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Официальная дата и карточка подтверждены Steam.
В текущих источниках нет подтверждения анонса Scene / P2P.
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Процент рекомендаций и отзывы Steam — отдельно от внутреннего скоринга ggpick.
Внутренний индекс: 81,16/100. Учитывает объём выборки; это не процент Steam.
84% положительных из 726 отзывов Steam · Для ранжирования учитывается размер выборки; процент Steam не изменён
Показана сохранённая выборка: 12. Это не все отзывы и не репрезентативная выборка; по ней не пересчитывается процент Steam.
Parece que al final, estan llevando el juego por buen camino, luego del desastre que fue Seekers of the Storm, sacaron un buen dlc con Alloy Collective, y ahora con el nuevo Hallowed Concepts, parece ser que entendieron por donde debería ir la franquicia. El Enforcer es bastante similar a la versión del mod pero este esta un poco mas balanceado ya que el Enforcer del mod casi que Bloqueaba todo y además le dieron mas utilidad aunque cabe destacar que las misiones de desbloqueo de las habilidades son un poco raras, mas especificas que incluso el cast original. Y la mecánica del nuevo personaje se siente como una combinación de la de Seeker y Void Fiend en el hecho de que tienes que usar una habilidad para conseguir cargas y luego obtienes una transformación. En cuanto a los nuevos mapas y objetos, es bastante interesante aunque pienso que se podría mejorar un poco mas y cabe destacar que …
Parece que al final, estan llevando el juego por buen camino, luego del desastre que fue Seekers of the Storm, sacaron un buen dlc con Alloy Collective, y ahora con el nuevo Hallowed Concepts, parece ser que entendieron por donde debería ir la franquicia. El Enforcer es bastante similar a la versión del mod pero este esta un poco mas balanceado ya que el Enforcer del mod casi que Bloqueaba todo y además le dieron mas utilidad aunque cabe destacar que las misiones de desbloqueo de las habilidades son un poco raras, mas especificas que incluso el cast original. Y la mecánica del nuevo personaje se siente como una combinación de la de Seeker y Void Fiend en el hecho de que tienes que usar una habilidad para conseguir cargas y luego obtienes una transformación. En cuanto a los nuevos mapas y objetos, es bastante interesante aunque pienso que se podría mejorar un poco mas y cabe destacar que no esta exento de bugs, pero bueno, ninguno de los DLC estuvo exento de bugs salvo el primero. Realmente es bueno, pero se podría mejorar el tema de los objetos nuevos que tienes que llevar ya que estos te aplican un efecto negativo y no podes limpiarlos hasta terminar un portal y la recompensa depende de cuantos lleves y si querés obtener los nuevos objetos morados, requieres una cantidad considerable y estos se consiguen con suerte en el mapa pero con baja probabilidad o al terminar el portal te da a elegir de limpiar los que tienes o obtener un par mas.
A good expansion with great survivors and a pretty decent amount of content for your run-to-run. i have my qualms with this expansion; hexes sort of share a fate with lunar items-- being either far too easy to deal with or almost not worth picking up whatsoever-- for upsides with an inconsistency only matched by boss items. gearbox waving around item tier colors all willy nilly makes things somewhat difficult to read sometimes.. why do we have two orange tiers again? two purple tiers? two green tiers? two blue tiers? etc. design issues aside, the trial stages are really fun! i wish there was a way to build your time back up, even if just a little bit. the new stages (i've played all but one) are GREAT!!! enforcers parry gets me hard and acolyte is just plain Fun. i'm super excited to get back on the eclipse grind with these two but am also Deathly afraid of fighting mithrix now. which…
A good expansion with great survivors and a pretty decent amount of content for your run-to-run. i have my qualms with this expansion; hexes sort of share a fate with lunar items-- being either far too easy to deal with or almost not worth picking up whatsoever-- for upsides with an inconsistency only matched by boss items. gearbox waving around item tier colors all willy nilly makes things somewhat difficult to read sometimes.. why do we have two orange tiers again? two purple tiers? two green tiers? two blue tiers? etc. design issues aside, the trial stages are really fun! i wish there was a way to build your time back up, even if just a little bit. the new stages (i've played all but one) are GREAT!!! enforcers parry gets me hard and acolyte is just plain Fun. i'm super excited to get back on the eclipse grind with these two but am also Deathly afraid of fighting mithrix now. which is a good thing. while i don't think i can confidently hold this expansion in higher regards than SOTV or AC, but it's a great expansion worth your time and your money i'd say.
For what they're worth, the first 2 Gearbox-era Risk of Rain DLC's are okay and sometimes even good. Seekers of the Storm in both it's incarnations is a mostly inoffensive unbalanced mess that adds a few pretty cool items, Halcyon Shrines which actively broke the game's item economy and an alt path with a final boss that has interesting ideas but can't help but feel like the bare minimum. It's a whole nothingburger of a DLC that's mistakes compounded to make the game way too easy to solve. Runs became even more homogenous with Seekers. Alloyed Collective is cool enough. The new bosses and enemies are the highlight , the re-addition of temporary items leads to a lot of interesting and cool design space. It's certainly a step up from the previous expansion but at the same time it feels very safe. Theres a lot of retreading ground from Risk of Rain 1 in new ways. It builds off Seekers o…
For what they're worth, the first 2 Gearbox-era Risk of Rain DLC's are okay and sometimes even good. Seekers of the Storm in both it's incarnations is a mostly inoffensive unbalanced mess that adds a few pretty cool items, Halcyon Shrines which actively broke the game's item economy and an alt path with a final boss that has interesting ideas but can't help but feel like the bare minimum. It's a whole nothingburger of a DLC that's mistakes compounded to make the game way too easy to solve. Runs became even more homogenous with Seekers. Alloyed Collective is cool enough. The new bosses and enemies are the highlight , the re-addition of temporary items leads to a lot of interesting and cool design space. It's certainly a step up from the previous expansion but at the same time it feels very safe. Theres a lot of retreading ground from Risk of Rain 1 in new ways. It builds off Seekers of the Storm's formula with it's alt path so it doesn't really end up feeling like anything new and it didn't really take the time to address some of the larger issues Seekers introduced. Runs were still grossly homogenous in a way that made the game unfun for me (I primarily play single player). All in all both DLC's do what they set out to do: make more Risk of Rain 2 - but they never really went beyond that. It's part of why I had a lot of trouble being excited for Hallowed Concepts. I know the community was excited because of how well received AC was. But for me it was just more of the same with some better game design all around. Sure, I'll bite but this might be my last DLC if they keep being like this. Hallowed Concepts blows every other DLC out of the water. The DLC is so fresh and does so much to reinvigorate the lategame that It feels like the devs read my mind. The Hex/Hallowed Item system is downright amazing, allowing for more niche but strong build-around items that require you to debuff yourself to access. The debuffs are no slouch either, it feels like a real risk-reward mechanic rather than the risk being a suggestion as it often is in a lot of roguelites. Being a drafting system lets Hallowed Items be a bit more narrow in scope without bogging down the game's core pool. A new Karma system means that taking more elaborate routes to the final boss will actively make them harder. Mithrixc is allowed to be the endgame threat again and I'm so happy. There's so much intentional and clever design in how these new systems are implemented and overlay themselves on top of the core game. So much of the new content is geared towards making the lategame matter again. It's lovely. The new items are fun and powerful, the N'tormat events are an interesting way to build on existing locations. Genuinely so much of this DLC is geared towards making the core game feel more alive and diverse and it makes even Survivors of the Void look a bit worse by comparison. It's lovely. Truly. Though the final boss being kinda RNG is dumb. Don't do that.
Really crip DLC I enjoy the expansion content, however the karma update that came in tow is absolutely killing my desire to play. Getting one shot by Mithrix pizza spam is depressing. Using the halcyon shrine raises your karma, killing a boss in 5 seconds or less raises your karma, along with some other nonsensical triggers. I was on a god run so needless to say my karma was maxed, and I got deleted.
Ta dificil, melhorem
Like this DLC but they need to fix this ritual bug where enemies are stuck underground
the best dlc ever
This DLC is the best Gbox era DLC so far. Great implementation into the gameplay loop and the survivors are fun.
Been playing RoR2 since it's first version as an Early access and this DLC is an Excellent addition to the game. Hexes are not useless, trade 5-7 after a stage and enjoy the reward. The new survivors and very fun and Gear box successfully added a bunch of items to the game without diluting the White-Green-Legendary item pools. Also, as always, great music
Bangin DLC
I haven't even scratched the surface, yet I'm drawn in more than ever before.
Why are hexes green??? They're indistinguishable from uncommon items. Of course you can SEE that they're hexes, but this is still a baffling design choice. Edit: After comparing directly, ritual items are a deeper shade of blue than lunars, but someone with worse colour receptors might not be able to see that. This is ultimately an accesibility issue. It isn't eggregious, but I still question it.
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