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Messages - frogspoison

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Gameplay and Balance / Re: Sorcery Perks - Spell Mastery series
« on: 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)

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Gameplay and Balance / Re: Life Mage Too Weak?
« on: June 01, 2018, 01:56:41 PM »
Hm, might not be a bad idea to go full speed for the time being. I might try that. Thanks for the suggestion.
I still hope that Emlai's trait will get a buff eventually. He looks so awesome and I would hate to swap him for a better monster somewhere down the road.
Your avatar is better monster than Emlai...

The Life Mage Perks aren't anything you can't get elsewhere. Need attack negation? Ankhol has it. Need spell negation? Vortex has it. And you don't have to invest hundreds of perk points. There's even a creature with Chastise.

The same thing can be said of MOST of the heavy-investment class perks. Echo? Just use multicast. 3 random buffs? There's a creature that does that. Creatures turn into a new creature on death? Creature does that. Get a boost when all your creatures are same family? Sphinxs.

Perks are in ADDITION to the various traits. The main thing is that currently certain classes are extremely pigeon-holed into a certain build - Life mages HAVE to build to take advantage of their huge healing gains. Death Mages HAVE to build into Saia. Unlike in Siralim 2, where while Life Mages could build into heavy healing, they could also build into cleansers. Death Mages could build into avoidance or strong wreckin parties. Ect.

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Suggestions / Re: Anomaly + AOE = 1 shot wins still
« on: June 01, 2018, 01:45:59 PM »
90% basically makes it take the exact same role as in Siralim 2 - Something you ONLY use at lower levels so you just push 1 button to win, and completely useless in any other comp.

Again, note that in terms of pure numbers, and not "TEH FEELZ!", Anomaly only provides with a 20% damage boost to everything. While there are comps in which you can abuse that, it isn't extremely strong by itself (See my earlier post about abusing creature types for maximizing damage on squishy targets to kill harder targets). If you are one-shotting fights without specifically abusing Anomaly with other mechanics (As mentioned with AoE spells and extra target spells), then it's not that Anomaly itself is strong, its that you are fighting significantly weaker teams.

Also, if it DOES need a nerf, then somewhere between 83-84% damage reduction would cause Anomaly to provide no damage boost, just damage distribution. 90% just makes it niche. 80% makes it a strong, but not extremely OP trait by itself.

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Suggestions / Saia - Mechanic for a new Mage class?
« on: June 01, 2018, 01:45:40 AM »
I do like Saia as a mechanic, it's pretty cool. However, it's extremely linear and limiting - It seems that most of the Death mage's major perk allotments are taken up by Saia-oriented perks, (Non-Saia related perks are only Blood Spatter, a summoning-related perk, and Horror Show, ANOTHER summoning-related perk) and since Saia greatly benefits from being almost the only creature IN the party while you summon your other 5 slots, it also limits your entire build path as a Death Mage.

I would like to suggest that Saia, and Saia-related perks, is moved to an entirely new class - Saia. Sorry, I meant Summoner.

As Saia(Summoner), you start out with Saia - Saia counts as a psuedo-Nether creature, in that Saia doesn't really have a class type. Doesn't take any bonus damage from a class, but ALSO doesn't deal any bonus damage (Until a perk where you do). Your first (And only) Artifact that you get, instead of being a sword, is Saia's unique Artifact (Or Daybreaker, when you get that perk). The spell gem you get at the start Summon Random Creature, so Saia can start summoning things right off the bat. You also don't get an extra creature during the second portion - Instead, Saia gets her second trait unlocked, that allows her to summon a creature at the end of every turn providing theres a spot for one.

This allows Death to return to it's traditional roots as a Necromancer archtype, in which your creatures die, are rezed as something different and stronger, die again, and are rezed again.

Plus, it gives Siralim 3 a new selling point - Hey guys, new class!

5
Suggestions / Treasure Golem
« on: June 01, 2018, 01:32:22 AM »
Ok, we get it - Treasure Golems are Friends, NOT (Delicious looking, tantalizing, crunchy loot boxes) Food.

With that in mind, I would like to suggest a few changes to the Treasure Golem fight.

Change one - Forfeit/Run is replaced with Spare when engaging a Treasure Golem. Gives you the achieve WITHOUT costing the rest of the loot.

Change two - Almost each god has their own message for killing and sparing said Treasure Golem. Nice bit of flavor. Most of them are negative if you kill it, positive if you spare it.

Change two.A - Sparing a Treasure Golem impresses MOST of the Gods, granting, say, 200 favor with them. Except Torun, who mocks you, the Treasure Golem, your family, your entire lineage for not having the balls to loot the golem. Cuz Torun is a dick.

Change three - Upon sparing a Treasure Golem, it comes hangs out at Nex until you go into a realm dive again. Can give 4th-wall breaking dev messages about their thoughts on the weather, or local events. Or sneaky game tips. Ect.

Change four - Upon sparing a Treasure Golem enough, you get a spare Treasure Golem core. Just one though. Having a Treasure Golem in your group greatly increases resource gains from fights, so you no longer feel the need to kill the friendly golem.




6
Gameplay and Balance / Re: Tresure golems
« on: June 01, 2018, 01:20:13 AM »
Mercy Achieve requires you to immediately forfeit the match when you engage. So make sure you don't care about anything you got from the realm before getting those points!

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Gameplay and Balance / Sorcery Perks - Spell Mastery series
« on: 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.

8
Gameplay and Balance / Re: Traits on Artifacts Weighted?
« on: June 01, 2018, 01:05:46 AM »
It's not just weighted - You are unable to acquire traits of creatures that you haven't unlocked in the Realms. Even if you've unlocked them via breeding, you will NOT find those traits until you unlock them in story mode.

Even via transmutation and random crafting! (Probably a similar story with eggs too)

9
Gameplay and Balance / Re: Life Mage Too Weak?
« on: June 01, 2018, 01:03:58 AM »
Life mage has swapped to being extremely defensive based. You no longer have the old res perk, instead having a bunch of "Avoid stuff/don't die", along with all that bonus healing (4x bonus healing, +50% health as a barrier, ect).

Because of that, it seems that Life is a much more late-game oriented mage build - The Spirit Family really boosts that up, and I didn't see my first spirit until the 40s.

Personally, since Forest Priest and Bard Balladeer seems to be some of the first starter creatures, I would suggest a speed-oriented build until you get enough deity points to unlock the full power of Life, at which point it seems that you become effectually immortal against anything, providing you are immune to Blight.

10
You get a small amount of XP/Resources. You'll get much more farming at your max realm range for your team. Mainly, you save time.

In exchange, you give up on cores, cards, singularity creatures, ect.

Useful for the initial Deified grinds for the gods. Less useful after.

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Suggestions / Summoning Multiple Creatures
« on: June 01, 2018, 12:38:35 AM »
Currently, you can only summon one creature at a time in Siralim 3. While this was also the case in Siralim 2, in Siralim 3, having a large cast of creatures in your stable is much more important for game progression. In Siralim 3, one wants a large cast of creatures sitting in the stables, collecting XP and hitting the max level so you can breed them into ever higher Heredity levels as they hit the max level. You then want to replace those bred creatures with an even larger collection that essentially doubles each time you run out of the previous stock.


As it stands, the current most limiting factor in creating massive breeding stock is NOT the 2500 Brimstone/Crystal+2 cores that you need each time, or even the time extracting cores from a single type of creature. It's the time summoning EACH and EVERY single one of the (eventually) HUNDREDS of stock you'll need to hit those extremely high gene levels later on.

So, please allow us to summon multiple creatures at once. Huge QoL change!

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Suggestions / Re: Anomaly + AOE = 1 shot wins still
« on: June 01, 2018, 12:28:24 AM »
Anomaly, the Ceaseless Maker's trait, does provide a pretty decent boost to damage output compared to the previous version, BUT it's not extremely OP, especially compared to other traits.

For instance, lets say you use an AoE that deals 100 damage to all targets normally, for 600 damage total.

With Anomaly, each target takes 20 damage, and then deals 20 damage to all other targets. With a full 6 targets, that is essentially 120 damage per target, or 720 damage all together. Anomaly is essentially a 20% damage increase as LONG as the opposing team has at least 6 targets (Of course, thats almost a 100% given fact in Siralem, but on, say, high lvl mimics, I have to transform/kill my Ceaseless Maker, or I lose the fight).
Do note that it works in a similar way for pure single target effects - If I were to deal 600 single target damage to one enemy, Anomaly instead divides that among the team, and increases the total damage done by 20%.

 It IS extremely strong when you are fighting enemies below your teams power level, but when you are fighting enemies double your level or more, doesn't really shine as a strong trait (I use it when farming favor on lower level realms where I CAN one-shot the entire enemy team with a single spell or attack with this trait, but swap it out when I need to make sure that critical targets die asap)

So, yea. By itself, Anomaly is NOT too strong. I had a bit of success using a 5x devil team each equipped with their corresponding lance which had the same-type damage boosting on it along with Anomaly (Essentially one-shotting enemy teams with a significant level difference since the devils dealt almost 500% more damage to their specific type. Combine that with a high speed, high attack setup, Berserk, Multistrike, and Critical on all Devils, corresponding runes, and it was steam-roll easy providing that they didn't get disabled or miss, even being outlvld by nearly triple).

So yea. Anomaly, by itself, isn't too strong. It only adds +20% more damage to AoE in terms of numbers. It's main strength is that it allows you to target the squishiest enemy team members to kill either enemies you DONT want to hit due to traits, or enemies with high defense stats. Sure, there are OP combos with it, but there are OP combos with everything.

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