Lunar Ray actually just stunlocking Prometheus to death. | Hades 2 Olympic Update



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16 thoughts on “Lunar Ray actually just stunlocking Prometheus to death. | Hades 2 Olympic Update”

  1. lmao before i finish this video i just wanna say i beat chronos with this aspect recently and i was fully intending to do an omega special build but i got hestia's attack and i was like. well i like that. SO I JUST DID A NORMAL ATTACK BUILD 😭 and won hehe

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  2. Thanks to watching you and boated i now feel confident enough that my standard fear is 16 (max health, max hordes, max scars, max wandering, miniboss buff) to get the highest possible damage number at the end. Managed to get a run with 460k on the pan special, hoping for 500k soon!

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  3. 1:31 SGG really should remove the =><> path from the game, like not only does it lock you out of seeing 2 sublime (final node) upgrades but also only gives 2 bright (blue) upgrades. I get there should be RNG in a roguelike but there's already RNG involved in the hex selection as well as the free upgrades provided AND there's already another path of stars that only has 1 sublime upgrade. The RNG of getting =><> is bad because lunar ray has bright upgrades like firing for more seconds and it gaining your attack boon bonuses (5 total) so the completely non-rollable nature of hexes just screws you if you get the =><> branch and you stay screwed the entire run, it isn't as if more doors or more rolls will change that outcome.

    Addendum; lunar ray is like the second best hex for midnight oil, which is a global speed buff to both normal and omega moves (wolf howl requires more magic but has incredible defensive utility even without upgrades) with percentages higher than nimble limbs/mind. That's something i guess.
    Also the attack boon thing is bugged right now for poseidon and hephie, former doesn't give a billion splashes and the latter only gives 1 blast.

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  4. I suggested in the feedback channel a completely different Selene mechanic that had the same spirit but was more streamlined and varied. And potentially more fun.

    Instead of a random path, you'd have a 4 pointed star with each common buff type on each end, since there's only 4 per hex. The points you spend to move along the path would instead be used to level up each star point indefinitely, and after spending a certain amount, you would be offered a trio of bright boons to choose from like the other gods. Spend more and you get a sublime choice, and then it goes back to bright for the next buff. The hex phase would both increase the points you get to spend per path, and decrease how many points you need to spend to get offered better buffs, making for an exciting peaks-and-valleys gamble with Selene where you can end up with a run-carrying Hex before you even leave Erebus or just a meh hex like we usually get.

    I only take Selene rn if I feel like lowering my odds of winning by cluttering up my god pool. The idea I have has this thrill to it, and what we have now is a complete and total chore. The calls before had their varying levels of viability and application, and that in itself was the fun part. The fun part of Selene is having a supremely broken hex after some effort, but attention is too divided between gods, hammers, health and magic, and money for it to be genuinely viable as it is. It's a novelty that drops the power level of your build, which is already lower if your reward offers aren't focused enough.

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  5. Ok this might be stupid but i notice that in Olympus alone, enemies sometimes have reduced health as soon as u enter the room, like in 20:50 the dragon was less fhan 50% health. How ? I didn't see you take any boons that do that and it happens in almost every run i've seen

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