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The healing was a blatant exploit, too.
I do think the Special feels like garbage now, though. Like, what do you put on it besides Poseidon? Old Momus had such high base damage that it worked great with percentage damage bonuses even if it+Poseidon=OTP. Now that so many Hammers affect Specials and not just Special, maybe Special is meant to be a filler button to press between Omega Special uses...?
For Special, they need to turn up the base damage, take away the knockback, and either increase the range or the speed of the projectiles some. Or they need to redesign it entirely if they're worried about it being good leading to spamming from utter safetly. Cuz like, what else do you WANT it for, if not to spam from safety?
That said, I just tried a run with it, and I absolutely steamrolled everything. Maybe I had luck on hammers but dang everything melted.
Getting 2 additional omega for free is kinda good. For the cast it's like having the hephaestus cast in the end, without the size reduction. And when you have the 300% damage special hammer, kinda good too on the special.
So the aspect is still very powerful, simply instead of a special focused weapon, you have a omega focus weapon which brings more variety as it could be attack/special and/or cast.
Overall I dig it, but will need to try it further
Want to add that the omega special is SO SLOW ugh, it's like they haven't realized very slow is pretty bad yet.
And the most severe effect is actually not at the aspect level, where the player has the option to do other things, but the starting.
The slower special + knockback behavior as a double nerf combined with the staff being the forced starter weapon leaves a starting player without functional range options (for a sustained period too, unlocking new weapons being as it is)
So the fix smashed the first impression any new players get of the game too.
I assume that is unintended as games would usually want to give new players a good impression.
The changes seem to have been somewhat poorly focused on what the problem was and now affects the game in other significant ways, not super great.
and just the omega cast alone seemed to have over 1000 damage after it fully proced. most the bosses are stationary enough.. at times.. for that to happen. so i think it's kinda powerful for a cast.
what i also noticed was that while it was good for cast, i could also still use the omega attack and omega special on top of it, and if they were fast enough, all three were hitting. so they synergized with the omega cast.
what i did notice though was that apollo stopped being good for it. the expanded cast made the first blast larger but the 2nd and 3rd were normal size, and the apollo solar ring only happened once.
so. imo, make a cast build, dash in, use omega cast. dash out. use omega attack on the primary target for the omega cast. dash out, watch the thing get hit for about almost 1500 in just a few seconds. add zeus's thunder lance to make it more painful, add demeter's artic cast circle, and maybe even the wind too for added damage, and if you happen to have that 25% damage to foes with 2 debuffs, all the damage those people now take will be just that much more amplified. i wouldn't say that's a total waste of time.
(the change to special sucks.. i don't really like enemies being knocked back when i don't want them to be knocked back)
The original Momos filled a niche for the staff. Melinoe and Circe already encouraged normal attacks and omega attacks woven together. Normal specials just don't really weave in unless you are just about to trigger Circe Serenity. Momos took a part of the staff that was underutilized and made it the focus. This made it unique, different, and fun (even if simple, which can be a good thing). Now, Momos is a just third aspect focused on omega spam. We need an aspect to focus on normal special.
You also have to look at Momos from the aspect of Fear. At higher fear, you are often under many debuffs, many of which target your mana. At low or no fear, new Momos looks like an absolute beast. At high fear, it looks like a crippled child that needs the stars to align to succeed.
I don't think the staff really needs an aspect centered around spamming one button. Even the most simple Hades 1 aspects like Nemesis encouraged you to use both attack and special, Momus was braindead even compared to that. It did focus on an underutilized part of the weapon, but just dumping a bunch of base damage on it is the least creative way to make the special useful. If weapons were going to have eight aspects each or something I'd be okay with it sticking around I guess, but I think we're probably just going to get four again so it would suck for the staff to have one of theirs be so lame. An aspect that focused on weaving normal attacks and specials would have been cool, and new Momus being yet another omega focused aspect is kind of annoying, but old Momus absolutely deserved to get binned.
I've seen the point about high fear and mana problems a lot, but I think that's more of an issue with the limited amount of modifiers pigeonholing you into vows that hurt your mana, not the aspect itself. Extreme measures alone will let you take less of those while maintaining 32 fear.