Dash builds are coming back baby! | Hades 2



Hades 2 tech test playlist! https://www.youtube.com/playlist?list=PLmj6-vxquxwRs2j-jK4XOhsrJ1fDxw-gc
Full vod available to watch here! https://www.twitch.tv/videos/2122627985
Sign up for the technical test on the Steam page: https://store.steampowered.com/app/1145350/Hades_II/

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25 thoughts on “Dash builds are coming back baby! | Hades 2”

  1. 11:40 I still think it's really strange for the burn to stop hurting it just because you can't see it anymore. And the health bar should go back to red instead of staying the dies-to-burn-colour in that case
    Also looks like you missed a shade where Arachne was? Curious why resource sense didn't alert you of that though

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  2. So crazy theory here but what if each full finished run (once the story is fully done) you free a family member (probably Persephone first, then Zag, then Hades) and they can then appear in the run to give you either boons or something else? What if after freeing all three you then have to go up through entirely new zones to Mount Olympus.

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  3. I did see a comment that someone posted on the chat. The gameplay does seem slow compared to the original Hades. I don't remember how I started playing, but there are certain elements in the game that seem to make the game feel slower (e.g., waiting for magick to restore). How's the general feeling after 5+ runs?

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  4. Mel whispered her line when she picked up an item in Arachne's room, while Arachne was busy singing her little death lullaby to a fly. I don't know if that's just a coincidence or not but it sounded really natural. Supergiant is one of very few companies that pays attention to details that small so maybe it's intentional

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  5. I was kinda on the fence when I saw how many different materials there are to gather and collect but I definitely like it now that I've thought about it. In my opinion, one of my biggest issues with HadesĀ¹ was that I think the devs took "We dont want people feeling salty if they die" a little too intensely to the point that throwing runs or not putting in effort to fully clear a run didn't feel bad. The limited materials to gather while nice and not the most intrusive on a run, definitely felt a little lacking. But now with so many ingredients and stuff to look out for, as well as certain things only being available to collect during certain weather or with certain tools, losing a run just feels like an opportunity to go on another shopping trip. HadesĀ¹ wanted to prevent upset by being soft and making the "Your Run Has Ended" sign kind and inoffensive and rewarding you for doing so, but HadesĀ² prevents upset by putting a carrot on a stick in front of the "new run" button making you ignore the "Your Run Has Ended" sign entirely. If that makes sense that is-

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