Hades II

Hades II

Hit clarity needs improvement
I feel like it's never obvious by looking at the enemy animations the radius of their attack. It's like the game always does its very best to trick you into doing the right move by what it is showing you, but in reality, it becomes the wrong move, because an attack that looks like it's going to hit 180 degree will instead hit 360 degree.

It's a major issue with the last boss of Tartarus, and pretty much every boss type enemies on the surface.

I must have faced the boss of Tartarus at least 40 times, and I still get hit by most of his boomerang cast. The animation is so bad that it doesn't even get back to him properly. He moves before even catching his weapon, just so the game can cheese a hit to punish the player for reacting to what he sees on his monitor.

Duo God rooms also have some issues, Demeter is especially obnoxious, as the circle you see on your screen isn't quite right. It kind of floats above the ground, and it hits further than the visual of the animation.

Maybe make it so the damage depends on where the player is located within the circle.
In the middle, full damage;
halfway out, half damage;
barely touching the circle, 10% damage.

It would make the game much less annoying to play overall.
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Your feedback is valid, and the best way to share it with SGG is through the SGG discord. They have a #feedback channel just for quality feedback like this.

https://discord.com/invite/supergiant

This forum is um, I'll be polite and say it's been compromised. It's not the best avenue for communicating feedback any longer.
Originally posted by Crow Buddy:
Your feedback is valid, and the best way to share it with SGG is through the SGG discord. They have a #feedback channel just for quality feedback like this.

https://discord.com/invite/supergiant

This forum is um, I'll be polite and say it's been compromised. It's not the best avenue for communicating feedback any longer.

But it is a valid one and I don't think telling people not to see it as such is a bit counterproductive. People have mentioned before that there's a lot of reasons why someone might not be IN the Discord and SGG themselves encourage people to engage on the forums. Please stop discouraging people using the forums for actual issues or feedback, this is the kind of post we want to be encouraging instead of discouraging.

That said, that's an interesting suggestion OP! Maybe you could put it in the Suggestions and Feedback board. If you look over to the right here in the discussion forums you can see a few different ones, you'r ein the general discussions right now.
It's not nice encouraging people to not post here, while the devs themselves said that they do read the messages, although they rarely respond.

But the best thing is to post on the Suggestion board instead of the General Discussion.


Regarding the topic, visual clarity has been an issue since day one. I deeply hope that this will be properly addressed after all the content is done (i.e. Weapons, boons, enemies etc.)
Last edited by Neo NiGHTS ®; Apr 29 @ 12:38pm
Crow Buddy Apr 29 @ 12:46pm 
Do as you wish, but the closest proximity to SGG and the core Hades 2 community is definitely through their Discord. That's doubly true for providing feedback.

That's why it's there. That's why when you load the game, there's literally a link to it?

To say otherwise is pretty disingenuous.
Last edited by Crow Buddy; Apr 29 @ 12:46pm
I don't think you guys are totally understanding and I'm not interested arguing, let's end it before it begins.

The OP has good feedback, we all agree.

However, this thread and so many countless threads like it are just loose threads, with no system of organization, they're prone to getting pushed down or forgotten or just lost in the spam of posts.

When 50% of the typical Steam posts are trolling, people whining or rage baiting or arguing about woke stuff, bots/spam, etc, it becomes extremely difficult to organize and parse the useful, actually good posts like this.

Important: spam and garbage isn't typically deleted or purged from the forums.

There's an active troll thread right now that's already been reported from a suicidal person, sitting on our forums. That's unacceptably bad moderation. If you're going to attract a community, the bare minimum moderation needs to be met, or people will leave. This doesn't happen on Discord.

Due to a lack of moderation, Steam reads something like 4chan, and nobody wants to have to sort through the mess.

There's no easy way to sort meta data, or tags, or things that would help SGG quickly parse lots of posts and get an idea of what the feedback here has been.

Whereas, the Discord is setup for feedback. There's a channel specifically for it and a format that folks are supposed to follow so it's clean and organized. It's easy to upvote popular opinions. There's so much good feedback on there I can't even begin to tell you, it would be a shame not to direct people towards that resource. Especially when the SGG devs set it up.
Last edited by Crow Buddy; Apr 29 @ 1:30pm
We don't know how many people from SGG are responsible to read and gather feedback. We don't know how often they do that.

Right now the forums have been very slow on movement and taking an hour would be enough to gather the feedback that has been posted here.

Also, from experience, I think that whoever is responsible for the feedback knows how to filter the topics reading the title or reading a couple of messages to see whether it's worth reading or not.

I mean, we are here, reading and replying nearly every topic FOR FREE in our free time! LOL

Someone whose JOB is to actually read the forums.... c'mon it's doable.


The only thing I would encourage people is to post on the right boards.
(like from time to time we see bug reporting here, on the General Discussion, rather than the Bug forum)
That squid miniboss enemy in the sewer area spin attack is unreasonably disjointed. I hope they do a pass on this stuff at some point since this was not as much of a problem in Hades 1
Last edited by Meat Man (Alfons); Apr 29 @ 2:47pm
Breathe Apr 29 @ 6:37pm 
+1 OP. Though I’m not convinced the sole intent with these things is to be cheesy and implement poor design. However, agreed on fixing animations, size, telegraphing etc. early on boomerangs used to hit me a lot but like most things you can learn to work around it, for beating chronos at first I recommend weapons which give you more range to give you time to avoid the boomerang. Throwing casts etc can be good too and charm. Lots of surface enemies are rough, minimal timing offscreen etc. I’ll have to do some non-fear runs to re-orient myself on how fair it all is. Generally speaking, if you find yourself in a rut with one boss, recommend trying a different route eg surface in your case, and/or use a different weapon/aspect if you have any. I’ve surprised myself a few times with loving a weapon that I thought I hated, looking at you skulls.

To me, I’m hoping this and general visual clarity issues are refined between now and 1.0 release. Makes sense that it hasn’t been a high priority thus far, however when I go back and play Hades 1 there are improvements that could be made to telegraphing attacks, range of attacks and visual clarity. So I’m hoping the devs have budget allocated to these QoL features this time around especially since Hades 2 hopefully will have a larger uptake and is a fantastic game which deserves it :)


Ps - As has been noted, suggestions tab is probably the best place for this.
wpegg Apr 30 @ 5:02am 
I've always thought it would be useful to have a setting that turns on some kind of ground highlighted hit zone along with your character's hitbox so you can more clearly see why you're being hit and where the attack actually hits. Useful for learning the attacks, it could be made so that it only shows either after the attack completes, or only when you get hit.

I assume this would be considered too easy by a lot of people, but a setting similar to how you can toggle god mode would hopefully mitigate that.
Originally posted by wpegg:
I've always thought it would be useful to have a setting that turns on some kind of ground highlighted hit zone along with your character's hitbox so you can more clearly see why you're being hit and where the attack actually hits. Useful for learning the attacks, it could be made so that it only shows either after the attack completes, or only when you get hit.

I assume this would be considered too easy by a lot of people, but a setting similar to how you can toggle god mode would hopefully mitigate that.

Many months ago I've made a topic suggesting some togglable visual aids.
Help for "close" and "far" (like "affects close enemies", "affects enemies that are far"), for hitboxes and everything else.
Unfortunately that topic went completely unnoticed with zero replies 😕

Then, yeah, I agree with your suggestion.
I understand that having a lot of visual cues can make the game too cluttered and even impact the game's performance. This is why it's a good idea to have the option to toggle on and off.
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