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Topics - frogspoison

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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!

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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.




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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.

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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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