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Vow of Desesperation : time limit of 9/8/7 (?) minutes per act.
This one was not my favorite in Hades first of the name and I think it's worse here. Hades II is more tactical, in my opinion. As in H1, this vow is mandatory for high heat/fear but synergise awfully with Haunting, Dominance and Rebuke.
I mostly agree with you on Fun/Fair of each vow. Some seems a liitle over/underpriced.
Vow of Panic is very weapon dependant and that's ok.
Vow of Forsaking is triggering angst of choosing in me.
Vow of Suffering is fair VS mobs but decimating against certain Bosses. It could use different parameters. The fact that certain mitigations works and others don't is bothersome.
Vow of Scar rank 3 should be 10% healing rounded down.
I wouldn't take Vow of Abandon except for a challenge/Achiev/Story.
IMO, any room that has gathering materials should pause time once combat is over to make up for all the walking back and forth.
I don't understand, so "oof" indeed. I miss the old system, which had 5 increments of 20% each.
I agree, this should scale differently for (mini)bosses, since they tend to have higher levels of health. Almost makes picking this one discouraging were it not for how innocuous it is.
Agree, though it is kinda useless on bosses, just like in the original game. More interesting: a Time Sign occasionally appears in Encounters.
The game right now doesn't entirely feel fun to casually speedrun. For one, it's not easy as of now to just stumble into any sort of broken build like in the original game, but everything you described (and perhaps more) also explains why this vow needs everything else in the game to be well-designed and balanced in order for it to feel fun. In the original game for instance, the Aspect of Nemesis for Stygius and the Lambent Plume from Hermes made casual speedrunning feel fun.
(Also I had no idea that Chronos behaves weirdly with this Vow! Funny...)
I can't even with this one. The concept of it sounds too cruel, especially with how different foes deal different damage. It means you're luckier if you get hit by an ordinary foe than a Guardian! Thus, mixed messages are sent: don't take any damage, but preferably take any damage as soon as possible, except it's natural to take any damage as late as possible, usually by accident.
This was a bit of a problem in the original game, too, along with the general spawning process ("just SPAWN already so I can slay you faster than you spawned!!").
I found no issues with this one, except that sometimes a Revenant will occasionally end up in a broad dangerous-to-traverse area, and incidentally wind up making more busywork for you as the Revenant respawns.
Same! Idk whether it's more or less interesting than something like Slashed Benefits though.
More or less this is the same issue as Vow of Blood: that 25% tier is missing, and sometimes that's the exact one I want to run with!
Perhaps it would be better as "your Magick does not regenerate upon entering a Location," compounded with a starting amount (100%, 50%, 0%). Then it would continue to play nice with the Arcana and boons.
I love this one too! It makes you look past the rarity of certain boons and be willing to humbly accept Common boons. Gotta wonder though: with runs focused on one Olympian, what happens if they run out of boons to give?
Could work — I actually find this one of the more palatable options among the Vows though, even in its current state.
Though I find that there's also a narrative/scripting issue: sometimes Melinoe acts like there's a boon as her reward instead of a mere Red Onion. Supergiant needs to write and record some special lines for when this Vow gets picked.
I'm kinda mixed about this, especially since there's also Chaos's Fixated bane and other ways Magick can be primed. Perhaps once everything else is balanced this will be fine, but as it is, I'm reluctant to pick this vow seeing as it can be a bit of a killjoy when the player is unable to use Omega moves due to too much priming of Magick.
Definitely agree! Runs definitely feel longer in this sequel. As of now, I'd settle for 10/8/6 minutes per Region, though perhaps as things become better balanced, the ol' 9/7/5 minutes per Region will become viable again — maybe even fun!
I remember seeing some early access footage for the original game, and there was a Pact called "budget cuts" that limited the amount of Darkness you could have in your Mirror of Night. I suspect that Supergiant switched to the current version in that game because it was easier to figure out exactly which Talents to deactivate instead. I suspect this game could do something similar: instead of Grasp, which would be ideal, it could be rows or columns of Arcana cards that get deactivated (though I should note: Death Defiance should be deactivated only on the top tier, and not one tier lower!).
No, this one's fine conceptually, but it's not tiered at all, which means it's terrible as it is.
Seems like it could replace the current Vow of Bitterness if such a thing ever gets implemented. I hope it does!
Also, another thought for Vows: have some Vows unique to Underworld runs and some unique to Surface runs!
Despite the first game being more frenetic and thus making the speed pact even faster, it never really made the enemies act in a way you couldn't get used to.
Hades 2 is a far more strategic game, making the enemies even slighty faster really messes with the timing of most of your omega attacks and specially your sprint which wasn't really designed for sudden changes in movement.
- First: limit your Grasp to 20-10-0 and limit the Judgment arcana to +1-+0-none
Pro: this means the player can actually choose which Arcana he wants.
Con: you need to somehow choose which Arcana to keep, which makes the process less smooth.
- Second: just straight downgrade all your Arcana
Pro: seems easy to implement, does not intrude on how quickly you can go from one run to the next.
Con: I think it is always the first level which is the most powerful.
I REALLY like the Arcana downgrade idea. Would make a great separate Vow all its own.
I feel like you could still make it evil And scalable. Like ppl have said here, Arcana levels being capped
Or it could be like a reverse REDACTED keepsake; after a guardian, X number of active random arcana cards are nullified. Or X number of active cards loses a rank
One thing that bothers me about the Timer vow is how the timer keeps running when you input Hex trigger and between when the hex actually Does the Thing. LIke if you get the Nighmare Mel, you have to watch 2 or 3 precious seconds tick away while she summons her hadouken energy before you can even input attacks for the Hex. Like maybe that's part of the challenge but then it's like. Well now i don't want to bother with my hex, which would have helped me clear the encounter sooner.....