Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Red circles
Usually in games, an enemy's area attack that he is about to perform is marked with a red circle so that the player has a chance to dodge it. In this game, there are red circles, but firstly, not for all attacks, secondly, they are barely noticeable, and thirdly, most importantly, they telegraph the attack ALREADY in progress, not the intent of the attack, so the player has a nanosecond to react to it. Adapting to this situation is not that difficult (although most of these attacks are dodged accidentally, not intentionally) if you play ranged, but in melee it is a pain. I think this is the main problem of the player who is essentially playing bullet hell, but is not told where he is going to get hit. Hence the random accumulation of shadow curse (most of it) and other negative effects. Remember the much-discussed lightning mages? The red lines indicate their intent to hit, and they hit almost instantly, with the patch they were given a longer delay before this attack, but their intent is visible, although still poorly, especially in a crowd. Do you think the game needs more visible red markers? In my opinion, it would be nice to have this as a separate setting in the options.
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Showing 1-11 of 11 comments
Medicles Jan 31 @ 4:33am 
I think they should fix the shadow curse system first, so armor and resistance can do something in NG+.
Originally posted by Medicles:
I think they should fix the shadow curse system first, so armor and resistance can do something in NG+.

There is no issue with that.
Originally posted by アンジェル:
Originally posted by Medicles:
I think they should fix the shadow curse system first, so armor and resistance can do something in NG+.

There is no issue with that.
Funny how virtually everyone besides you realizes there is a problem. Seriously, go troll somewhere else.
Medicles Jan 31 @ 5:17am 
Originally posted by アンジェル:

There is no issue with that.

Oh, i am so sorry. There is certainly no issue in developing modifiers that get completely negated by a progression system. No man, that is good game design. Especially when you offer character specific damage output based on one of those modifiers. No, there is no issue.

There was also never an issue with Wolcen, it was a masterpiece of an ARPG, vastly better than Diablo 4 and PoE 2 combined.
Originally posted by Medicles:
Originally posted by アンジェル:

There is no issue with that.

Oh, i am so sorry. There is certainly no issue in developing modifiers that get completely negated by a progression system. No man, that is good game design. Especially when you offer character specific damage output based on one of those modifiers. No, there is no issue.

There was also never an issue with Wolcen, it was a masterpiece of an ARPG, vastly better than Diablo 4 and PoE 2 combined.

That is your opinion.
Akrimus Jan 31 @ 5:49am 
Overall, I also think that there are no problems with the shadow curse system itself, it just adds flavor to the game. There are many ways to reduce the shadow curse, you can (should) dodge it, you can use shadow trinkets that increase damage due to shadow curse stacks. The only problem is that the stacks are poorly telegraphed and that even when blocked, they are still applied.
Medicles Jan 31 @ 7:17am 
Originally posted by アンジェル:
Originally posted by Medicles:

Oh, i am so sorry. There is certainly no issue in developing modifiers that get completely negated by a progression system. No man, that is good game design. Especially when you offer character specific damage output based on one of those modifiers. No, there is no issue.

There was also never an issue with Wolcen, it was a masterpiece of an ARPG, vastly better than Diablo 4 and PoE 2 combined.

That is your opinion.

It is but its also an objective fact. Its right there. Armor and Resistance do not need to be in the game. They arent needed to beat the campaign first time and its pointless to try to reach positive stats with them in NG+.
Originally posted by Medicles:
Originally posted by アンジェル:

That is your opinion.

It is but its also an objective fact. Its right there. Armor and Resistance do not need to be in the game. They arent needed to beat the campaign first time and its pointless to try to reach positive stats with them in NG+.

It is very easy to do that.
Originally posted by Medicles:
Originally posted by アンジェル:

There is no issue with that.

Oh, i am so sorry. There is certainly no issue in developing modifiers that get completely negated by a progression system. No man, that is good game design. Especially when you offer character specific damage output based on one of those modifiers. No, there is no issue.

There was also never an issue with Wolcen, it was a masterpiece of an ARPG, vastly better than Diablo 4 and PoE 2 combined.

This is how literally every game works, you get tougher and monster hit harder, you deal more damage and monsters have more health.

Armor and resistance are still incredible important in higher NG+ because shadow curse doesnt remove your armor modifiers it reduces your armor, so any armor you have from gear will still reduce damage.

If you have 200 armor and then shadow curse brings it down to 100 your armor is still there, without the armor you would be at -100.
Akrimus Jan 31 @ 7:32am 
I think the problem here is in people's psychology. They think that negative armor values ​​are an irreparable disaster, this just shouldn't happen. Well, yes, I have never seen armor and resistances growing in the opposite direction in games, only a gradual increase in enemy damage until they kill you with one hit. In HoH 2, enemies don't grow damage, only health, but reducing the player's defense increases the damage to him. However, this does not mean that you don't need to worry about defense at all. In any case, tell me, do you often get one-shots?
Originally posted by Akrimus:
I think the problem here is in people's psychology. They think that negative armor values ​​are an irreparable disaster, this just shouldn't happen. Well, yes, I have never seen armor and resistances growing in the opposite direction in games, only a gradual increase in enemy damage until they kill you with one hit. In HoH 2, enemies don't grow damage, only health, but reducing the player's defense increases the damage to him. However, this does not mean that you don't need to worry about defense at all. In any case, tell me, do you often get one-shots?

I agree with you that it's people psychology, if the enemies gained damage instead of players losing armor but the end result was the same in terms of damage taken I dont think players would be as upset.

On NG+9 I dont really get oneshot ever, it just doesnt really happen, I do build defense because I have to because its NG+9 and if I dont I die. The deaths that happen are never oneshots but they can be pretty quick, sometimes you are just in the wrong spot at the wrong time and get hit by 13 lightning projectiles and die but when you die its super obvious it was a dumb and avoidable mistake.
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Date Posted: Jan 31 @ 3:48am
Posts: 11