Hades II

Hades II

pakupakuzakeru May 25, 2024 @ 7:40am
Path of star is nice but a bit tedious, no?
I like the hex system, and I have nothing against the path of star in principle. I just feel it is a big info dump all at once, and it breaks the pace of runs. If I want to make a coherent choice, I would have to look at all the little boxes on the path to pick whatever I believe is the optimal one. I have done that a few times in the beginning, but then I realized the changes are so minor that its not gonna really change my run in the end. So, now I end up clicking on whatever, aiming for whatever end of path, to be done with it and go back to actually playing. I think it is the one situation where I'd rather have fewer choices. Just upgrade my hex following a predefined path and move on. Or have 3 choices like everything else in the game, that would correspond to 3 different orientations for your hex (ex: boost your stats while Hex ready/not ready, increase Hex power, Reduce Hex cost, etc). I just don't want to read a whole flowchart of minor improvements during a run.

What do you guys think? Is the path of star exciting for you or do you just skip through it?
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Showing 1-15 of 18 comments
Morton Koopa Jr. May 25, 2024 @ 7:44am 
You plan the path of stars based on the core abilities you're trying to reach because those aren't minor. And then you unlock nodes to you closer to that point.

I don't see the former as something to skip and I don't see the latter as something that overwhelming. Realistically speaking you usually only have to choose between 1 or 2, then 1 or 2, then 1 or 2 again as you try to get to your goal node.
paincanbefun May 25, 2024 @ 9:09am 
it changes the flow of the game until you learn the trees, that's true. once you know how to build what you want, i think it is an interesting variation on blessings and does not take long to use the path tree. it gives nice passives, also, that help you when hex is not ready, dodge, damage, etc
pakupakuzakeru May 25, 2024 @ 12:37pm 
Originally posted by Morton Koopa Jr.:
You plan the path of stars based on the core abilities you're trying to reach because those aren't minor. And then you unlock nodes to you closer to that point.

I don't see the former as something to skip and I don't see the latter as something that overwhelming. Realistically speaking you usually only have to choose between 1 or 2, then 1 or 2, then 1 or 2 again as you try to get to your goal node.

Yes I guess you are right, more than clicking on whatever, it is more that I pick an end point and then click on whatever is the shortest path to that point. But that kinda is my point, I ignore 90% of the tree because there are only a few nodes that are really impactful. The passive are all welcome, but I don't really care which one I get.
Rod, of eight toes May 25, 2024 @ 12:53pm 
First time I saw the path of stars I thought, "Ah, here is why you take hexes." I thought I was about to explore a skill tree which fundamentally changed play style, giving you a reason to prioritize hexes over boons.

Nope. What an incredible disappointment. I've even upgraded two paths on a hex and it was still utterly underwhelming.

As it stands now, the only time I ever go for hex it's in hopes of getting the heal. If I've no need for the heal, I'm not choosing hex.

Hopefully SG turns hexes into something you may want to forego boons in order to get.
pakupakuzakeru May 25, 2024 @ 3:45pm 
I would not say they are a disappointment. In terms of functionality at least, they can be really good. And even by upgrading blindly, I can see a big difference between a basic hex and a full path of star hex. They all become really powerful and spammable (with all the cost reductions).

But I do feel like they are less exciting, and would also always favor a boon instead. I think that is because of what I mentioned above (it is a bit tedious to go through path of star), and also because they do not really interact with your other boons. It is something completely different you add on top of whatever build you are currently going for.

I would not be surprised a lot of players kinda disprefer hexes over boons for various reasons, and that would show up in players' data. If that is the case, maybe they will make them a bit more exciting in the future.
ButtahNips May 25, 2024 @ 8:36pm 
If you genuinely cannot read that amount of info in a reasonable amount of time, then you should probably put games down and start by reading some children's books to get that reading level up.
Silyon May 25, 2024 @ 9:07pm 
With a few notable exceptions, all of which are outlined in blue or purple on the upgrade tree, the Path of Stars are so minor as to be nonexistent. I can't even dislike them, because at conditional +/- 5% or a flat -10 cost to an ability that needs 100+ mana spent to use is so minor as to be unnoticeable.

I get what they were going for, having an ultimate ability that you upgrade as the run goes on. It's a cool idea. The way it was implemented is...unimpressive. It's one of those systems I expect will be totally reworked by time 1.0 launches, because as it is it just feels unnecessary, not cool and interesting.
Tim May 25, 2024 @ 9:17pm 
My problem with the skill tree is how little it offers compared to the pick-one-of-three-options mechanic that's already there. Sometimes you go OFF on hexes, but 90% of the time you get to choose between one of... one rare perk. Maybe two. And if you're more ambitious than that, you gotta hope 2 Selene nodes show up. And that mostly only happens in the 3rd biome. It's awkward and unsatisfying even if it's functional and inoffensive.

I'd like to see Hex perks rebalanced around the classic pick-one-of-three mechanic. Maybe you get 2 choices per big Selene and 1 at a little Selene. Maybe the heirloom gives you extra choices per Selene, and/or increases rarity.
Last edited by Tim; May 25, 2024 @ 9:19pm
Detri May 25, 2024 @ 9:26pm 
Me: Meticulously upgrading my moon water so that I have like 9 uses for a 70hp heal by the time I get to Chronos thinking: "Holy ♥♥♥♥ I'm glad I made those choices instead of those other choices"

This ♥♥♥♥♥♥' guy: Like it doesn't even matter at all? The changes are so minor and dumb so I just click whatever.

The duality of humanity.
Davez0r May 25, 2024 @ 10:30pm 
Originally posted by Rod, of eight toes:
First time I saw the path of stars I thought, "Ah, here is why you take hexes." I thought I was about to explore a skill tree which fundamentally changed play style, giving you a reason to prioritize hexes over boons.

Nope. What an incredible disappointment. I've even upgraded two paths on a hex and it was still utterly underwhelming.

As it stands now, the only time I ever go for hex it's in hopes of getting the heal. If I've no need for the heal, I'm not choosing hex.

Hopefully SG turns hexes into something you may want to forego boons in order to get.
some of the hexes feel a little underwhelming, for sure, but there are some fun options occasionally. I've been enjoying playing around with raising slain foes, and trying to work toward them *not expiring, *teleporting to me when I dash, and *exploding when they die (or the moment I summon a new one) which has enabled me to drop lots of minionbombs on tough enemies. -with certain builds, like high move speed dagger builds its a lot of fun. So i mean there's one example of a play-style changing hex focus
Tim May 25, 2024 @ 11:21pm 
Originally posted by Detri:
Me: Meticulously upgrading my moon water so that I have like 9 uses for a 70hp heal by the time I get to Chronos thinking: "Holy ♥♥♥♥ I'm glad I made those choices instead of those other choices"

This ♥♥♥♥♥♥' guy: Like it doesn't even matter at all? The changes are so minor and dumb so I just click whatever.

The duality of humanity.
Let's be fair: Moon Water is the queen of Hexes. It feels great to start with and has the best upgrades. Anyone with enough Hades 2 experience will agree with you on that, and there's no reason to be mean about it. Initial experiences with a new mechanic are as important as learned ones, they're just different and require different kinds of accommodation. We're in Early Access for a broad-appeal game.

Many Hexes only overcome their opportunity cost with (a specific combination of) specific upgrades. Their fraught opportunity cost contends with Chronos bypassing slowdown. Most Hexes feel bad to start. For example, Dark Side's starting damage can compare unfavorably to your normal moveset with a single relevant Core Boon. And a couple Hexes knowingly accommodate not being ready at all they're so niche.

Moon Water's goodness doesn't speak to the overall experience of using Hexes. If anything, it draws attention to how crummy other Hexes can feel. And to bring it back to the main topic: I wonder if the Path of Stars is juuust fiddly and unwieldy enough to exacerbate these issues longterm, especially if we get more Hex deities later.
Last edited by Tim; May 25, 2024 @ 11:30pm
Haka May 26, 2024 @ 10:20am 
Its a skill tree.
Lets just have all games remove all skill trees and homogenize everything, that will be the most fun they can be.

I think Mobile games might be more your speed. The non major nodes have a cumulative impact. If you don't pay attention to them and complain its too tedious to spend 10 seconds you probably have bigger problems involving your attention span than you realize.

And you completely could have kept playing the way you are with the Path of Stars and did perfectly fine, but, you had to make it known because you can't read the two boxes between blue and purple nodes and you the problem clearly isn't your own.
Forblaze May 26, 2024 @ 11:02am 
Originally posted by paincanbefun:
it changes the flow of the game until you learn the trees,

They're randomized though. If you want to make an informed decision, you have to take note of what notes were offered and in what combinations every run.
Last edited by Forblaze; May 26, 2024 @ 11:03am
pakupakuzakeru May 26, 2024 @ 12:20pm 
To the guys who replied with aggressive comments. I remind you that this is an early access, we are expected to provide feedback. I politely provide my feedback on a game mechanic, and I politely ask your own opinion. If you cannot be cordial about such matters, you have a problem, not me.

I did not say I do not have the ability to read those boxes. I am just explaining that, for me, this not very fun to do during a run. There is a time for everything, and in a fast paced game such as this, I feel like the path of star would have me screech to a halt if I wanted to do it as meticulously as possible, as the devs probably intended. The game does not give you much motivation to do so, as only the end nodes are really relevant, and any path is gonna be strong in the end.

I should not justify myself, but as you can see, I can read and write, I can focus my attention to write comments to give some feedback and exchange with people, and I do so not only on this topic but many others. I love the game, I have already spent 110h, did basically everything there is to do in the current version, and still going. So chill, I did not insult your mom.

You like the mechanic as it is? Great. I'm happy to hear your opinion about it. But just so you know, there are people out there who may not think like you (and that may be the majority here). So, why don't you just come down off your high horse, and either talk politely to people or do not talk at all.
BossOfTheGame May 26, 2024 @ 1:22pm 
I've had fun runs where path of stars felt significant. But it feels like it depends on the hex you take.

Phase Shift - The time-slow feels ok when you first get it, and it can feel really good if you get a good path upgrade. Big downside is that it doesn't work on Chronos. Feels good against Eris though (except if you time it wrong into one of her invulnerability phases).

Lunar Ray - I want this to be kamehameha, but it's not. It feels weak and hard to aim. A wider ray - or auto aim - might help this out a lot. It also makes me really feel vulnerable against anything fast or armored.

Moon Water - Very good. I didn't think this was strong at first, but it was fun to discover how strong it was. I like the balance on this a lot and I would leave it exactly where it is.

Night Bloom - This is kinda fun. Seems like a good mid-tier hex. I've got no complaints.

Total Eclipse - This feels medium strong, and I don't mind taking it. The path upgrades help this one out a bunch.

Twilight Curse - I like it. I wish you could build around it a bit more, but I don't have much to complain about.

Wolf Howl - I think this is a really solid "extra damage" hex that doesn't feel bad to take or use.

Dark Side - I have STRONG feelings about this. Dark side feels bad, no matter how much of the path you get. It's not easy or reliable to use it as a dodge, and even if it was it negates the point of what visually is the coolest hex. It feels TERRIBLE that a hex that looks this cool is probably the worst one. If the devs wanted this hex to be a trap, then that's a success, but I think the game could really do with a major buff to this hex, both to its initial state and its path of stars upgrades.


Opinion Summary: Dark Side desperately needs a buff (probably a big one), and Lunar Ray could use one, but I won't be sad if it doesn't get one.
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Date Posted: May 25, 2024 @ 7:40am
Posts: 18