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To say it was a challenge is a understatement. took me 2 hours to complete with a couple of deaths and a lot of cheese. found some places i could lure a few and pewpew undisturbed but took a looong time running back and forth
Wand spec lack aoe bigtime for doing that place.
I am curious what other builds would fare better?
sword and board?
2hand jump spammer for aoe.
The 10 skeleton jump spammers makes melee almost impossible.
I would'nt mind fewer enemies but tougher perhaps. Then you can get a slight buff to damage at each flame check point. Start slow and get stronger as you go deeper.
Melee, using 2H hammer, sword and board and bow. Just cleared the third Hallow Hall today. Two deaths total (1 due to an AFK, thought I was far enough away, 2nd death was due to Cyclops boss getting caught in their make you fly skill lol).
I've used approximately 20 of the largest hp pots available and around 10 clean bandages in total across the 3 Halls so far.
Four pieces Paladin Set, one piece is Archer boots with the -700 stamina recovery stat on them. I run 3 food buffs suitable to my build. Open sandwich, vegetable soup and fruit bowl. I start with 74 minutes of rested buff, once that is out I'm still managing quite well.
I'm using the level 18 epic 2H hammer with 86 damage after enhancements and 4 x 14 blunt damage. Using the level 25 legendary sword with 47 damage and 5 x 5% crit chance. The bigger damage numbers from these help with HP regen I get from my build (a build I saw a Youtuber put together). Shield I am using is the highest one which can be crafted through the blacksmith.
Key is don't go charging in Kamikaze style, take it nice and steady, spot the mob spawners and take them out as soon as you can (iron axe one hit removes the spawners versus using a weapon). Use your fists to break the urns and stuff, saves durability on weapons and tools. Repair at every anvil, double back for repairs when possible after clearing a section.
As of this point solo melee is quite possible, just have to be smart and patient progressing through the Hallow Halls.
Overall, I am quite impressed with the new content (flower pots! Everybody gets a little color in their room now) - I just hope they consider making some tweaks on solo vs. co-op in the new dungeons. Granted, I don't know how the game is coded, but it seems like it would be pretty easy to simply spawn an extra enemy at each monster spawner for each player above the first (solo) that enter the dungeon.
Or, you know, you could get better at the game?
I understand some are having issues but it's NOT because there are too many enemies or they're too strong. I was also always fully buffed during the entire thing and brought Wood with me to make Campfires when my 1:09 rested wore off. You can get between 8-11 Comfort for 13-17 minutes of rested at the spots where you can also repair your gear.
Didn't use explosives, bombs, or pickaxe, just my weapon. My main issues were not the enemies and bosses, but the jumping and flying passages, especially in the fourth dungeon. Died there twice when flying through the shroud area with no way to get my tombstones back, can't even see or reach them. After I killed the last bosses, I searched a while for a way to get to my tombstone, and right in front of my eyes the boss respawned, lol. Ok then....let's go out here.
I love the atmosphere and environment in the dungeons, very impressive. And I like the challenge to beat them. Need to be well prepared, with enough time. Third and fourth dungeon need 2-3 hours.
My main complaint: not a single useful weapon drop or loot for my melee fighter, he only got legendary bows, wands and staffs. I bet when I do it with an archer, I would find maces and hammers. Also I wish there would be a better or special reward for finishing them all, you don't even get a last dialogue with the Questgiver NPC.
Didn't find yet all crafting recipes , so I'll need to do them again.
Maybe not you indeed but others are, saying the Halls are impossible to solo etc.
And I do agree with your take on the combat, it is... tedious at best.
It's just and overwhelming amount of mobs that rush the player and there is no tactical way to deal with them other than to spam area damage. Even the bosses are surrounded by hordes of mobs.
And for some reason and entire floor can agro once you put one foot inside, even the ones around a corner.
(Only the third Halls had something that could be considered as a tactic, utilizing the traps of the room.)
I do think they do need to change this somehow.
Those BS mechanics are only meant to waste people's resources, especially when experiencing the content for the first time.
Every death is a tax on foods and the Rested Buff. Now I'm close to the end and I'm out of food and logs (and the devs "conveniently forgot" to add some benches and shelves that could be harvested for logs at the last flame altar I visited. Which is a unique occurrence in the whole Halls complex...)
Challenging content is fun. Content that wastes people's time on purpose is not. It's not even very respectful.
I would stay away from them when leveling though. Anyway, getting a big patch with 4 huge dungeons, and tons of other stuff added less that 2 months after the game launch is very impressive, looking forward to more updates.