Dx2 Weapons
A collection of buffs, nerfs, tweaks and reworks for all the 6 weapons (WIP), also removes the magick cost of omegas
By DDberry
Last updated | a week ago |
Total downloads | 146 |
Total rating | 0 |
Categories | Mods |
Dependency string | DDberry-Dx2_Weapons-0.5.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
SGG_Modding-ModUtil
Utility mod for mod interactions within lua for SGG's games
Preferred version: 3.1.1SGG_Modding-ENVY
A plugin to allow ReturnOfModding plugins greater control of their environment.
Preferred version: 1.1.0README
Dx2 Weapons
This mod is a collection of changes I made to the base weapons
Key features:
- All the attacks/specials cost 0 magick and you can use them whenever you want. Of course this breaks the game right now, you'll still be offered max magick and hexes, but imo cool witch games don't need magick (or mana or whatever) so I'm making this mod to prove my point.
- With omegas out of the way, there are some big QoL improvements to be made, for example: hold to spam the staff special.
- Some omegas were kept, but are better integrated as part of your basic moves.
- Dash-strikes will flow into your attack combo (instead of dstrike -> atk 1 -> atk 2 -> atk 3, now it is dstrike -> atk 2 -> atk 3). This improves the flow of the combat now that we have only 1 dash.
- With so many attacks and omegas, there was a massive overlap of which one you're supposed to use in each situation, for example: staff Ω attack and Ω special are both charged ranged moves. By removing options, players are forced to be more creative with what they have.
- This mod also (attempt to) remove overlap between weapons: a staff special should feel different then a dagger special, even though both are quick ranged moves.
Of course what makes a "good" weapon is entirely subjective, so check each one out, see what you like and what you don't, hopefully you'll find something of use :D
Install
Check this https://thunderstore.io/package/ebkr/r2modman/
Roadmap
This mod is still very WIP, implemented features are listed below
Weapons
- Staff: aspect of Mel
- Daggers: aspect of Mel and Artemis
- Torches: aspect of Mel, Moros and Eos
- Axe: aspect of Mel and Than
- Skull: base weapon only
Hammers
- Some hammers may work, but most of them are broken
What's new
Staff
- Attack: now deal 30-30-50 damage (instead of 20-25-45), your dash-strike also deals 30 damage and chain into the combo, but is slightly shorter
- Ω Attack: costs 0 magick and charges faster, but deals only 80 damage (instead of 120) and has MUCH shorter range
- Special: fires slow projectiles that deal 25 damage (instead of 15) and you can hold to spam it really fast, it no longer stagger foes
- Ω Special: removed
The attack is already perfect for what it is, so I didn't change it. While attacking an enemy you can dash through it to hit both the enemy and anything that was further behind, then dash away and repeat. This also works really well with the new omega: you can easily string quick attacks and omegas together, but to make good use of it you need to stand between foes. The special is mostly there to supplement the damage of your attacks. Attack -> dash away -> throw a few specials -> dash in -> attack again. This is very effective on bosses. You can do a special-only run if you build for it, start with Poseidon (for DPS) or Demeter (for defense) and always cast to keep enemies away.
Daggers
- Attack: removed the last hit of your combo, now you can hold to attack quickly dealing 20-20-10x5 damage, or 40-20-10x5 if you dash-strike
- Ω Attack: removed
- Special: back to its pre-patch version, now it deals 20 damage and pierce, but don't boomerang back to you
- Ω Special: still here, it's free and also charges faster!
I decided to remove the "wait for big damage" gimmick because it just doesn't feel right in the daggers, the new kit is entirely designed for low commitment so you can easily jump in and out of combat. Dash-strike and hold attack to do a full combo, then dash behind the enemy and attack again to keep the combo going. You need to HOLD the attack button, if you keep pressing it you'll may attack by accident when trying to dodge (for those who don't know, attacks cancel your dash's iframes, this is a big deal now in Hades II because you only have one dash). While the special lacks DPS, it's really good for utility: you can easily apply Zeus, Heph or Demeter, you can also stagger unarmored foes from the other side of the screen before running towards them. The omega is useful for killing waves of weak enemies, but you can also fire at point blank to deal tons of damage.
Torches
- Attack: reworked, the new attack works more like the bow in Hades 1, but there's no power shot and you move with 30% speed while charging, you can either charge to the end for 70 damage or spam short attacks
- Ω Attack: removed
- Special: deals 30 damage (instead of 25) and you can hold to attack while moving at 70% speed
- Ω Special: removed (I'm aware most people like it, I plan on adding it back as an aspect ;)
The strategy isn't different from the original torches, just pick a target and attack the hell out of it. Unlike the bow, there's no guilt in doing half charges, you should release almost fully charged attacks for max DPS, but spamming it also deal decent damage. Attack single targets and use special when dealing with crowds. Keep holding special until most enemies are dead, it has enough speed that you can strafe around enemies and dodge slow projectiles. The trick for good specials is positioning: there's a sweet spot, not too close, not too far, where the target gets hit twice by each fireball.
Axe
- Attack: now it takes 0.44-0.27-0.5 seconds to charge (instead of 0.30-0.48-0.78) and deals 30-70-140 damage (instead of 40-80-140)
- Ω Attack: removed
- Special: reworked, now it does a single spin that deals 50 damage and knock foes away
- Ω Special: removed
While attacking you can dash or change direction without breaking the combo. Always aim for at least 2 hits, attack 2 is much faster than the others, so it's pretty much free damage. Attack 3 is a risk/reward kind of situation, it deals lots of damage but sometimes you might want to skip it. If you want to properly aim the final chop you have to dash first, then press the attack button. The special has some sort of "inverted charge time", it fires fast but you have to stand still for a moment, this is perfect if you want to quickly end enemies low on hp. It also has lots of utility: you can knock armored foes away, hit enemies coming from behind or do a little side step between attack combos.
Skull
- Attack: pretty much the same, now it has a long cooldown, but you don't need to worry about grabbing your skulls
- Ω Attack: removed
- Special: removed
- Ω Special: reworked, charge it for 0.74s then become invulnerable for another 0.74s while running over enemies, the new special moves slowly and you can control it
This weapon was clunky before... still is but I love it ^^ The attack's cooldown is long enough that you can always dash between attacks without sacrificing DPS, you can also attack -> cast -> attack, which is a deadly combo. The special gives you lots of iframes but just isn't quick enough to block incoming damage. The idea is to charge it from far away or look for breathing room between enemies' attacks. Once charged, nothing can stop you! Now you can either chase distant targets, or float to a safe place, or (my favorite) circle around an enemy to hit it twice.