Hand of Fate 2
cz Dec 10, 2018 @ 12:30pm
How are the combat feel and Endless now?
Hey all. Haven't touched this game in about six months. I guess I'll find out for myself when I boot this up again, but I was curious about the community's impressions.

I remember being very frustrated by the combat, in particular the lack of i-frames during certain finishers, where the game locked you into an animation and there was no way to avoid taking damage if an enemy targeted you. Has that been changed/fixed? Is the general feel of combat better than it was at release / before the goblins DLC?

On the same note, how about Endless Mode? I'm guessing the devs are never planning to add a truly sandbox Endless Mode, which is what I truly desired (as opposed to your deck being arbitrarily curtailed and stripped of some of the nicest cards, with the weird segmented quest structure overlaid on top), but how about the difficulty spike with hordes of orange enemies later in an Endless Mode run? Any noteworthy adjustments for the better to the balance of the mode?
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Ratt Dec 10, 2018 @ 5:39pm 
Originally posted by cz:
I remember being very frustrated by the combat, in particular the lack of i-frames during certain finishers, where the game locked you into an animation and there was no way to avoid taking damage if an enemy targeted you. Has that been changed/fixed?

That's the same as before. Make sure you have enough breathing room before you dedicate to a finisher.

Originally posted by cz:
Is the general feel of combat better than it was at release / before the goblins DLC?

There was a big combat update! Bashing is a little faster and causes a short stun (to the point that even ogres are pushovers in 1v1 because you can alternate bashing and swinging to stunlock a single target to death). Blocking charges a more powerful bash that works differently for different armours. There are also Shadows, a new enemy type.

Originally posted by cz:
I'm guessing the devs are never planning to add a truly sandbox Endless Mode, which is what I truly desired (as opposed to your deck being arbitrarily curtailed and stripped of some of the nicest cards, with the weird segmented quest structure overlaid on top)

Again, Hand of Fate 1 still works if that's the experience you want.

Originally posted by cz:
Any noteworthy adjustments for the better to the balance of the mode?

I don't remember what changes landed when, but in six months, I suspect there've been more small changes than can be easily summarized. Nothing drastic's changed, though.
cz Dec 10, 2018 @ 6:48pm 
Well, thanks for the summary. Definitely makes me less eager to go back, all in all.

Again, Hand of Fate 1 still works if that's the experience you want.

Not sure why you said "again", but HoF1 doesn't have the loads of new content and cards and mechanics that HoF2 does. 1 is great for what it is, but it's not more than that.
Lee Dec 10, 2018 @ 8:16pm 
For a full account of the Combat Reforged overhaul, check out this news post:
https://steamcommunity.com/games/456670/announcements/detail/2678968478631193148
Kurt Dec 13, 2018 @ 4:28am 
I don’t know about the rest ... But the endless mode is very good. Especially with the mod to disable the wear of weapons and armor.

In general, the game is very good now. And the combat system is good (I like it anyway)
lborl Dec 13, 2018 @ 5:08am 
Also Endless Mode has a curse called 'Demon Heart' that you can voluntary take from the Keeper of Shadows.

It basically is a hard mode for the combat - everyone (including you) moves faster and does more damage. Spices things up a bit
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Date Posted: Dec 10, 2018 @ 12:30pm
Posts: 5