Which Arcana Load Outs Work Best and Why! | Hades 2 Olympic Update



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22 thoughts on “Which Arcana Load Outs Work Best and Why! | Hades 2 Olympic Update”

  1. I like to do the "big L" with Judgement, activating the rightmost row and Strength. Then I go into a run with Athena's keepsake to get one of her busted boons and hope for the Death Defiance card later in the run (it's actually pretty likely to happen, since in Tartarus there will only be 3 inactive cards)

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  2. Could not stand the slow down, personally. Completely disrupted the flow of gameplay and was not helpful since it also slowed down Mel. My reaction time was disrupted more than it was helped, and having to plan attack patterns around slowing down the game felt cumbersome. It also didn't slow down the timer, so that added up over time to a few minutes lost by the end of a run.

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  3. I will seriously miss the old sorceress card but I get why they changed it, it was super OP and I could see it being used as a crutch and holding back players from improving their ability to utilize omega moves. This is why I enjoy doing early access for hades 1 and 2, you get to try out stuff that doesn’t make it to 1.0, also given my love for suoergiant games and how much their games iterate on each other, early access is a chance to see that iteration in fine detail

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  4. I am going to be brave and stand up and say: I am a hater of the Sorceress change.

    I totally understand it was very powerful and likely in need of a nerf. However, switching it to a Keepsake has inadvertently nerfed many other weapons and builds. Omega builds really suffer from the change, as Omerga's are now riskier to charge. For some weapons – and even the entire weapon class of axes – this is an enormous drawback. The axe's Omega moves are now simply not worth the drawback of how long they take to charge/how slow you are when charging. On higher Fear, you are essentially playing without half your moveset. For some weapon aspects like the Pan daggrs, the playstyle now goes from a cool option to something you can only rally achieve if you have already mastered the game.

    A nerf needed to happen, but moving it to a Keepsake slot IMO is overkill. Think of it this way; equipping it as an Arcana took up 3% of your available Arcana limit. Equipping it as a keepsake takes up 100% of your keepsake limit… AND they made the ability worse. I know there is going to be a chorus of "get guds" here – but what I'm saying isn't "I don't like that a powerful option got nerfed", it's "I think the numbr of viable builds and options in the game has decreased", which from a design standpoint I always view as a bad thing.

    Personally, I think changing it to a 4 cost card and keeping the duration nerf would have been enough. That's a large enough cost that you'd be seriously giving up other powerful options, but also not so great as it make it an untenable pick.

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  5. Artificer is underated, e.g. you play with a keepsake to get a specific god, rarify that one and at the start on the way to Tartarus you have the chance to drop multiple boon upgrades with less than three boons which empoweres the boon you wanna play around.

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  6. Hexes feel way better with Aspect of Selene, so it makes me wonder if there shouldn't be a way to pick a hex without summoning/RNGing Selene. Because, when you do that, grabbing a path of stars with the four extra nodes from Selene's keepsake actually feels on par with getting a solid boon you can splash into most builds, like Mint Condition, Born Gain, sIDe HuSTLe, Bright Dash, Nitro Sprint, etc. So maybe instead of charging your hex, the Moon card lets you start the run with a hex? The card art could feature a moon and the phase shown represents which hex you've picked and you can click it to open the UI to choose which one you want: total eclipse is the full moon, darkside is the new moon, lunar ray is the crescent moon etc. (If you have Aspect of Selene, it overwrites it's effect.) Even if auto-charging your hex was tactically significant, it would only make sense in situation where you need to conserve your magick or are playing really slow and defensively, which is usually boring and undesireable. Alternativly, one of the other cards could have this effect depending on balance. If so, it would be possible to net both effects, but overall it mostly feels redundant.
    Hexes still just take a little bit too much preamble to set up.

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  7. Is sprint speed really that important? Sometimes I just use the one that has 5% dodge chance, it might be minuscule but the little dodges here and there might be clutch ngl, mostly in high fear runs.

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  8. Sorceress was too strong 100%, making it one grasp meant omega moves slowed time practically by default. They could've just increased the grasp cost but eh, I'm cool with it as a keepsake.

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  9. I like the change to Sorceress, previous made the game slower and especially annoying with Artemis daggers. "Downside" of the new one is that now it's a must pick talent, before you could just not take Sorceress if you don't like the slowdown.
    Also, I generally don't like rerolls and gunning for builds, so I rarely take anything from the bottom left corner. Worrying about specific boons just makes the game feel worse to me.

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  10. Sorceress change made the game a lot harder, but I think it was necessary. The previous version was as close to required as you could get if you used omegas at all, and removing it just opens up more builds imo, even if you still really want to take the new version most of the time.

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  11. I like the sorceress change, the pacing was hurt by the constant slowdown in so many runs. It also feels weird immersion wise to have such an easy way to control time when time is the main enemy in my opinion. It makes much more sense as a keepsake

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