Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Feedback and Suggestions
After my first (now) 44 hours into HoH2 I would like to share some suggestions for NG+ and the gameplay loop in general. Based on my observations and from playing the first HoH. Some of this may be subject to change as I play more and as the game is updated but for now these are my thoughts. If I don't mention something about the game just assume I'm already happy with it and can't think of anything to add to it currently. ;)

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{Mechanics & QoL}

- Change how the title bonuses work. Have them unlock when a class reaches lvl20, and then scale that class' bonus with the current character's own level going forward. Provided the current character is also lvl20+. So a lvl40 paladin (for example) would have bonuses as if all classes are lvl40 as long as they are at least all lvl20. That way you still incentivize testing out each class, but give players more of a choice concerning what they want to play long-term. And it would make attaining the title bonuses more of a milestone to conclude NG.

- Implement a filter for trinkets and skill orbs that lets you exclude trinkets and skills from your run, as long as a minimum of x of each are selected to appear. It lets players cut out a few things that aren't suited to their playstyle and may clutter available choices. Streets of Rogue implemented this feature and it worked really well to customize your run without compromising difficulty.

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{Replayability and Improved Gameplay Loop}

- In NG+ add a list of optional penalties that can make a run harder in return for greater rewards. Such as bigger floors where the stairs only open when all enemies are slain, tougher enemies, more elites, higher enemy count per floor, higher floor level, debuffs, death timer, etc. One such heavier penalty could for example increase say boss trinket drops by +1, another could yield 1 orb from bosses, or increase the chance of finding higher rarity gear. Others could essentially be treated as gambles with resource investment and return based on the nature of the challenge. They could also come with new achievements for completing them, or even combinations of them for the masochists among us.

- Change the shadow curse enemies from NG+ to be one such optional penalty. While it can be a fun challenge to survive getting through the floors with as few scrapes as possible, just loot running and fighting bosses. The classes, abilities, and enemies are where the meat of the game is. As such I wouldn't introduce a mechanic that disincentivizes combat, or limits build variety, as a core part of NG+. Just needing to kite well and manage what damage you do take (or die) is enough pressure with well balanced enemies and classes. There is no need to make players worry about the eventual curse build-up of taking some stray hits per floor, especially on a close range class. This could serve a better purpose being part of a challenge run via the aforementioned penalty system.

- Add a dungeon that is scaled to the max level of whatever NG(+) you select, say for NG this would mean every floor and boss is lvl20-21. Or add such an option for all (future) dungeons. (on that note only allow leveling past a NG's level cap by actually playing on the next one not just by clearing the current one) This would allow for people to remain at a certain NG(+) for balance purposes and still have a full dungeon (or several eventually) at their level to play solo or with friends. Every NG(+) tier could end up having it's own meta and would add so much to the longlevity and replay value of the game. Especially if combined with the suggestion about enemy types and grouping in NG+, and optional penalties, this is the one thing I would classify as a must-have.

The lack of any scaled content I feel is also the only thing that held back the potential of the first game. There were so many cool or quirky builds that you could make. My friend with who I often played co-op also loved the first game. There were multiple points going through several NG+ cycles where we honestly could have stopped progressing, and just played co-op forever in a scaled environment of that level from the first floor to the last. The actual substance of the game was that enjoyable. This would kill 2 birds with 1 stone; far longer-term replayability and allowing players to balance their own game to a degree by deciding their own cut-off point based on what builds work there.

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{Combat}

- In NG+ mix up the enemy group compositions by adding more variations of existing enemy types (repurposing later-found enemy mechanics, traps and constructs, applying them to earlier floors) to create new threats in old areas. And sprinkling in just a few more elites here and there to add some more beef to enemy groups, but I think it already does that last one. Also further expand upon or change boss mechanics in NG+, depending on what bosses may need a tune-up at higher levels to stay relevant.

- Adjust the NG+(+++) debuffs to only hardcap armor and resistances to something consistent. Using a formula based on the stat number and character level like many other games do. Then balance enemies in NG+ based off the character's power at that level. The goal being for the balance to be comparable to how it feels going through NG floors at the appropriate level if a bit harder, after accounting for the more complete class kit and gear bonuses. The flow from lvl1-20 progressing through the floors and bosses felt great. While the previous suggestion about enemy types and grouping could help add that extra layer of difficulty so you are as engaged on the first floor as you are on the last.

- In NG+ add a new altar room that is fed by slaying enemies. Kind of how a diablo rift works. Kill everything on the floor and the altar activates allowing the player to interact with it. Spawning a tough but optional miniboss event for extra rewards. Just money, resources and equipment though. Maybe an orb to pick a skill since RNG can be a bit cheap with those. No trinkets though as the amount would get out of hand otherwise. But this along with making shadow curse an optional penalty would incentivize players continuing to seek out combat rather than avoid it.

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{Misc.}

- Bring back the priest and custom character feature. 'Nuff said. :3

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Last edited by Martial Autist; Jan 25 @ 7:24pm
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Added more details on how to adjust armor and res for NG+, and added a filter list suggestion for trinkets and skill upgrades.
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Date Posted: Jan 23 @ 7:57pm
Posts: 1