As it is, I'm curious: What kind of playstyle are you generally using here? Are you winning the game every time or most of the time? Which mechs are you using most?
I don't win most of the time by any means. About half of my wins though seem to be getting some lucky combination of items.
I tend to play Deep Blue, Indigo Dipole, or Redshift.
Indigo Dipole is my most consistant mech (still a <15% winrate), and I tend to be very defensive with it. Sit behind mines and pewpew, when those are out start dodging shit and use missiles to save my bacon.
Deep Blue I do well with if I can swap out the Spine Ballista (still a <15% winrate.) This one I tend to go for killing shit fast- Ideally I get A Phasing Grace and/or Lorentz Shift and wreck everything in those first 10 seconds.
Redshift is my best mech if you discount the runs where I get cocky and die (all of them.) I play Redshift in stop motion. Take a step and shoot, take a step and shoot, take a step into an enemy bullet and die because I'm bad.
can you think of any particular specifics that just seem really bad to you?
The big deal with sacrifice items is that it puts me two or three shots from death, unless I get fairly lucky with defensive shops.
Granted, I still tend to take one or two on later floors, but never any of these ones.
Harmony: 100000 energy till hit
Really bad unless it's really degenerate (try it with the repulsion mines sometime- still not werf early on of course)
Large and In Charge: +33% damage, +33% size -Some amount of MS
Damage boost: fantastic.
Inability to fit in safe spots AND less health? Nah man.
Revenge Rams: Spawn Rams on hit
Assuming, for generosity's sake, that you have two shields and can fully heal each room; this item will spawn three rams early up to six rams later in the game.
The rams are pretty derpy, and frequently never reach their target
When they do reach their target, the result isn't impressive enough to warrant one less hit worth of health
Nanite Hull: Heal every room
Attrition is almost never my problem. Not dying in particularly tough rooms/boss fights is my problem.
This doesn't solve my problem. (Yeah this one is defs playstyle.)
Skeleton Key: Infinite keys
So there are three problems with this one.
First, it's only valuable in runs where I fail the bonuses i.e. runs I'm doing pretty shitty in anyways.
Second, the +5 keys perk can more or less replace this guy, and -5 health is more than a perk's worth.
Third, picking up the skeleton key basically guarentees no further locked chests will spawn.
EveryShotCounts does increase energy weapon damage by 100% (which does increase efficiency by 100% too). Is it that big of a deal? Maybe? I mean, is it that different than items that doubles your energy capacity, rewards you with energy every time you make a kill, or just give ongoing energy regeneration?
I mean, yeah it's exactly as good as a theoretical item that doubles your energy.
The closest you get is the Big Leaky Battery, an extremely good item of equal rarity. The Big Leaky Battery doesn't double other energy boosts you may gain, drains 5 energy/sec and doesn't come with a 10% damage boost.
The double damage/half fire rate- disregarding impact on energy weapons- isn't really a boon or bane and is certainly not enough of a downside to put BLB on par with ESC.
The other two items you alluded to are sacrifice shop items, and pretty difficult to compare. I'm gonna... just kind of ignore them unless the Big Leaky Battery isn't a sufficient argument.