Heroes of Hammerwatch II

Heroes of Hammerwatch II

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too much loss
Is there not some way to farm up a bit so you don't keep losing accumulated resources? It forces you to die to start over. Is this just the way it's designed or am I missing something?
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Showing 1-15 of 21 comments
Raattus Jan 17 @ 1:23pm 
This is indeed how the game is designed.
Goregasm Jan 17 @ 1:28pm 
whelp ok. I guess I'm used to similar other games that don't seem quite as punishing for the loss. Or maybe the resources and gold aren't as important as I think.
Yeah, the start is rough as hell. There's a decent chance to meet a lightning bird on each level, though. Where you can send back roughly half of what you're carrying at the moment. Anything sent back like that will not be penalized on death/abandon run.
As you upgrade the town you can reduce the penalty.
RedShirt Jan 17 @ 1:34pm 
It's still a stupid system. A penalty only makes sense when you can avoid it, but here that's basically impossible. In a case like this it should be possible to end a run willingly at some point.

It's not a penalty, its a tax and taxes suck.
Originally posted by RedShirt:
It's still a stupid system. A penalty only makes sense when you can avoid it, but here that's basically impossible. In a case like this it should be possible to end a run willingly at some point.

It's not a penalty, its a tax and taxes suck.

But you can avoid it sometimes - you get the thunder bird on some runs and the penalty reduction system means that early game continues to be rewarding for high level characters; if it was flat, early areas would be either OP for low level characters or a time-sink for high level characters. This is actually good, clean design and you're progressing at the right pace.

Keep in mind you can usually make a few upgrades after every run - what more do you want?
I believe if you beat the final boss then you don't lose resources but I could be wrong
JonWoo Jan 17 @ 2:24pm 
Once you get a little better by learning how enemies and areas work and getting some new gear it gets a bit better and you can make pretty far runs in.

The way they penalize you does feel weird to me though. With a 40% death/abandon penalty it made it seem like there was some way to go back to town using checkpoints or something but there isn’t.
Kelanor Jan 17 @ 4:01pm 
You reduce that penalty by 5% for each tier of the chapel. I'm at 30% death penalty right now with a tier 2 chapel.
If you kill the last boss you go back to town with everything you collected, so...you could become good enough to beat the final boss and then you won't lose anything :D
Redux Jan 17 @ 4:54pm 
You can avoid the death penalty by completing the run. You're not intended to be able to complete the run early on. Once you're further in, completing the run isn't that difficult depending on the NG+ level you're on. Chapel also reduces penalty. It's "punishing" early on, but everything costs less as well.

Kind of a ♥♥♥♥ system that lures you into the false assumption that you're losing out as opposed to replacing the chapel with a building that let's you gather 5% to 30% more resources.

Just ignore the death penalty, it's not relevant and it's misleading.
It's actually a very lenient system for a roguelike...
djcarey Jan 17 @ 4:57pm 
In some places they've got that flying bird & you can send all your progress back to the town with it.
derw4tz Jan 17 @ 4:58pm 
town upgrade reduce the loss also quit a bit; each chapel level reduces it by 5%; i am not yet maxed and i loose only 20%
Last edited by derw4tz; Jan 17 @ 4:58pm
RedShirt Jan 18 @ 12:23am 
Originally posted by Preserved Head:
Originally posted by RedShirt:
It's still a stupid system. A penalty only makes sense when you can avoid it, but here that's basically impossible. In a case like this it should be possible to end a run willingly at some point.

It's not a penalty, its a tax and taxes suck.

But you can avoid it sometimes - you get the thunder bird on some runs and the penalty reduction system means that early game continues to be rewarding for high level characters; if it was flat, early areas would be either OP for low level characters or a time-sink for high level characters. This is actually good, clean design and you're progressing at the right pace.

Keep in mind you can usually make a few upgrades after every run - what more do you want?

I want that but without having to drop any resource I find by default. If I had a way to, lets say just end the run and go home at specific points, the whole system would have a strategic aspect. Do I push further or don't risk it? But this way it's just annoying.

It's not a big deal in the end. It's just bad design to punish by default without means to avoid it. Like I said, it's not even punishment at that point. It's a tax.
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Date Posted: Jan 17 @ 1:14pm
Posts: 21