Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
So 91Act are trying to make a Blazblue-themed side-scrolling bootleg Hades. I dropped Hades specifically because its boss fights are horribly tedious due to its bosses being damage sponges with too few openings to actually deal damage. Thanks, you saved me a whole lot of time and trouble.
It seems a bit of a stretch to say using a two system that are similar to a pair of systems from Hades makes this a Hades clone, given how many other things are different and how differently both of those systems are implemented.
Well, it's not ONE system.
Tactics = boons
Potentials = Hammers
HP increase = Centaur's Heart
Black Market = Chaos Cauldron.
I stand by saying it's two systems—I never said it was only one—but most of those comparisons seem very off base.
The tactics are similar to boons, yes, but their implementation and the way they relate to each other is very different. Boons, past the first, for instance, don't fit into specific slots and are more generally applicable across the entire deity, while tactics are grouped into families of distinct trees and with more fixed synergies.
Potentials are nothing like hammers, which are extremely limited and only change up the core functionality of your chosen weapon in a small number of ways. Potentials, conversely, are a much more expansive system that focuses on adding new moves, with multiple layers of upgrades and interrelated synergies.
HP Increases = Centaur's Hearts in that they're both HP Upgrades: One of the most basic and ubiquitous types of upgrades across all games with HP. At this point, you might as well say Entropy Effect is copying Hades' use of WASD as a movement option.
Finally, while I haven't seen how black markets are implemented in 1.0, their EA implementation had little resemblance to Chaos Gates—I'm going to assume you mean Chaos Gates, because Chaos Cauldrons aren't a thing—If anything, they more closely resemble black markets from Binding of Isaac, but "shop where you can exchange health for benefits" is not exactly a new or unique concept.
Heck, I decided to do a potentials only run with Ragna and ended it with 23 potentials and a moveset that was vastly more extensive than with EA. Sure, definitely had some luck, but I could still do it where taking things that far simply wasn't possible before. And because of things like being able to stack +MP I could actually use those moves a lot more for some silly strings than with EA. Actually felt a good bit more powerful pumping up my raw stats like that than I did with most 'normal' runs. That was with 50/100 Entropy too so far from being just a gimmick for lower difficulty.
Wait, how do you do a potential only run? How do you get anywhere near that many potentials?
You cannot point to both games having a story and use that to say "they copied from Hades." MOST games have stories and both the structure of their narratives and the way they're conveyed are different.
Classes are not a close analog to weapons beyond being "a thing you select at the start of the run that shapes your run," which is, again, an incredibly common element. Beyond that, all of the specifics of their implementation are wildly different.
I've already gone over why hammers and potentials are not the same thing.
Boons and elements are the closest you have to a point, but again, their implementation is extremely different.
Keepsakes and Mind Ugrades aren't at all similar.
Pact of Punisment and the Entropy system are the other pair of similar systems, but their implementation is still very different.
Continue? You need to actually start. Your comparisons are uncritical and almost entirely wrong.
What? Potentials aren't "random drops form random rooms," They're room rewards you have to select going in and you don't get nearly enough of them to string together a "potential only" run.
Susanoo on hard was a 2min fight playing Es for me. I feel dps problem is mostly a matter of character & perk choice. Had constant dps just placing Es ring on him boosted further with bladestorm perk. That aside cold icycles seem strongest passive dps choice by far. Just started with 1.0 so dont have any mind device perks maxed which means you can certainly be faster than me.
The fight did annoy me however for another reason: Whenever Susanoo goes into a corner the UI obstructs vision on what he is doing. Ground needs to be higher so the fight is above UI level and they already did this correct with similiar bosses like nan-fire bite so they clearly undetstood the problem before and did the right thing but failed to do so with Susanoo.
That's Es, the character which spawns crests by doing everything except walking. Es is by far the most broken character in this game. I didn't play her more than twice on Hard in early access because I finished both runs with 4 HP mixtures remaining (I had to spend two on Arakune, none on Oread, Nan-Fire bite and Susanoo). A roguelite game is not about clearing it once but about a gameplay LOOP. And there isn't much fun to be had if only one character is so much better than the rest.
I beat Susano'o in a minute with Noel, a minute 15 with Taokaka, and 45 seconds with Lambda, EVERYONE is busted in their own way, it's not an Es exclusive attribute to be able to shake heaven and earth with a good potential setup.