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
About the second point - there is a way to do that. after you beat the caverns there's an npc you can find in the next area. Saving them will allow them to open the dark citadel doors in forest 1 where you'll be able to skip the earlier levels. How far you can skip depends on the highest area you've unlocked and resets with every NG+
Thanks for giving me some hope on that level skipping, but the problem with the bugs is literally that they insta-kill me and come out of nowhere, taking potion or dodging is often not an option unless you have super-fast reflexes. The no-warning out-of-blue appearance is simply too discouraging - the amount of frustration this brings is unbearable.
Please devs either nerf their initial damage or give us some slightly more time to respond and/or for gods sake - allow auto-drinking of potions. I am glad i only played demo and didn't invest money in the game. But will be watching this discussion for some update/patch that would incentivise my return.
In one of my first few runs when I finally beat the first boss and got to the crypts, rng put a buttload of enemies all around me at the very start of the level. I tried to run and fight but I just kept pulling more and more mobs. Of course I died but I learned from that and next time I got further.
To me that's the beauty of these games. It's like how games used to be before you could save, always start at the very beginning and get as far as you can. Difference is, you're gaining xp to make yourself stronger and you're getting gold and mats to upgrade your town, also to make you stronger.
After 2 weeks of playing, I have all my characters at lvl 25 and those bugs are trivial to me.
Good luck adventurer!
That's before you consider dashing, or the fact you will inevitably one-shot or face-tank them by default just by working on a little background progression - with various characters also having high health, armour, parry/block, life-steal, auras, and other elements on top to make life even easier than it already is.
This is typical stuff that doesn't require any form of nerf. To be killed in the way described requires you to be low-level, standing stock-still or barely moving, not hearing or reacting to the audio/visual cue, having no dashes, and having the damage-output of soggy tissue.
I wager you'll be waiting a very long time to be "incentivised" by "nerfs" when this sort of bog-standard thing has been present within all versions of Hammerwatch for a decade now. Such basic hurdles aren't a problem with the game - but the flaw of players inclined to quit over super early woes, seeking 'nerfs' instead of improving themselves in a rogue-lite all about background prog, where dying (at the expense of time and progress), growing stronger, and trying it all again until you succeed is standard fare.