Patch Notes: https://store.steampowered.com/news/app/1145350/view/4191241567727414432
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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.
I don't think there's a single person who likes Nemesis. Somehow they managed to make the single most unlikable character in gaming history.
HECATE encounter starts at 9:35. end of the encounter is at 9:48. The SCYLLA encounter starts at 18:38 at 18:59 is when you reach the feature artist cutscene. 19:38 encounter ends. 30:09 CERBERUS encounter starts. 30:24 ceberus spawns in adds. CERBERUS encounter ends at 31:04. CHRONOS encounter starts at 40:21 second part of the encounter starts at 41:48 at 43:21 encounter ends. Im not sure why i did this.
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.
How can that be how it worked pre patch when it's a completely new aspect?
The frinos bit will never get old please keep it up for as long as possible
This makes me wanted to try the combo of Hera and Hestia
Torch enjoyers eating good tonight
why didn they buff moros
Eos so bugged. Looks fun but not worth using til next patch.
Now does the Aphro damage trigger on enemies being close to Mel or the Daybreak?
The frog and the hex is becoming a running joke 😭
Reminds me the aspect of Zeus on Hades 1
The bug may be a bug, but it allows the Daybreaker to deal direct damage if you spam the omega special on it (if only it went where you wanted it tho)
The frog blocks projectiles now? How come that wasn't in the patch notes?!??!
@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.
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
"Foolish girl — you will never stop Ti—me . . . Why do I hear Lavender Town music?"
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.
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.
Daybreaker is a maverick
i just did a run with hestia attack and demeter special, i got hestia's legendary and their duo, and it's pretty rediculous how much damage that did
10 subs!
I finally beat heartache trial with this , pre update i tried 10 times , post update done in 2 tries
will it be too broken if they add a hammer to speed up daybreaker
This looks a lot more cool than the old version, at least the original one got sorta preserved as a hammer!
Yoooo we got the keepsake illustrations
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
Feels like a revamped Zeus shield.
Daybreaker should either track faster and more accurately, or track Mel instead cuz rn it feels very clunky. Rip old eos you'll be sorely missed
How do you start with 110 HP?!
very lame for split to work that way, feels like the hammer shouldn't be offered if it's like that
gotta imagine the apollo lego does that too
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.
I still think they suck. You're still a sitting duck while you attack, your attacks are still quite slow, and it's still very difficult to aim at enemies.
Finally, we can do Poseidon special torch build… Wait..
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
Why the hell poseidon offers epic crushing wave with 94 dmg and then on reroll with 93 dmg?
I feel like the change to that vow plus the four god pool made getting legendaries and duos a little bit too hard
Isn't there a special where Apollo just keeps hitting some flash attack? Would the duplicate ghost leaving each cast circle it flashes with an aerial Apollo boom special???
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.
Daybreaker more like Gamebreaker to me, seems like a lot of bugs surrounding it.