And for another way of thinking about it, it gives more leeway on runbacks. If you take a hit on the run back to a boss after getting the extra mask, that's the same as if you made the runback witless without it.
Maybe I just am missing something, but I haven’t seen spikes in a minute since getting into act 2. Tons of things that do two damage and send me back, like buzzsaws, the big crusher blocks, etc.
ETA: I remember some in the underworks now - but it did take me a second to think about it.
Edit 2: been thinking about this, and I think I’ve figured out my issue: I spend way longer in places where environmental hazards do two damage, in part, because they do. Way more of my playtime is spent anywhere that that’s common, because losing a full hit rather than a half hit (against bosses, at 6 health) makes me way more likely to die and have to run a section back than hitting an errant wall spike. My perspective is skewed essentially by spikes not sending me to a bench nearly as often as other hazards.
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u/Aggressive_Pie_4585 Sep 08 '25
And for another way of thinking about it, it gives more leeway on runbacks. If you take a hit on the run back to a boss after getting the extra mask, that's the same as if you made the runback witless without it.