This aspect can be absolutely INSANE. | Hades 2



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45 thoughts on “This aspect can be absolutely INSANE. | Hades 2”

  1. Duo Boons I feel should affect both gods. I'm not a fan of how in Hades 1, Curse of Nausea only helped Dio's Hangover effect. What about Ares, you know? There are some Duos in this game that have the same problem.

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  2. For grilling I highly recommend using Kona carbon fiber grill mats. they help keep grease and oils from making a mess both inside your grill and on your deck (assuming you have a deck). And they can go right in the dish washer after use. Makes the grilling life much easier.

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  3. @Haelian 25:31 why does this happen? i mean in why does legendaries (or duo boons in your case) don't appear as a first option and make us use rolls or just not get the boon in cases where we already have all of the requirements for it?

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  4. I actually really like Island Getaway with this setup, because I noticed if I'm point blank on an enemy, and shoot a shell at them, I'll automatically pick it up, so Mel aspect feels wasted in a way.

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  5. As far as I can tell the 20 second delay on Death Warrant is for when the marked foe is killed with non-critical damage. Since in that scenario the mark would go away without being transferred on death, the boon will randomly mark another if there's enemies remaining when the time is up

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  6. 18:00 Counterpoint: instead of nerfing Born Gain how about making the other mana regen boons better? Imho, "never take power from the players" is always better. If someone wants to make the game harder, there are a multitude of ways to achieve it. Plus since there are not that many players who can do the big fears (I barely managed to do 8 up/down), at least give to the median player more tools to enjoy the game, custom tailor their run (hammer rerolls) and in general get some agency on what they want to play the way they want to play it.

    At the end of the day, if, as a dev team, you see that some weapons/aspects/boons/etc of the game get skipped, rework them to make them more attractive, so that people will not want to skip/reroll them that much and you can still have the "roguelite" element.

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  7. In terms of things I'd like to see the boon patch change/improve: I absolutely love the idea of hephestus but I think his boons need more balancing to be more useful. Outside of smithy sprint which (I BELIEVE) can be used pretty much every time you hold down dash, the cooldown is just too punishing for most weapons.
    I've had some really fun runs with hephy (had his flourish for my first win too) but these days I mostly use his defense boons instead of his (still fun, but only useful in certain situations) offense boons. Great god, the concept is cool as hell but I think I'd even prefer a lower base dmg if it made the cooldown rate lower too.
    Other than that, maybe making duo boons/legendaries easier to get? And I agree about hestia too

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  8. I think the infusion system would work best if they kept scaling like Poms do, the more of an element the better. Let Wispy Wiles or whatever work with just one of each element, but make it stronger the more of that element you have.

    Also, with this aspect, wouldn't it be best to fire all but like 1-2 skulls into the corner and then just reuse 1-2 really high damage skulls rather than 5 weaker ones?

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  9. Hey @haelian did you notice that after you took Island getaway you were constantly regenerating mana? This means that the one weak foe every encounter is considered nearby all the time if you have island getaway. This makes the aphro mana regen boon and island getaway combo crazy good

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  10. Hey have you seen the glitch with the skulls Destructive Array hammer, the one that makes the skulls trigger on the ground, and the Apollo + Posidion duo? It makes the dou shoot every time one of the skulls trigger.

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  11. I think hexes from other gods could be cool. Imagine an Athena hex that activated after taking a certain amount of damage (carried over through locations) or an Ares hex after dealing a certain amount of damage

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  12. Yeah, tbh you probably are overrating the Aphro attack boost just a little bit. I can't really say anything since I did too, but recently I have been watching Foolish's 50 fear runs (I recommend others to check them out as well if they are interested) and I was struck by how they basically always take Hera's keepsake even for stuff like Thanatos or the torch special and I started trying myself and it feels really good, especially as I started pushing my fear up.

    One thing is that Hitch is actually really good. It's a status which is nice for getting origination up early and needing less boons is always good on higher fear. It's also pretty much a multiplicative 30% (just thought about it and realized it's way more than 30%, its a 30(n-1)% where n is the number of enemies you are hitting so it's actually potentially a 60 percent bonus against the sirens if you can hit all three of them at the same time) bonus against encounters (and the sirens). Also Hera offers the earth/rock element, which is good because the most universally powerful infusion boon is Demeter's and its really really powerful. So as it turns out Hera/Demeter/Hephaestus is actually a really powerful core in general. Now Hera also has a ton of really bad secondary boons if you ever have the misfortune of seeing her twice. But Aphro is arguably nearly as bad. Hera has a couple of standout boons notably hereditary bane (for a bigger multiplier on hitch), nasty comeback, and a late bridal glow. Aphro has her cast – but usually you try to force demeters since freeze is better than weak and it does damage and removes vow of rebuke – and she has Sweet Surrender but it's not that good and you need to get a source of weak for it which you do not want to get – and she has an early Life Affirmation and one of Heartbreaker or Secret Crush (but not both) which is better than Hera tbf, but you don't really want to see either of them twice and even if you do the difference does not make up for hitch ime.

    Aphro is much more competitive on lower fear though tbf but even still I think Hera might edge her out for the skull/axe/torch from at least a consistency standpoint. I think Aphro is probably still better for a basic attack build on the daggers since when I tried Hera on them it didn't feel good, probably because they didn't have the AOE to really take advantage of hitch (and by extension a basic attack build on the staff also probably stills wants Aphro as well).

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  13. Hey man i just wanted to ask for some help. I do bot have any computer to play games and i can only play hades 1 on my mobile and i got some decent procces but i dont know which weapon is easier to use in mobile since the controls are harder compared to pc

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  14. Hey @Haelian. Try the skull aspect of mel with a strong focus on apollo for the omega attack. It was actually a really fun and exciting run and i ended up being surprised how fun and effective the bombs are(the range with apollo is massive and hits hard).

    I didnt get the apollo leggo so it wasnt full potential but I had full salvo and the explode on pickup hammers and the damage was stupid. Its similar to the rail secondary but has more potential overall.

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  15. I feel like using magick is plenty incentivized, the problem is that it has anti-synergy with several fear vows. and obviously high fear is not the optimal or intended primary way to play, but magick usage ability and fear level are inversely proportional to each other. i may just not be remembering, but i don't think that hades 1 had any game mechanics that were hit by ramping heat as badly as magick is by ramping fear in hades 2. yes, you would mostly focus on one thing for highest dps, but the deadline was the biggest limiting factor in why you'd focus on just one way to strike, not that the pact conditions were making it impossible to use some of the ways to deal damage. i hope they make changes to the oath because way too many vows currently hit magick in the worst way and make it a borderline unusable mechanic

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  16. Something I've recently discovered: Wolf Howl's Frenzy (inflicts the effects of your dash boon) works with smithy sprint. Combine this with other upgrades to this hex and you get a free bonk every time you hit something with your hex. Hard to get consistently, but it's fun when it happens.

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  17. I feel like, in general, all of the weapons are usable without good hammers in this game. One of the biggest improvements I had hoped they would make from the first game. Obviously, the weapons are better with hammers, but ive never felt like not getting the hammer i wanted made the run a bust

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