Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Medea aspect Skull is one of two things: perform its awkward attack+special dance, or focus entirely on Special and ignore the skull loading that stuns you as you load each skull.
It's basically just a neutered version of the base weapon at that point. Why even run it? Better to run Melinoe aspect if you don't want to lean on the aspect's actual strength; It's more reliable, flexible, and arguably the better attack-based aspect anyway.
Honestly I'd rather this aspect be scrapped and reworked from the ground up entirely. What about it even relates to Medea?
When I read the description, I thought Mel would be carrying the skull attacks in front of her, being able to use it as kind of a melee attack, and that sounded more interesting at least. Maybe it could almost be an analogue to the fists weapon in the first game.