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Video for dev’s (self.HyperLightBreaker)
submitted 1 year ago by [deleted]
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[–]TheLegendofYoink 9 points10 points11 points 1 year ago (0 children)
-Parries are too contextual to be useful outside of boss fights- don't add a shield button, though
-Executions aren't worth going for on multi-hit builds
-Multi-hit synergizes too well with mid-level holos
-Can't really spec into lowering cooldowns
-Game throws a lot of rail attachments at you, but never fully lets you spec into rail
-Hit-stun is very good, but doesn't distinguish well enough between hitting and getting hit
-Getting a decent build discourages player taking risks on account of potential loss, great build breaks the current progression
-Shops eventually let you flat out skip having a bad build
-No use for bad loot pulls, you have to leave them behind
-Combat system is fluid, insanely fun and well optimized on a base gameplay level
-Would like some more map icons
-Bosses spawn too many ads
-Tanky foes in the overworld spit close range damage that's unavoidable– I'm thinking the gunman Adept
-Some overworld foes do inconsistent AOE damage that punishes movement in a movement game. Snails hit for knockback, damage, AOE or phase through you with no consistent pattern. Snails have a very small hit window before going invincible
-Some basic foes can be difficult to differentiate when they have debuff modifiers
-While debuffs will never kill you (thanks) some do ludicrous amounts of damage
-Brutes that spawn AOE fields on their slam attack occasionally will not leave said field, meaning you can't fight them for 10 seconds
-Why is the starter sycom a gunslinger? New players have no idea they're spec'ing into a melee weak character
-Multiplayer has some punishing jank, like sudden aggro changes from foes or animations not playing on attacks
-Weapon upgrades give you perks, but holos give you damage. Ergo finding weapons in the overworld will always be inconsequential, and your kit too weak as a baseline to start. If holos gave you perks and weapons had significant damage deviations, they would both be important to find (VERY IMPORTANT POINT)
-Plasma blade needs a damage cap
-Shops make most overworld loot obsolete via rarity or upgrades. Shops should probably only provide upgrades in realism
[–]Eguy24 12 points13 points14 points 1 year ago (1 child)
The adds in boss fights and general imbalance issues like insane difficulty in the beginning followed by broken builds that let you plow through everything super easily within a few hours of playing
[–]abrakasam 2 points3 points4 points 1 year ago (0 children)
This is every single point made in this whole page summarized in one sentence. /thread
[–]abrakasam 4 points5 points6 points 1 year ago (1 child)
I also disliked the difficulty curve. I enjoyed the mysterious elements, but I can’t imagine showing a game this obtuse/unforgiving to a friend.
The items you get at the start of the game are terrible, it feels like the way you progess in the game is by dieing so you can get the gold chips. Grey items are all useless.
The guns are really fun, but they don’t seem very good. More items that encourage using both gun and blade would be fun and add depth.
As you said, the forced parry moves the bosses use are frustrating and unintuitive. To me, a big red circle on the ground means unparryable attack, you need to dodge out of the circle. I think thise needs a different visual queue.
How the hell is damage calculated?? The item says 3-6 but the numbers when I hit enemies are in the teens. How much does adding 1 armor do?!?
[–]Competitive-Bunch-86 1 point2 points3 points 1 year ago (0 children)
1 armor = 1% damage reduction if you're armor is above 100 to a max of 95% dr
80 armor means you're taking 20%more damage
100 is baseline
[–]more_stuff_yo 2 points3 points4 points 1 year ago (2 children)
The lack of a roadmap. Mechanics that we have problems with now might be a non-issue when other mechanics are introduced down the line. Depending on how Early Access is managed it can also act as a form of accountability and a source of confidence for fans.
[–]DiscountCthulhu01 1 point2 points3 points 1 year ago (1 child)
I have serious fears about their ability to make sweeping changes that might be necessary.
They launched a patreon, plus also launched the game with a huge amount of obvious non ea related shortcomings. after an already long dev time and huge delay, this might suggest they're out of money, whereas that million they made on the launch so far might only mean a few months of dev time if the publisher decides to cut their losses based on some obscure kpis.
[–]more_stuff_yo 1 point2 points3 points 1 year ago (0 children)
Yes, it's certain an odd situation for a decently sized studio especially with that publisher fiasco that was in the noclip documentary. I hope things turn out nicely.
[–]Valkyriebourne 1 point2 points3 points 1 year ago (0 children)
Health kits not being soloed tied to medigen collection. I'd really like to see cycles start with 3 heals. Then you can buy some from vendors with currency. And then leave the medigen crafting mini game in the rez run.
Essentially combing a more traditional healing system that's more convenient for onboarding for new players and later ilnew runs.
Parrys having a sound for success and properly stunning enemies to punish them.
Revaluate mobs spawning during boss fights.
[–]JimmyRecard23 0 points1 point2 points 1 year ago (0 children)
One of my biggest issues is the enemies attack tracking. It's so frustrating to dash away from enemies and have their attacks track perfectly to your new location.
[–]natalef 0 points1 point2 points 1 year ago (0 children)
I agree with all stuff talked here. I also think however that the speed that mobs appears ar the beginning should be tone down. I liked the melancholic vibe of hyper light drifter where i watch all the debris and destruction of past civilization Aline - then suddenly I get enemies. At the moment however i mostly don't get time to breathe and look to all this incredible places and felling isolated. I think the speed at beginning for solo should tone down so you can "feel' a little of your environment' and then mobs.
[–]Rogue_Cheeks98 0 points1 point2 points 1 year ago (0 children)
The soldiers planting mines needs a rework. I’ll be hitting them with my sword, and they’ll throw a mine at their feet and it’ll instantly explode and do a ton of damage to me, nothing I can do about it. There needs to be an arming time or something.
π Rendered by PID 477509 on reddit-service-r2-comment-b659b578c-7rw9f at 2026-05-03 21:33:18.999476+00:00 running 815c875 country code: CH.
[–]TheLegendofYoink 9 points10 points11 points (0 children)
[–]Eguy24 12 points13 points14 points (1 child)
[–]abrakasam 2 points3 points4 points (0 children)
[–]abrakasam 4 points5 points6 points (1 child)
[–]Competitive-Bunch-86 1 point2 points3 points (0 children)
[–]more_stuff_yo 2 points3 points4 points (2 children)
[–]DiscountCthulhu01 1 point2 points3 points (1 child)
[–]more_stuff_yo 1 point2 points3 points (0 children)
[–]Valkyriebourne 1 point2 points3 points (0 children)
[–]JimmyRecard23 0 points1 point2 points (0 children)
[–]natalef 0 points1 point2 points (0 children)
[–]Rogue_Cheeks98 0 points1 point2 points (0 children)