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
this alllowed to play aggressive pre link and conservative after link, i really loved it
the soul link altough is much worse if you play with someone that plays not as good as you so the curren system is better for players with bigger skill gaps
think there should just be an option in the church to choose between these two options so players can pick and nothing is lost
Maybe it would be cool to have the possibility to clear the penalty in higher stages with rare spawns (like the cemetary in HoH1). But I'm very muchg against removing the mechanic altogehter.
Just don't join mid run.
Because it's % of max hp as a penalty, classes with lots of HP are penalized more intensely, which incentivizes you to make your low HP players dedicated rezzers. Why should I sacrifice 60 or 70 max hp when someone else in my party would only have to sacrifice 20 or 30? Dedicated rezzers end up feeling like they're playing the game on Weenie Mode where they end up with so little HP they can't really engage in fights without constantly dying.
It also incentivizes better players to foist rezzing off onto less good players in the group ("I'm too good/strong to weaken myself"). So the less good players end up also playing the game on Weenie Mode.
There's also a fundamental inequality in gameplay where someone else screwed up and died and now I have to significantly weaken myself in order to keep playing the game with my friends. Why am I punished for being the nice guy who stops fighting and looting to pick up my friend? I would be much more interested in a XP/resource penalty (loss of xp, loss of gold or other materials, loss of trinkets) instead of the current system.
I didn't play HOH1, but I think the spirit link was a better system. It created a penalty and increased risk for rezzing without necessarily creating the same bad gameplay patterns.
I agree that when you start taking power away from players when they revive, you're basically setting them up to fail even quicker / easier the next time, and that's just a snowball effect that's not punishing .. it's cruel. It's actually worse than just having an xp loss in most games, because at least in those situations you can just gain that xp back because of an infinite grinding mechanism. When you play a rogue-like though, and your runs are locked in / finite .. an xp loss is pretty brutal; but at least on a much lower scale than straight up losing 10% of your survivability.
If' you're going to make it so they can't even continue on after 5 or so deaths .. you might as well just stick with the lives system; that way a player can still function at 100% , but are still penalized by having chances before they're kicked from the game / run.
It's such a weird / archaic / masochistic game design to just make your runs increasingly worse for a mistake, it should just be a game over at that point. I remember the days of arcade shmups and as soon as your plane / ship got hit once, you'd lose all your power ups and the run was basically over, even when you had a bunch of extra lives remaining. Because you'd had nothing to survive with now .. you're basically back to level 1 in a level 8 area. Seriously, terrible mechanic.
or they can have the revived keep the penalty permanently but the reviver has a decaying version of it
I disagree. Once you put that function in some people feel the need to go AFK just to get rid of the debuff just like some feel the need to passively regen all HP as it is right now.
I couldn’t beat the boss because my hp was too low to keep up.
I finally beat the boss by playing solo and finished the demo 😌
the soul link from hammerwatch 1 was thematically cool but a bit too punishing and unfair. hammerwatch 2 hits the balance juuuust right imo. if not for the fact that it punishes players for having a power gap inside the party, i might have called the system perfect.
maybe if they tied to penalty to the power level of the target being revived things would be better. for example by making it so the cost for a lvl 20 hero to revive a lvl 1 hero is basically nothing. as spamming (nearly) free revives shouldn't impact the difficulty much if the target being brought back is extremely weak.