Heroes of Hammerwatch II

Heroes of Hammerwatch II

View Stats:
Enemy Healing Totems in High NG (currently NG+9 for me) need to be scaled down
I ran my Warrior Berserker weapon build before the patch to NG+9. Now in the Barracks enemies place these Healing Totems and they are healing all mobs in a radius for 2.5k hp per tick. When they place 2 they heal for 5k+ per tick which is extremely annoying and increases fight length massively.
Which in turn increases the shadow curse I get massively, on top of that shadow curse reduction seems to be not working correctly now.

From my point of view the healing of these totems should be scaled down. Anyone else experiencing the same issue?
< >
Showing 1-9 of 9 comments
I started playing this late, so I'm not at that level yet - but I've heard a lot of people talking about the same exact thing. Same issue impacting everyone regardless of build/class.
totems are "fun" as a gimmick but not when its so one sided... I either get blasted by archers on steroids or have undying mobs... game feels super broken at ng +7 rn for my rogue....

Also, totems, super hard to destroy as melee and since the befit they give it's so extreme, it's horrendous rn

I guess back to my sorceress and do line of sigh mobs and take 2 hours to finish a run... feels wrong and, will probably feel worse once I try to go lvl 60 w/ warrior and paladin... I surely hope they roll back some of that before I reach that point
Azrarang Feb 17 @ 3:45pm 
I made it to NG+10 but that's it for me I guess.
I don't feel like pushing the Berserker any further given the current mechanics. It was simply no fun.
The Dark Avatar felt like a piece of cake compared to Barracks or Courts with Healing Totems and Archers on steroids.

This definitely needs fixing.
Last edited by Azrarang; Feb 17 @ 3:48pm
Mawdesty Feb 17 @ 10:08pm 
My warlock probably can't beat NG anymore with this new patch. I have no range to damage archers where they can't hit me, and the damage they do is so insane. Every pocket of enemies having 3 or more archers is almost guaranteed to need a potion, and even trying to dash through the floor is a gamble. I could probably skip those floors and beat Serpents easily, but a 50/50 to die before the boss is annoying. I'd need to respec to stop being so melee with warlock to maybe deal with the massive damage on the courts.

Healing totems are less an issue if you optimize DPS, but that is definitely problematic. Sustain or defense focused characters won't be as viable if enemies have great constant healing, and even if they can win, fights will turn into an absolute slog. Every build is now under more pressure to be DPS optimized and player choice suffers.

I was so glad when HoH2 had none of the totem enemies from the first one. Enemies rapid fire attacking cause of red buff, like an actual firing squad, or regenerating from green was the least fun from the first game. I'll just say I'm glad I rushed and got all my achievements done before all the nerfs got worked in.
Malzi71 Feb 18 @ 3:53am 
healers arent fun and balanced most of the times. Make them rage totems, resurrection totems or make the heal go off only a single time.
jimmpi Feb 18 @ 8:26am 
+1
totally agree. im not on your lvl of ng but have the same experience. the healing from totems must be turned down. Now they almost heal for the same amount of dmg i deal, that just like ju say make the fight really really long. to the point where the fun part of the game if getting smaller and smaller.
Mawdesty Feb 18 @ 10:09am 
They heal for way more than my damage(Wizard). Non crits were something like 1.2k-1.5k. The heal pulse was nearly 5k on all enemies. If I didn't have so much crit chance, those areas would have taken so much longer. Also, one hallway had summoners sped up by red buff and the three of them just kept a constant wave of skeletons. I did two long laps in the halls just to win that fight. No way for magic missile to damage enemies in the back with constant bodies being summoned up to tank hits. So kinda a big issue.
Celgaming Feb 18 @ 12:47pm 
Totems have no icon above them or health bar, making them almost unnoticeable during a big fight. I play exclusively online beyond 4+ so if the randoms that join in know to aim for them or have abilities and skills that penetrate, and kite the mobs AWAY from the totems, they are not a big deal. Currently climbing 5+ but I level all characters to the same NG to keep the challenge up and I don't leech items from high level players online. Seen multiple NG10+ lobbies that have level 25 people, and I'm presuming they are there just to get high item level gear.
Yeah they don't really have much fanfare do they? Hidden away in the crowd and dangerous as hell, but even if you notice them you can't get rid of them very easily. Not even sure which enemy places them in the crowds funny enough... they don't stand out as much as much larger/more colorful enemies. Maybe it's the melee elites?

Just made the game way harder (or... well really way longer in most cases), but it doesn't seem with much of a counter. Probably should have just been reserved for another campaign with a design around them being there from the get-go.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Feb 17 @ 2:20pm
Posts: 9