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Messages - radfordblue

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General Discussion / Re: Brim Smith OP?
« on: April 30, 2015, 12:18:07 PM »
I don't use Brim Smiths at all any more, even in my pure stat-based damage parties. They're one of the best creatures in the early game, but some later creatures have much higher damage potential. My favorite pure damage attacker right now is a Pit Wraith Lord with the Strength of the World legendary enchantment (from the Colossal Giant). The Pit Wraith Lord gets 5% extra damage for each 1% Health that the enemy is missing, which starts out as 250% extra Attack when you have a Raven Acolyte in your party starting everyone out at 50% health. Strength of the World gives another 240% for the first strike, and anything that survives will have less health, so the Pit Wraith Lord's ability will be more potent against it next time.

The best part of these abilities is that (as far as I can tell), they work on the creature's entire Attack value, and not just the portion that comes from the artifact. If you make a nether creature with lots of Attack enchants, the Brim Smith ability doesn't benefit from that at all but these two abilities do. My Pit Wraith Lord does a lot more damage than my old Brim Smith did at similar levels.

General Discussion / Re: What does your creature team consist of?
« on: April 28, 2015, 09:51:36 AM »
Blood Hounds start with and grant 3 DireWolves; each Colony ability or enchant increases that by 1 Direwolf, up to 7. Dread Hound prevents those Wolves from leaving the field, and Terror Hound (the one that grants 15% dodge per Wolf Stack) is the dodge creator. Honestly, you should also probably pull out the Horror Hound (Wolves cause Bleed) and replace it with Hell Hound (Wolves deal 200% more damage), because the damage they deal becomes incredible that way. Curse of the Silent prevents spellcasting, which is necessary since this build has no other spell defense.

If you're curious, with that build your wolves will be doing 315% more damage than your creatures themselves.

There's also a Djinn that increases your minion damage. I tested it and it stacks with the Hell Hound ability, so it's a good addition to increase your total damage. I made a Hound team, and had three of the Blood Hound abilities, one each of the other five hounds' abilities, the Djinn minion booster, Colony, and a couple of support abilities (Topaz attunement and curse of the silent, I think). It worked pretty well, but it's very dependent on the amount of damage that the creature's initial attack does, so when you get to a deep enough realm where your attacks don't do much damage you're pretty much done.

General Discussion / Re: YES!! Best major sigil reward ever!
« on: April 22, 2015, 12:33:57 PM »
Topaz Attunement is one of the best all-around abilities in the game. I almost always have it on my team, either on an artifact or the paragon.

Suggestions / Re: Labels for materials?
« on: April 21, 2015, 05:56:58 PM »
I think morcadiss means the main menu screen, where it lists how much of each resource you have (on the left side of the menu, between the menu options above and the creatures on your team below). They have icons but no text describing what they are.

It does take a while to memorize all the icons for the resources to know what they are. Larger icons or text would help, especially in the beginning of the game when you're learning everything.

Support / Doom doesn't work
« on: April 21, 2015, 05:52:08 PM »
1) Bug


3) The description of Doom says that it kills the creature after it wears off, but it doesn't work for me. I have an artifact with "Inflict Doom on Hit", and after an attack from my creature inflicts Doom on an enemy, I have all my creatures defend until Doom wears off. When it wears off, a message says something like "Minotaur Behemoth has met its doom", but the creature doesn't die and combat continues as normal.

4) iOS

5) 2.0.9


General Discussion / Re: Is it a bad idea to summon paragons?
« on: April 20, 2015, 08:43:34 AM »
Ancient Ents are the only creatures that make me groan when I see them. I don't really mind though, since I play a Life Mage it's like getting a taste of how annoying my party is to the enemy. :)

Gameplay and Balance / Re: HP vs. Defense
« on: April 17, 2015, 05:11:21 PM »

Your points 1 and 5 are circular. If high defense and high HP *are* equal strategies, then each hit point is "worth more" at high defense. So 85% of high-defense 100hp might be just as good as 85% of low-defense 200hp.

This would be true if Defense mitigated all forms of damage, but it doesn't. It only partially mitigates normal attacks. It doesn't mitigate the portion of normal attack damage from Speed, or indirect damage (Splash, Cleave, Thrust, etc.), or bonus damage (Spider Occultist's Enchantment, Raptor Occultist's Thaumaturgy, etc.), or spell damage, or "% Maximum Health" based damage, or debuff damage (Burn, Poison, Bleed, etc.).

Also, there are other ways to mitigate normal attack damage that are more reliable than Defense, like Holy Defiance or a Pegasus with the Cradle to Grave ability. Defense is just too situational to be useful unless you're dealing with a Defense-specific ability like the Amaranthine's Incandescence ability. Even then I'm not sure it's worth it.

General Discussion / Re: Pace of Combat
« on: April 17, 2015, 04:03:32 PM »
I for one would prefer that the actions resolve and then allow me to look over the finer details/results if I want to. Most of the time I don't need to know that my Iron Golem was attacked for 22 damage. I can see on screen that my Golem took damage, the details are usually not important for me and all the extra taps are quite tedious.

Then there are the stops that just make no sense. For instance, my Dragon soldier attacks, wait, 32 damage, wait, reduce health, wait. That could be reduced to just "Dragon Soldier attacks slime for 32 damage and reduced health by 40, wait"

I completely agree Nori. You have to tap (or hold) the A button many times between meaningful choices, so it gets tedious and encourages you to just skip through messages without reading them. It's especially bad if you're using creatures whose abilities pop up messages. For example, I have the Ent that grants Grace and Mend and his artifact gives a Shell to any creature that gets healed more than 15%. It's a great combo that I really like, but it's very annoying that it adds 3 or 4 more messages that I have to tap through every time one of my creatures gets a turn.

Some of this could be solved by showing the content of the messages in a more visual way, instead of doing everything in the text box. For example, when one of my creatures attacks an enemy, instead of telling me that "Your Brim Smith did 203 damage to the enemy Wyvern Skystalker", it could show a red "203" over the Wyvern's picture. When a creature is healed, show a green number over its picture. If it gains a buff or a debuff, just show the name of the buff/debuff over the creature's picture (eg, the word "Shell" appears briefly over the Ent when it gains the Shell). Maybe show a message like "Lost Shell" or "-Shell" on the creature's picture when it loses the buff/debuff. Bonus damage (like the Spider Occultist's Enchantment) could be a second number below the Attack damage number in a different color, like yellow. This is how a lot of RPGs handle the most common types of messages to speed up combat and not overload the player with so much uninteresting information that they start to tune it out.

I also agree that it would be nice to remove the artificial pauses between some of the actions. Then you just have to keep tapping on the A button to get it to move on.

Gameplay and Balance / Re: HP vs. Defense
« on: April 17, 2015, 07:59:24 AM »
Saphire topaz skill removes the whole thing of speed giving extra damage.

That's true, but it also takes up one of your precious ability slots. You only get 12, and I've never found the Sapphire Attunement ability useful enough to justify taking it. Topaz Attunement, on the other hand, is awesome. Having your whole team go first is incredibly valuable, especially on higher realms where enemies would always go first otherwise because of their much higher Speed.

Help and Guides / Re: Gotta catch 'em all!
« on: April 16, 2015, 05:56:56 PM »
I'm at 319 right now, after finally unlocking all the More Creatures tiers. I know I'm missing the Ancient Spirit, Diabolic Intruder, Harpy Queen, and Witch Doctor Inscriber that others have mentioned in this thread. I don't know what the other three missing creatures are though.

I've heard of a Pumpkin King somewhere, which is probably a Halloween event, especially since a creature in the Tavern talks about how Siralim has an "All Hallow's Eve" party, or something along those lines. Maybe the Steampowered Pilwiz from the Steam launch announcement is one of the creatures that no one has found yet. I guess we'll find out next week. :)

Edit: 320 now.

Support / Wrong core name in Bynine's shop
« on: April 16, 2015, 10:29:32 AM »
1) Bug


3) In Bynine's shop, there is an item called "Cleric Spellbinder Core" for 6 emblems. But when I bought some, it gave me items called "Occultist Spellbinder Core". The abilities listed for both creatures are the same, so I assume it just got renamed at some point. I only noticed it because I'm trying to get the last 10-20 creatures right now and I thought I had missed one when I saw "Cleric Spellbinder" in Bynine's shop.

4) iOS

5) 2.0.7


General Discussion / Re: What does your creature team consist of?
« on: April 15, 2015, 04:51:08 PM »
The Pegasus ability, Chysaor's Ambition, lets it intercept any attack that would kill another creature, reducing that blow's damage by 50% as a bonus. It's pretty much the ultimate provoker, since if your creature would survive that blow, it doesn't care - it only stops the hits that matter. The Consecrator, by comparison, is weaker; heal effects get stuffed by Blight, it's not controllable, and it's dependent on the Unicorn being both able to attack and deal good damage, neither of which is a certainty. There's too many variables there to be worthwhile.

The Pegasus is quite good, but I eventually stopped using it because it's not reliable. It only stops direct attack damage, so all the other damage types can still kill your creatures. It seemed like a third of the time I would lose creatures to Splash, Cleave, Spell Damage, Occultist bonus damage, etc. I've been trying out other ways to keep my creatures alive another round or two, like Siren Coercer or Thunderstruck Phoenix with a Taunt ability on its artifact.

Recently, I've been using the ent that gives you Grace and Mend (20% heal per turn) along with the Siren that gives you a Shell whenever you heal more than 15% in a turn. It sucks to run into Blight with this build, but I'm using a Raven Acolyte anyway (50% health for everyone at start of battle) so everyone gets a free Shell for each of their first two turns. It seems to keep my creatures alive quite well.

General Discussion / Re: Simple damage in high level play
« on: April 15, 2015, 04:14:24 PM »
I was more thinking about something like the Daily Duel that was proposed, where all six enemies would be Nethers. If you bring six Harpy Torturers, give one the Topaz attunement and give another one the Arcanomancer's ability, you should kill half the enemy team on average before they act and mop up the rest in the next turn or two.

Maybe it's not overpowered, but I've seen several other abilities that have a lower proc rate for Nethers, so I thought this one might need that too.

Gameplay and Balance / Re: Major Sigil Commentary
« on: April 15, 2015, 12:18:24 PM »
The way sigils are distributed is going to be redone in the next major content patch, and it'll make a lot more sense and feel a lot less random. :)

Good to hear, I'll look forward to seeing what devious changes you have in store. :)

General Discussion / Re: Simple damage in high level play
« on: April 15, 2015, 12:15:42 PM »
I was just looking through abilities, and noticed that the Harpy Torturer has an ability that has a 50% chance to kill any target with Weak. If you do decide to change the Arcanomancer to do Weak and Wane to Nethers, you might want to also update this ability to not work on Nethers, or work at a lower percentage rate. Otherwise, an Arcanomancer and a Harpy Torturer or two could easily take down enemy Nethers.

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