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Messages - Grakor456

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Gameplay and Balance / Re: [Discussion] Buff/Nerf Thread!
« on: May 23, 2015, 12:27:29 PM »
Likewise I recommend moving the majority of "Mind"/"Luck" spells (Vertigo, Confusion, Mindstorm etc) currently in the Sorcery school to Chaos in return for moving the "Fire" spells (Firebolt, Fireball, Immolation Aura etc) to Sorcery. This would add more Spell Power spells to Sorcery, add more spells with a "chaotic" feel to Chaos and support the fire/burn theme found within Sorcery's creature-base. Sure, the Chaos Mage robes are reffered to as the "Pyromancer's Robes" by the game. But I honestly can't recall a single instance of anybody reffering to it as such; it's always Warlock, Sorcerer or Chaos Mage.

One thing I will say is that Chaos still has a strong thematic reason to be fire-focused. Chaos creatures include Devils and other minions of hell, and fire just works with that theme. IMO, I'd rather see Slimes and Efreets switch places and have Efreets turn Chaos and Slimes turn Sorcery, since that seems to make a lot more sense to me. And Sorcery, being the domain of general magic itself, seems a lot more likely to have mind-influencing effects than what we see in Chaos' creature base.

Of course, this all ties into two relatively minor problems I have with the game...for one, the reasons for certain creatures being certain alignments isn't made clear at all (Why are Minotaurs Sorcery, of all things? WTF is a Pit Wraith and why is it Life?) And for two, there's no reason to really theme and specialize a party into one or two alignments. But those aren't really balance complaints, just oddities with the game itself.

Gameplay and Balance / Re: Steadfast Resilience Ability
« on: May 22, 2015, 05:38:36 PM »
Or profits from your own creatures dying.  :P

Gameplay and Balance / Re: Steadfast Resilience Ability
« on: May 22, 2015, 05:23:02 PM »
Chrysaor's is definitely more problematic, yes, though I wouldn't say that Steadfast Resilience is balanced.

Rather, I think the problem is provoke being inherently imperfect. I really wonder how many people reaching high realm levels are doing so with teams that aren't containing either Steadfast Resilience, Chrysaor's Ambition, or Blood Dance + Cloak and Dagger. Not counting Storm/Horde builds that get around this by just making everyone absurdly tanky. A reliable defense is just a lot better than an unreliable one, so you always see people talking about Strongholds/Sacrificers/Pegasi and not the other tanks. If provoke didn't effectively require taunt, we'd see a lot more variety there.

Suggestions / Re: Tweak the Nightwing Gargoyle nerf
« on: May 20, 2015, 05:26:22 PM »
+1 for 25% non-stacking.

Support / Re: Plant is dead
« on: May 20, 2015, 05:25:33 PM »
Never do something because steam forums are mad. Mad is their default state, lol.

Bummer that everyone else suffers because steam can't deal.

It's a bit more complicated than that, and I think saying "Oh, they're just always mad and can't deal" is a bit minimizing considering what happened there.

Probably for the best it's out, honestly.

Support / Re: Topaz paragon found in the wild
« on: May 16, 2015, 10:46:57 PM »
Literally today, with the last bug-fix patch. The paragons and several other creatures (such as some of the ones you get from events within the castle) now show up in the wild, when they used to not do so. Zack confirmed this was intentional in the shoutbox earlier.

Support / Re: Topaz paragon found in the wild
« on: May 16, 2015, 10:23:00 PM »
It's intentional, them not showing up was a bug.

Edit: Though them not going first may be a bug. Did you also have Topaz Attunement on both of your rows, or Raid as a nature mage?

Support / Re: Frozen Spirit Bugs
« on: May 16, 2015, 08:55:52 PM »
Right-o, just making sure. Thanks!

Support / Re: Frozen Spirit Bugs
« on: May 16, 2015, 08:22:18 PM »
Bringing this back up since I saw the Icy Tomb hit my Troll Arsonist again. It was after the Arsonist killed an enemy with the bomb and thus lost his turn, so I don't know if it's intended or not.

Suggestions / Re: Level Scaling
« on: May 16, 2015, 07:04:23 PM »
A couple things about level-scaling that you may not think about:

While the enemy levels are dynamic, the level bonuses that they get from realm levels are static. For example, at realm 10 all enemies may get twenty four levels above your own creatures, which is a huge obstacle for low-level creatures, but a difference that becomes more negligible when you're much higher. This is the intended benefit for being higher level.

Also, enemy creature levels, and thus your own creature levels, impact the character experience that you get, which means more royalty points. If you keep starting over, eventually your character level will stagnate and progress very, very slowly.

Re: enemy placements: yeah, I too have noticed that enemies always put the lowest level critter in the top-right, for example. That said, I think it's fine, since no matter where you put your low-level creature, the AI always seems to know which of your creatures it is capable of doing the most damage to. So, fair is fair, I suppose.

Gameplay and Balance / Re: [Discussion] Buff/Nerf Thread!
« on: May 16, 2015, 06:52:27 PM »
Brought up in the shoutbox by a few people, putting it here so it's not forgotten...

Pegasus could probably stand to get a nerf. Two things here:

1. Pegasus with Cradle to the Grave is another "perfect defense". In fact, it makes everything basically impossible to kill without indirect damage or a Bone Reaper.

2. Pegasus in general seems to be a better version of Granite Golems and Wall Giants. Yeah, it only intercepts on a killing blow...but that's usually the only attack that really matters. The Pegasus is the last of the "passive tanks" that can flawlessly tank without needing to provoke or defend, and it does it's job a lot better than the alternatives.

A few different suggested nerfs would involve either the Pegasus' only being able to use its ability on provoke/defend, or giving it only a chance to intercede on a killing blow instead of it being guaranteed. Both would also break the abusive Cradle interaction.

Suggestions / Re: Tweak the Nightwing Gargoyle nerf
« on: May 16, 2015, 04:06:01 PM »
I was wondering if somebody was just cross-eyed and was secretly harboring a massive guilt complex about their inaccurate clicking. Admittedly, my imagination has always been more entertaining than real life.

I'm used to forums where likes/dislikes are used per-post to express agreement/disagreement. So, he may be referring to me, though I got at least one smite from this thread so it wasn't just one person. Either way, I agree that it's probably best the option is just removed entirely.

Back on topic: It was suggested in the shoutbox that perhaps the level requirements should simply be removed from the creature tier construction rituals to take away the expectation that you should have them on a given level. I agree that may help, though I still think progression is too slow for my tastes.

Suggestions / Re: Tweak the Nightwing Gargoyle nerf
« on: May 16, 2015, 12:30:58 PM »
It's intentional that you have to work toward unlocking the creatures and grind a bit for those last few tiers. What's the point of a resource system if you can buy everything you want immediately anyway?

I question what the point of the construction rituals having level requirements is, if we're only intended to get them much, much later.

But yes, I'm playing a new game while I'm commenting about this. My level 35 mage doesn't even have a single mat for the granite enchant yet, so that's not an option. Even if I did have them, the 3k granite needed to do the single enchant is a hefty chunk at that point in the game.

Suggestions / Re: Tweak the Nightwing Gargoyle nerf
« on: May 16, 2015, 10:51:30 AM »
I think the problem might actually be in the need to complete everything immediately instead of enjoying the process. Perhaps this creature cultivated a rather "get now fast" mentality.

I find this statement to be rather patronizing.

People enjoy games in different ways. The "enjoy the journey!" chant that gets brought up for this and the people that want help with secret hunting is not helpful. If we didn't enjoy the game on some level, we wouldn't be playing it at all. In this case, the point is that for some of us, the game doesn't really reach its peak until we get all the creatures unlocked and can decide what end-game parties we want to make. There is nothing inferior with that mentality.

Suggestions / Re: Tweak the Nightwing Gargoyle nerf
« on: May 15, 2015, 10:42:22 PM »
I said this over in the shoutbox, but I'm going to voice this here, too: the problem isn't so much the Ransack nerf itself, it's that it makes an already slow progression curve even slower. Yeah, triple resources might be a little excessive, but it's the only thing that makes the granite bottlenecks for creature tiers bearable. And, frankly, Arqane has a point, too. The people that need the gargoyle most are the new players trying to overcome the granite requirements for construction rituals, and they're the ones that can't fit more than one of these guys in their team without losing the ability to delve past the first few realms.

I just want to note that for comparison, my first character used a gargoyle as soon as he could get one, and he -still- couldn't keep up with the resource requirements for tier unlocks. I had to use extra emblems from a Nexus Amaranth to keep buying granite satchels, sometimes 20 at a time, to keep up. As someone who thought that the creature tier progression was already too slow, this was a very unwelcome change.

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