has the occasional [[ChestMonster mimic chest]]. There used to be no way to know in advance if they're spiked chests in disguise until you stand right next to them. Being forced to carefully check each chest when previously you'd just run into them was perceived as a unwarranted annoyance by most players. The design was thankfully changed to feature blood splatter and darker gray color, making it fairly easy to tell at a glance.
** The MookMaker portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on
[[DemonicSpiders/TheBindingOfIsaac its own after each summon, made more likely with repeat summons.
** You know those invincible head enemies that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds a Fatty variant of it that does an impressive job at being a hindrance. It comes in pairs and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.
page]].
12th Jun '17 3:55:42 PM DastardlyDemolition
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*** Of course, when ''you'' have them they have the same advantages as the boss ones and items like the Head of Krampus, Tammy's Head (if you have brimstone), and especially [[spoiler:Mega Blast]] can deal a lot of damage with their beams. Tammy's Head is stronger with Brimstone than the Head of Krampus because it shoots in all directions instead of the cardinal directions and recharges after a single room. This is all if you can get the items in the first place (Azazel at least benefits more from Tammy's head, see below in "Tier Induced Scrappy").
10th Jun '17 1:54:00 PM nombretomado
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*** Thankfully no longer the case as of 2015. Nintendo's former head of indie relations, Dan Adelman, managed to reform Nintendo's outdated and restrictive eShop policies prior to leaving the company to go independent, which finally allowed ''Binding of Isaac: Rebirth'' to see an official eShop release on the New 3DS and {{Wii U}} in an uncut state.

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*** Thankfully no longer the case as of 2015. Nintendo's former head of indie relations, Dan Adelman, managed to reform Nintendo's outdated and restrictive eShop policies prior to leaving the company to go independent, which finally allowed ''Binding of Isaac: Rebirth'' to see an official eShop release on the New 3DS and {{Wii UsefulNotes/{{Wii U}} in an uncut state.
3rd Jun '17 6:09:21 PM Luigifan
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** As stated in BrokenBase, ''Afterbirth+'' as a whole was initially released to mixed reactions, particularly due to the difficulty spikes that bordered on just plain unfair at times. However, Edmund listened very closely to fan feedback over the next two months and tweaked the game accordingly, removing much of the FakeDifficulty and buffing underwhelming items. These tweaks have very well-received by the community, and now ''Afterbirth+'' is largely considered a good follow-up to ''Afterbirth''.

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** As stated in BrokenBase, ''Afterbirth+'' as a whole was initially released to mixed reactions, particularly due to the difficulty spikes that bordered on just plain unfair at times. However, Edmund listened very closely to fan feedback over the next two months and tweaked the game accordingly, removing much of the FakeDifficulty and buffing underwhelming items. These tweaks have been very well-received by the community, and now ''Afterbirth+'' is largely considered a good follow-up to ''Afterbirth''.
26th May '17 2:02:55 PM LordHyper
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** Angel Rooms in ''Rebirth''. While they were guaranteed to contain a free item in the original, ''Rebirth'' Angel Rooms more often than not contain pickups, which generally aren't nearly as helpful. Additionally, to get these to appear, you have to pass up a DealWithTheDevil, which more often than not grant items whose power more than justify the health cost and are usually much better than the standard Angel Room fare. Players usually only deal with Angel Rooms in order to take on the TrueFinalBoss, which requires you to find two of them in the same run -- which, due to the RandomNumberGod, doesn't always happen even with optimal circumstances (or worse, forces you to skip items like Brimstone).

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** Angel Rooms in ''Rebirth''. While they were guaranteed to contain a free item in the original, ''Rebirth'' Angel Rooms more often than not contain pickups, which generally aren't nearly as helpful. Additionally, to get these to appear, you have to pass up a DealWithTheDevil, which more often than not grant items whose power more than justify the health cost and are usually much better than the standard Angel Room fare. Players usually only deal with Angel Rooms in order to take on the TrueFinalBoss, which requires you to find two of them in the same run -- which, due to the RandomNumberGod, doesn't always happen even with optimal circumstances (or worse, forces you to skip items like Brimstone). This was finally addressed in the second booster pack update for ''Afterbirth+'', which makes item spawns more frequent and sometimes allows you to choose between multiple items, increasing the chances for players to get something useful out of the Angel Rooms.
13th May '17 4:45:54 PM finalsurvivor1
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** The second Booster Pack for ''Afterbirth+'' buffs Angel Rooms, with them now giving items more frequently and being able to spawn with multiple items which you would choose between.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.TheBindingOfIsaac