They buffed the HELL out of the Torches! | Hades 2



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41 thoughts on “They buffed the HELL out of the Torches! | Hades 2”

  1. I think maybe the copied specials count as attack damage on the victory screen. I didn't even have an attack boon for most of my run with this aspect and it was my top damage too.

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  2. Honestly looks so much more fun as an ASPECT now.

    The old EOS being a hammer makes more sense as well.

    Like momus, great way to integrate more than 1 style of play since it involves at least 2 attacks.

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  3. @34:04 About why they increased amount of gods per run – it is probably for testing. They probably want more variety in the finished game but limiting god pool early on get you better metrics on what boons from particular god are most popular/taken over the rest. It gives them data about what boons need a bit of work seeing how some of them seem undesirable and some others overdesirable.

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  4. I feel like eos is just so much better than the other torches now. mel aspect feels useless with the expensive and slower omega specials, and moros suffers a similar issue where the specials are just too slow to use now

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  5. In theory it's pretty fun, but having to depend on lil Daybreaker's bad tracking ai and excruciatingly slow speed is often frustrating. Sometimes the enemy you want it to follow is right in front of it and it'd instead sloooowwwly crawl across the room to chase something on the other side.

    I think it'll be excellent with some qol updates and bugfixes.

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  6. not impressed… the day breaker just floats around really slowly and it's basically a gamble if enemies are gonna be near it or not. So I have to be near it and because of it, also near the enemies which defeats the whole purpose of a ranged weapon.

    They have a lot of work to do with the weapons. They should have kept momus as it were so people would have at least 1 easy no brain required aspect for the feel good experience.

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  7. Tryed a run with Moros earlier and its actually quite fun to just pop 1 or 2 omega specials and then spam the attack close range so they immediately explode in the orbiting specials

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  8. Strongly disagree with the change to vow of forsaking tbh. If they didn’t want players using it in that way they should have thought about it before adding it to the game. I think a more sensible solution would have been to rework the vow entirely, eg to make it more similar to approval process in hades 1 where fewer options are available but boons not actually locked out.

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  9. I tried a new build today and on average it does 2k from each of the omega attacks. There was also funeral pyre added too it so i got up to 11k burn damage just from holding my omega and not doing much except dash around.

    Nuke duo boon
    Weapon: sister blades aspect of Artemis
    ATTACK: Aphrodite
    Special: Wave flourish
    CAST: Engagement Ring
    DASH: passion dash
    MANA REGEN: HEARTH GAIN
    HAMMER: explosive Ambush
    Duo boons: funeral pyre, burning desire
    Extra boons: glowing coal, slow cooker
    And any of the Hermes boons that increase attack speed

    The goal is to get the posideon aphro duo boon aswell but i was tryinf it on the surface so i didnt get as many gods as i wanted

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  10. The more I think about them, the more I feel like the reworked Momus and Eos were initially meant to be the hidden aspects for their respective weapon. A few other aspects were changed in the patch, but they retained their original effects, it's just some numbers that were changed here and there or some effects flipped around. But overall they remained the same in their basic idea. Momus and Eos, on the other hand, are radically different and each produce effects that are very unique and very powerful. And both have their own unique animations. SG possibly could have produced the animations themselves and the parameters for their in-game performance in a month (i'm not a game developer), but they also could have already been working on those effects for the future aspects and decided to introduce them earlier.

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