


This mod is a collection of changes I made to the base weapons. The goal is to make them faster, more intentional and, overall, closer to what Hades 1 feels like. 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
To address the big elephant in the room: the new weapons don't use magick, at all. This happened for two reasons:
It obviously breaks the game right now, you'll still be offered max magick and hexes and all you can do is spam O-cast like crazy, but imho magick is holding the game back, so I'll give this magick-free mod a shot. You should too!
Check this https://thunderstore.io/package/ebkr/r2modman/
Modified weapons:
Only base weapons are done for now, they may not work with current hammers and aspects. My plan is to make sure all 6 weapons feel right by themselves and complement each other, after that I'll move to hammers, aspects and whatnot.
The attack combo was already perfect, but I changed the damage values to 25-30-20 (instead of 20-25-40). The dash-strike now deals 25 damage and is followed by attack 2, which means you'll barely notice a difference between attack 1 and dash-strike, however, the dash-strike range is (still) a fair bit longer.
I kept the omega attack because it feels really good to string quick attacks and omegas together, now it costs 0 magick and charge faster, but deal only 80 damage (instead of 120) and have a MUCH shorter range. Why make it shorter? I want players to make better use of the "attack behind you" thing. Now if you want to hit far away enemies you need to stand BETWEEN them.
The special fires a slow projectile that deals 25 damage (instead of 15) and you can hold to spam it really fast (no more omega). It's really strong but there's one caveat: it no longer stagger foes. For the crazy range and DPS, they'll probably be dead by the time they reach you, otherwise it's a good excuse to use your cast.
The omega attack was removed, same for the final attack of your combo, but now you can hold to attack. So your new attack combo deal 20-20-50 damage, or 40-20-50 if you dash-strike. The balancing of this weapon looks like the twin fists in many ways: strong dash-strike followed by weaker attacks and a brief cooldown after each combo, which forces you to dash behind the enemy and keep the combo going. Even though they are similar, I think the daggers feel more precise, somehow.
You need to HOLD the attack button, if you keep pressing it you'll eventually dash-strike while trying to dodge attacks. For those who don't know, dash-strikes cancel you iframes. This is a big deal now in Hades II since you only have one dash. This was a problem with the old daggers, and the reason I wanted to change them in the first place.
The special is back to its pre-patch version. Now it deals 20 damage and pierce, but don't boomerang back to you. Yes, it went from 50 to 20 damage, and I know some people will dislike this change, but damage was never the point of the special to begin with, it's there mostly for crowd control. Anyway if you don't like it you can just delete a few lines in the mod files. The good news is: omega special is still here, it's free and also charges faster.
The attack has been completely reworked and now it's more like the bow in Hades 1. Maybe I'm being selfish here since bow was my favorite weapon and there's nothing remotely similar to it... IN A WITCH GAME! But tbh I haven't seen anybody really like the torches, it's not just me.
Anyway, it seems like the torches were designed with an "attack while moving" theme and I tried to stay true to it. While charging the attack you move at 20% speed, which is not much, but is better than nothing, and you can slightly slide when dash-striking. Unlike the bow in Hades 1, now you can spam attack and it'll deal decent damage.
The special now deal 30 damage (instead of 25), and you can hold to attack while moving at 70% speed. This is useful if you want to hover around waves of weak enemies, or even dodge attacks without letting go the special button. 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.
I'm aware most people like the omega, I plan on adding it back as an aspect ;)
Attack is pretty much the same. Now it has a long cooldown, but you don't need to worry about grabbing your skulls anymore. Also, no omega.
If you're into rhythm games you can play it like: Attack -> Cast -> Attack -> Dash -> Attack -> Dash -> Attack...
The special is like a weaker version of Poseidon's call. You charge it for 0.74s then become invulnerable for another 0.74s while running over enemies. You can control the special to chase enemies or reposition, or even hit the same enemy twice if you manage to circle around it.