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Sorcery Perks - Spell Mastery series  (Read 846 times)

Offline Psylisa

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Re: Sorcery Perks - Spell Mastery series
Reply #7 June 03, 2018, 12:27:19 PM
Is gem variety really that strong here compared with S2?

Havent played S3 yet but if it is anything like the previous game pretty much the only advantage is giving sorcery monsters actual offensive spells as sorcery barely had decent ones back in siralim 2 but the opposite was true and had very strong utility and support .

Unless you are running monotype teams or vulpes i dont see how hard it is to have at least monsters of three types in the team to cover spell variety needs.
Sure, you can use different classes of monsters, but the fact that Sorcery isn't locked in to those monsters means a great deal.
Especially when you don't have to give up Spell Gem properties to use off-class spell gems - all for a measly 50 Perk Points. In S3, to modify your spell gems, it also costs an arm and a leg. 10 specific dusts, which is expensive. Dusts are fairly rare, and there's a ton of types so getting 10 of a specific type is a bit of a pain.

Also, it helps greatly during the early game, when you literally can't modify your spell gems. The Familiar team line, for instance gains some massive bonuses for stacking more of them. If you want to take advantage of some of the nice Nature and Chaos spells, you'll need the perks or to get very lucky with innate spell gem properties. Beware the owls...!

Offline Dianne

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Re: Sorcery Perks - Spell Mastery series
Reply #6 June 03, 2018, 01:47:47 AM
Is gem variety really that strong here compared with S2?

Havent played S3 yet but if it is anything like the previous game pretty much the only advantage is giving sorcery monsters actual offensive spells as sorcery barely had decent ones back in siralim 2 but the opposite was true and had very strong utility and support .

Unless you are running monotype teams or vulpes i dont see how hard it is to have at least monsters of three types in the team to cover spell variety needs.

Offline Psylisa

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Re: Sorcery Perks - Spell Mastery series
Reply #5 June 01, 2018, 02:51:28 PM
While the Spell Mastery perk was much more useful in Siralim 2 due to the lack of any alternatives, the series are not so useful in Siralim 3, where, for just a slight mana cost increase (Just use chance to defend gems!) you can easily swap the class of the gem, or even allow ANY creature to use said gem!

Thus, I do not think that the full Spell Mastery series should take a full 250 Deity Points, especially compared to the stronger perks on the other classes, in which they can get all of their major perks for the same 250 Deity Point cost (Sorcery needs a much higher amount to get their major perks, not to mention their minor class-specific perks)

I would suggest one of the following...
250 Perk Points is next to nothing... I'm with Visio on this one. You get about 30-50% more power from each spell gem slot. It's massive. Freeing up that slot is one of the best things Sorcery has going for it. It's useful early game when you spell gem selection is limited, and it's useful late game when you want to customize your spell gems for more power. If anything, I'd argue that these 5 perks are too powerful when compared to others.

Simply put, Sorcery needs "more" Deity Points to hit their maximum battle capability then the other classes. (Nature, while it has a "similar" amount of perks compared to Life/Chaos, technically has least since 3 of it's major perks contradict each other, and one of it's small investment, 3 point perks is only useful for very specific builds, whereas ALL of the Sorcery Perks can be put to good use for Sorcery builds)
Sorcery has some of the best Perks in the game. The class is more fleshed out than others. You're literally complaining that Sorcery is too powerful because it has more Perks to spend Perk points on. Which is a valid complaint - but you can't make that complaint from one side, then at the same time ask for more buffs.


Lastly - and this is the MOST IMPORTANT part: there are spell gems that are unable to receive the Class Swap property. This gives Sorcery a very nice advantage that isn't enjoyed by any other class.
« Last Edit: June 01, 2018, 05:41:32 PM by Psylisa »

Offline Visio

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Re: Sorcery Perks - Spell Mastery series
Reply #4 June 01, 2018, 02:36:50 PM
id gladly get a free up of gem slot for 250 points. heck id even pay those points for just 1 gem :P so you can stack costs health/cast twice /increased damage :P

Offline frogspoison

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Re: Sorcery Perks - Spell Mastery series
Reply #3 June 01, 2018, 01:59:17 PM
While the Spell Mastery perk was much more useful in Siralim 2 due to the lack of any alternatives, the series are not so useful in Siralim 3, where, for just a slight mana cost increase (Just use chance to defend gems!) you can easily swap the class of the gem, or even allow ANY creature to use said gem!

Thus, I do not think that the full Spell Mastery series should take a full 250 Deity Points, especially compared to the stronger perks on the other classes, in which they can get all of their major perks for the same 250 Deity Point cost (Sorcery needs a much higher amount to get their major perks, not to mention their minor class-specific perks)

I would suggest one of the following...

1 - Spell Mastery condensed into 1 full Spell Mastery perk, similar to Siralim 2.
2 - Spell Mastery series reduced to 10/20 points per, similar to the Siralim 2's Chaos mage's Sacrifice perk series.
3 - Spell Mastery gives additional benefits, such as Spells being 20% more powerful if casted by a creature of the same class (Thus causing the Class Swap gem property to remain useful), or Spells of said class being 20% cheaper.
I disagree entirely. The Spell Mastery perks frees up a very valuable property spot on spell gems. It also GREATLY enhances early game for Sorcery Mages. All in exchange for just 50 Perk Points.

Other classes have to pay hundreds of Perk Points to start getting value out of some of theirs. The Mastery Perk series has immediate value and gets a Sorcery Mage doing what a Sorcery Mage should be doing - casting spells.




Sorcery has to pay 250 points to get maximum value out of the Spell Mastery perks, which is similar for all other classs MINOR, point-investment perks. Yes, it DOES free up one of the 3 gem enchantment slots, but that alone is not worth a full 250 point investment. Do note that Sorcery ALSO has the same number of MINOR perks to invest a thousand points into for maximum value as other classes, in addition to Spell Mastery.

Simply put, Sorcery needs "more" Deity Points to hit their maximum battle capability then the other classes. (Nature, while it has a "similar" amount of perks compared to Life/Chaos, technically has least since 3 of it's major perks contradict each other, and one of it's small investment, 3 point perks is only useful for very specific builds, whereas ALL of the Sorcery Perks can be put to good use for Sorcery builds)

Offline Psylisa

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Re: Sorcery Perks - Spell Mastery series
Reply #2 June 01, 2018, 03:32:07 AM
While the Spell Mastery perk was much more useful in Siralim 2 due to the lack of any alternatives, the series are not so useful in Siralim 3, where, for just a slight mana cost increase (Just use chance to defend gems!) you can easily swap the class of the gem, or even allow ANY creature to use said gem!

Thus, I do not think that the full Spell Mastery series should take a full 250 Deity Points, especially compared to the stronger perks on the other classes, in which they can get all of their major perks for the same 250 Deity Point cost (Sorcery needs a much higher amount to get their major perks, not to mention their minor class-specific perks)

I would suggest one of the following...

1 - Spell Mastery condensed into 1 full Spell Mastery perk, similar to Siralim 2.
2 - Spell Mastery series reduced to 10/20 points per, similar to the Siralim 2's Chaos mage's Sacrifice perk series.
3 - Spell Mastery gives additional benefits, such as Spells being 20% more powerful if casted by a creature of the same class (Thus causing the Class Swap gem property to remain useful), or Spells of said class being 20% cheaper.
I disagree entirely. The Spell Mastery perks frees up a very valuable property spot on spell gems. It also GREATLY enhances early game for Sorcery Mages. All in exchange for just 50 Perk Points.

Other classes have to pay hundreds of Perk Points to start getting value out of some of theirs. The Mastery Perk series has immediate value and gets a Sorcery Mage doing what a Sorcery Mage should be doing - casting spells.



Offline frogspoison

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Sorcery Perks - Spell Mastery series
Reply #1 June 01, 2018, 01:18:41 AM
While the Spell Mastery perk was much more useful in Siralim 2 due to the lack of any alternatives, the series are not so useful in Siralim 3, where, for just a slight mana cost increase (Just use chance to defend gems!) you can easily swap the class of the gem, or even allow ANY creature to use said gem!

Thus, I do not think that the full Spell Mastery series should take a full 250 Deity Points, especially compared to the stronger perks on the other classes, in which they can get all of their major perks for the same 250 Deity Point cost (Sorcery needs a much higher amount to get their major perks, not to mention their minor class-specific perks)

I would suggest one of the following...

1 - Spell Mastery condensed into 1 full Spell Mastery perk, similar to Siralim 2.
2 - Spell Mastery series reduced to 10/20 points per, similar to the Siralim 2's Chaos mage's Sacrifice perk series.
3 - Spell Mastery gives additional benefits, such as Spells being 20% more powerful if casted by a creature of the same class (Thus causing the Class Swap gem property to remain useful), or Spells of said class being 20% cheaper.