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Messages - Chumsie

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1
Pictures and Videos / Re: Fluffy the Wise's Fanart and Monsters
« on: November 19, 2018, 04:54:04 AM »
I need those Mirrors, the Mu Rift-Dancer, that Dark Priest and ESPECIALLY that Eldritch Grimoire in my life - stat! :O

2
Gameplay and Balance / Feathery wyverns on fire - some quick suggestions.
« on: November 19, 2018, 04:47:32 AM »
Here's an interesting query for the lot of you, a query that I already know the answer for:

Have you EVER used a Harpy or a Wyvern in your team, ever?

No?

Thought so.

Do you like encountering them?

No?

Thought so - again.

Both Harpies and Wyverns appear in this rather curious spot where they are, at once, non-creatures that provide absolutely no utility or interesting effects for the player, while also being insanely frustrating to face off against in the realms - especially if you play a Wizard and still have your initial two creatures with you. Sonicscreechers are the absolute bane of auto-casted spells.

Now of course there is a place for individual creatures that can hard-counter or severly hamper the player and it is a good thing that such creatures exist. But when not just one - but two - entire tribes are nothing but 'enemy' creatures, then Chumsie becomes a sad boy who wants to make a suggestion as to how they can become far more interesting and maybe even see some play once in a blue moon:

Ahem...

Make Harpies the 'Blind'-matters tribe and Wyverns the 'Confused'-matters tribe.

Both are interesting conditions that currently aren't really being actively used by any creature tribe and changing Harpies and Wyverns would help not only create some interesting build-opputunities for Harpy/Wyvern focused builds; but it could also allow for synergy between the two tribes AND possibly even the grossly overlooked Mummy tribe - which is a bit of a problem area in of itself, what with half of them doing nothing but applying Curse.

Imagine a world where, say, Sonicscreechers applied Confusion to Blind enemies, Airslayers extended Confusion to spellcasting, Skystalkers provided team benefits for each Confused enemy, etc.

Imagine a world where Harpies actually could make use of their Eyegougers and Marauders and do cool stuff like, say, deal bonus damage to Blinded enemies or increase the potency of Blind.

Imagine a world where Scourge Mummy and Swarm Mummy could... do stuff. Like, say, inflict burn on enemies who get Cursed and applying Poison to cursed enemies respectively.

I like that world and I want to live there. Because I, for once, don't fancy Harpies and Wyverns being useless and half of my second-most favourite tribe (Mummies <3) being outdone by several Death spells.

PS: If there are any typing mistakes then I blame the box-thing you use to type things with. I honestly can't read it. :P

3
General Discussion / Re: Returning to the game but...
« on: November 19, 2018, 04:19:18 AM »
Did some research [SPOILER] and you are indeed correct that the shaman is an achievement reward for creating 250(!) individual enchantments. A bit much to ask for such a vital creature for not only its own tribe - but a whole avatar build as well.

Guess I'll just go with Familiars instead then.

4
General Discussion / Returning to the game but...
« on: November 18, 2018, 12:02:01 AM »
So, I've decided to give Siralim the Third: Full Realease Mode another go and me being me and me only ever playing spellcasting teams, but wanting to try something new, I decided to go for an Imp focused Nature-magic spamming party.

The problem, however, being that I can't seem to locate the Imp Shaman or its breeding recipe anywhere. Which is quite the problem when you're planning on making an Imp-party, seeing how he's THE main thing selling the tribe.

So, umm, could anybody help me out and spoil the recipe, seeing how the wiki dosen't have it? :P

5
Once I'm done with the campaign and real life'y stuff I'll be posting a review, don't you worry. If we make sure that Zack (ALL HAIL!) makes a billion, then we might get Siralim the Fourth. Keep the dream alive people!

Also, that negative commentor guy really needs to learn how to chill. Jheez!

6
Gameplay and Balance / Re: Breeding and Seeds
« on: May 29, 2018, 08:45:05 AM »
Currently being real-lifed really hard, so I haven't managed to do that much playtesting yet. I Once that has been said, I honestly think that the Seeds are a fundementally bad idea and that Class Swapped spellgems are much, much, much, much, much too common (not to mention all other Spell Gem modifiers for that matter). I won't be going into detail as to why I think so here, as I'm working on a thread of my own where I'll be providing some constructive critisisms, but basically it can be summerized as:

1 - Seeds serve to make the individual creature matter even less than what they already do. I say that the game should attempt to make every creature in your party a distinct member, rather than a just a cog in the machine. Eroding the very notion of creature class means removing a huge part of why creatures matter in the first place.

2 - Class Swapped gems basically do the same as Seeds, but on a much grander scale. Especially because enemy creatures don't seem to be able to benefit from them, thus granting the player even MORE of an advantage. Also there's the whole thing about Wizards having the old Spell Mastery trait - but on drugs this time due to a lack of a drawback.

3 - I'm currently only level 33 on my test run (damn you real life!) and yet only a third of my spells are un-modified. Now, I'm a veteran of the series (been here longer than Umaro, motherflompers!), so to me its not much of a problem. But to someone entirely new to the series I can easily imagine that everything having bonuses, random extra effects and all that nonsense could be very unappealing. Not to mention that the frequency by which you gain modified gems makes the individual spell feel a lot less special and interesting.

...

Don't worry Zack (ALL HAIL!!!), I've got plenty of nice things to say (THEM ARTIFACTS!!! <3) once I'm done real lifeing in realspace.

7
Sorcery. Because Wizards are always (ALWAYS!!!) the right choice. Context dosen't matter; if you get to wear a pointy hat and hurl fireballs at people, then you are always the coolest person in the room.

Besides, the ability to equib any Spellgem to any creature is downright ridiculous and opens up for soooo many different builds.

8
"When this creature would remove buffs and/or debuffs from a target, it instead transforms the target's buffs into debuffs and vise-versa. This creature always knows Dispel Magic".
- Rewards utilitarian usage of magic with more utility and prevents abuse by keeping the effect on one duder.

"This creature causes bonus healing and damage for each point of mana the target is missing. This creature always knows Counterspell".
- Rewards "anti-mana" spells/traits and can be used both offensively and defensively.

"Your creatures takes less damage from natural disasters (Whirlwind, Volcano, etc) and this creature deals more damage with those spells".
- Plays around with magic "themes", rather than the usual emphasis on what a spell does.

"At the start of combat this creature dies and becomes a bonus weapon for one of your creatures, chosen at random, for the rest of combat".
- Necromancer(!!!)/Warlock/Wizard support.

"Your undead creatures (Ghouls, Abominations, etc) start combat with Leech and are immune to Blight".
- Yet again: Themes > effects.

"Your spectral creatures (Banshees, Wraiths, etc) have a chance to freeze enemies when they attack and are attacked".
- See above.

"Your creatures all start combat with Shell and gain Shell at the end of their turns, but take 100% extra damage".
- For the people who want to see the, hopefully dead and gone, 1-turn kill 'meta' return.

"This creature gains bonus Health/Defense for each friendly creature wearing a [Insert Weapon Type]".
- Let's all pretend that weapon stypes matter and let Chumsie feel good about crafting staves and wizard hat's, shall we?

"This creature ignores all stat-changes".
- In case we get another stat-changes-wahey situation.

"Whenever an enemy creature becomes Cursed or starts Burning, apply the other of the two debuffs to the target".
- Cursed is rather underwhelming and that flaming mummy is just begging for this.

"Blind creatures have a chance to attack their allies and ignore their accuracy penalty when doing so".
- Neither Blind nor Confused got any real love in Siralim the Second, despite both Harpies and Wyverns being perfect for the task of synergizing with it.

"Confusion now also affects spellcasting".
- See above.

"This creature gains bonus Defense/Health equal to X% of its Intelligence, but it can't cast spells by any means".
- Finding a tank for spellcasting builds was bordering on impossible, what with all of the +int stacking going on with the rest of the team. This fixes that problem and keeps the creature in tow.

9
My main man is looking fly.

10
[Archived] Siralim 3 - Development Discussion / Arena.
« on: February 06, 2018, 08:33:35 AM »
I'd just like to quickly propose that the arena is given a "free run"-mode, where you don't get any rewards but still get to engage in loltastic drafts. Oh, and more (optional?) rounds. I love the arena and it's ever so depressing to get a ticket, have a five second blast and then need to grind a new ticket.

11
So... maybe old-timey Haste could make a return, what with the revamped mana-system and whatnot? Maybe make it so that it can't be cast right after another Haste, to avoid abuse?

12
[Archived] Siralim 3 - Development Discussion / Re: Devlog: Talismans
« on: January 26, 2018, 09:14:52 AM »
I'd have prefered some these to be class traits myself, but whatever. At least they seemingly don't affect combat.


13
[Archived] Siralim 3 - Development Discussion / Re: Devlog: Knowledge
« on: January 26, 2018, 09:07:30 AM »
I'm honestly a bit flumoxed by this feature. The singlemost common complaint about Siralim 1-2 was that combat very, very, very quickly turned into a 1-shot fest and that the main focus of the game, that being combat, became incredibly dull as a result hereof. Now, the sensible choice to combat the issue of "lol yur ded-ery" would obviously be to lower damage across the bord and bring out the big-time nerfbat; which very much seems to indeed be the case for creature traits, spells and damage alike - great!

So... why introduce what I can only refer to as a non-mechanic, which actively runs in the face of all that delicious nerfing and rebalancing?

I like the lore tidbits, because they are cool, but I just... don't... get it.

Might I request that said bonuses be either toned down something fierce (I mean, 30% bonus damage? Seriously?), be made optional or have some sort of cost associated with them?

EDIT: I believe it bears to mention that I've never been a fan of the card mechanic either, although they were/are fun to collect. I prefer for progress to be based upon how the player opts to build their character and creatures, as oppossed to recieving external buffs that the AI dosen't have access to.

14
I've got nothing major to add other than a firm advocacy in favor of tuning down numbers all across the board, in order to slow down the pace of combat so it won't end up as another 1-round palooza, followed by a small plea to not have all members necessarily follow the trait-theme of that particular family, it feels constricting and limits both player and developer options. If I, for some obscene reason, want to bring a carnage I don't want to have to go with the same one 99% of the time and if I want to build, say, a Freeze team, then I'd love to have more options than yeties, a single angel and a single aspect.

Oh, and I've always felt that harpies would work brilliantly as a pro-blind family and wyverns as a pro-confusion one. Just saying.

15
[Archived] Siralim 3 - Development Discussion / Re: Creature Classes.
« on: December 30, 2017, 04:59:36 PM »
Now, you people got me curious. Id dual-aligned monsters ever possible in Siralim ? Could be a blast for obvious off-class entries.

I'm fairly certain that dual-allignments aren't possible. Just imagine how it would work with the resistance stats, Scourge spells, spell gems or class related traits. The maths involved alone would be an absolute nightmare, not to mention that dual-alligned creatures would likely be something akin to a mini-nether and potentially overpowered. Besides, lore and all that.

Although I do agree that it could be cool.

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