More people need to know just how crazy this shotgun build gets. | Hades



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28 thoughts on “More people need to know just how crazy this shotgun build gets. | Hades”

  1. Maybe instead of a free try out room, give players the option to reuse builds they already had in a testing environment.
    That way you have to find builds first but can practice them.
    This would not be the desired solution but maybe one that could encourage additional runs

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  2. I think modular difficulty is good for hades both in terms of accessibility and longevity but I think some pacts, which define high level play are really unbalanced which makes the post 40-ish heat unbearable and just too steep a step. The pact that disables mirror traits for example is just massively above any other heat in terms of impact and personally I'd like if hades 2 has modular difficulty then the high difficulty is a bit more gradual so that the highest possible difficulty still feels hard but the journey to get there is more sloped than stepped

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  3. They just need to make a separate save for speedrunning that would solve a lot of the problems, also removing god keepsakes would make the game less enjoyable for 90 percent of players, could have them off in speed run mode tho ?

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  4. I like the keepsakes because I enjoy interacting with the gods as characters, especially pre-true ending when trying to get all the storylines done. It’s also why I keep coming back to this game time and time again even though I dislike rogue likes. The characters are extremely interesting.

    For hammers, rather than rerolling I wonder if there could be different hammer types. I can accept the first random one, but it’s frustrating to get all special hammers one I have no use for an attack build. I’ll even be ok if they were rarer but had more specialization, or require use of gold/resources to customize. The purchasing system is quite straightforward atm so there’s potential in integrating it further.

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  5. I thibk good game design has elements which can alter the game in fu engaging ways. Not nessarily good, but transformative. Beating games with janky builds is fun, beating games with consistent strong builds is fun. Beating games with boring overtuned items gets old and losing due to poor tuned items feels bad. I do think in general hades does allow for some jank, and I appreciate that. Fully customizable loadouts feels not in the spirit of a rogue lite. Why play a rogue light if you want a ton of control of the experience?

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  6. I think God keep sakes might be better if they were delegated to a second biome. Like your first biome is just running through with limited control, then you can try and make it work with a God keepsake to add to it in the next biome.

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  7. 100% disagree about removing god keepsakes or fundamentally changing how they work. I think this is an instance of, as you say, a player identifying a pain point but not knowing exactly what the problem is or how best to fix it. Hades is my favourite game of all time and that's only because of the god keepsakes. The total randomness is fun at the start of the game, when you're learning the ropes, meeting new characters and getting new dialogue, discovering all the boons, and blindly trying out new combinations. Once you've seen all the boons and understand which ones work well together and with what weapons, you want to play with specific builds. I don't have unlimited free time, and Hades gets only a portion of it, so I wouldn't want to play much beyond the end of the story if I didn't have the control that god keepsakes afforded me to play the game as I wanted. Besides, you might guarantee a god, but you can never guarantee a specific boon, nor its rarity, and guaranteeing multiple gods when the game wants to give you different ones is its own challenge with risk:reward decisions. You also don't control how many boons you get per run. Yes, you've got rerolls, and again, Hades wouldn't have the same longevity for me without them and the control they afford you, but everything still has a significant element of chance.

    If the god keepsakes make the game too easy on a personal level, you can always play without them. If they make the game too easy on a competitive/speedrunning level, they can always be banned by whatever "authority" you submit your runs to. The strength of god keepsakes is also contingent on the quality of a god's boons and how easy it is to get the best ones. In Hades 2, we're going to have more boon-giving gods, and I imagine their boon pools will be larger than the Hades 1 gods' because the nature of sequels is to make everything bigger. Plus, there might be new attacks or abilities that can receive boons, increasing the amount of tier 1s across the board—being able to manipulate your tier 1 boon selection is arguably the most impactful form of boon control. Ergo, if the problem doesn't sort itself out through scale, you can always make your own choices about what's fun to play with. At the end of the day, it's a video game and the only thing that matters is fun, and I think removing the god keepsakes would make the game a lot less fun for a lot of people.

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  8. I feel like part of what made Hades popular is both how much control you have and the characters. And removing the keepsakes hurts both, since you cant try for a build you just have to be lucky (especially a problem in Tartarus when you can often get forced into single choice boon rooms) and it become a nightmare to progress story and dialogue with any boon gods. Honestly this feels like a take from a roguelike fan who has long run out of things to do rather than what the casual majority would want. Plus if you want to play full random…you can. Just take Coin Purse or Mom Pom or whatever other keepsake and play full random.

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  9. i feel like a "sandbox" environment as a late game unlock is quite good, the reason i come back to hades is that i wanna try a build i saw you do or just a random build i like, but if i cant pull that off because its inconsistent in a normal run then it kinda puts me off, as a late game pick up it forces you to complete (or close to it) the game before you can do whatever you want with it.
    i can compare this to a game like risk of rain 2 (i know its not the same but the idea remains the same) that the command artifact (basically sandbox mode) is an unlockable you have to achieve,
    and in the harder difficulties (eclips) its completely locked off (no progression while using it).

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  10. Top of my wishlist for Hades 2 is an ability to ban one god from your run with something like an anti-Heat level. Or adding other benefits that lower your heat level. I wish there were a way to make certain builds more likely for higher risk, without killing the difficulty

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  11. I think the combination of no god keepsakes and an unlockable sandbox mode would be cool. Like maybe once you’ve completed the story you can access boons/hammers you’ve already gotten but with your run data marked differently or something. That way they could keep the joy of discovering new play styles alive imo

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  12. Maybe removing gods from the god pool could cost heat.

    Having all 12 gods possibly be offered until you have boons from 4 of them is the default, but if you add X heat of difficulty, you can take out one specific god from the pool. Maybe the heat costs grow as you remove more gods.

    I think the problem with the god keepsakes now being too powerful is that there's no cost to the control you gain (really only the opportunity cost of not using a different keepsake for a biome).

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  13. Re: hammers

    Part of the issue (IMHO) is that you almost never want certain hammers/always want a particular hammer. They range from "objectively amazing" to "doesn't do much," or are reliant on two specific hammers for excellent results. Like, the rail has some great hammers, but no combo is outstripping cluster rockets.

    Some ideas for how it could be improved in the sequel or a similar game:

    1. Let players choose between special or attack focused hammers, and you get 2-3 choices from there. This keeps the randomness, but leaves a bit of input. Maybe this could be reserved for a costly anvil-esque option?

    2. Make most hammer options a bit more powerful on average. Or maybe noticeably more powerful with visuals and secondary effects. Cluster Bomb isn't just a cool hammer because it does a lot of damage; it also looks noticeably different and thus gains some cool factor. The sword and spear especially lack "cool factor" hammers where cool stuff happens on screen because of a hammer effect IMO.

    3. MORE HAMMERS. More choices could make it feel a bit less painful when you don't get the perfect one. Maybe best paired with idea 1 or 2?

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  14. Don't really agree with removing God keepsakes. Why would you want more RNG? If you made videos with your cool builds then we as viewers wouldn't be able to replicate them which like you mentioned, lots of people like to do.

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  15. For hammers: unlock Daedalus as a character, get option to pay him something like 5 diamnonds before the run to select 1 hammer that will appear in a pool when you first find a hammer.
    This way you get this option only later in the game, and when you first get the opportunity it will be a choice between story progress (you need diamonds for that) and build guarantees. At the very late game when you hoarded enough crystals anyway it's just a qol

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