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Topics - jamosup

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Support / Slowdown with buffs/debuffs
« on: May 28, 2016, 12:24:08 AM »
I've noticed sometimes if an enemy applies a debuff or two to my whole team, or I use a partywide buff, the game will slow down pretty heavily; animations and combat text plays out slowly, and it can take ages  to finish the battle. I'm not sure if drawing the buff icons is causing the slowdown or something else; my computer is rather weak, but I don't know why buffs/debuffs of all things would cause an issue :P

Support / Air realm feather event not working
« on: May 27, 2016, 06:29:44 PM »
This is a report for a friend, so I might not have the names correct. He's running Windows 10 and is still on the 0.0.4 version.
He got some kind of event in an air/cloud realm where you need to catch a feather, and it has a chance of blowing away or being caught, but it doesn't seem to allow him to catch it even after an hour of trying.
He's met the god and spoken to them multiple times, and have gotten them to the Respected level of favor (867/1500).
If there's any other details needed to help figure out or reproduce it, I can probably get a hold of them. Should it be showing up as a side quest?

Edit: Probably fixed in 0.0.6

Support / Softlock in mimic battle
« on: May 27, 2016, 04:58:18 PM »
Don't have a crash log for this, unfortunately, but after trying to dispel a Mimic (I may have misclicked and selected it on my own creature, who had no debuffs or buffs, but I don't remember) the game hung, with music still playing. Even after closing the window the game was still running, and I had to close it with task manager.

This was on 0.0.3.

Support / Speed description in library
« on: May 27, 2016, 04:52:46 PM »
Is the Speed description in the library artifacted? It says it determines turn order on the action queue, and increases damage dealt slightly - what it did in Siralim 1.

Support / Crash on Creature Sheet
« on: May 27, 2016, 03:37:13 PM »
(error log)

I got this error when I had hit the down key on my creature's stat sheet after completing the tutorial battle.

Running on Windows 7.

Edit: Turns out this is specifically due to it trying to switch to the next creature in your party if you only have one creature. Doesn't happen with 2.

Suggestions / Tweak the Nightwing Gargoyle nerf
« on: May 15, 2015, 08:36:05 PM »
This was a nerf that came totally out of left field: nobody said anything about the ability, nor did anyone say it was too powerful. I heard it was due to stacking it being overpowered, which is understandable: you can take a group of six and get a ridiculous free bonus even on Realm 1, making farming effortless. The problem with this is that the nerf should have hit the ability to stack it (disable stacking of the ability, or make the stacked effect much smaller) rather than the base value.

What the nerf currently does is make the newbie startup time even longer and grindier, without really inhibiting your ability to sleep-farm with a team of six, as +540% (or more, if it's actually -multiplicative-!) resources is still insane. You'll either have to use two of your slots on them early on (which are slots you probably desperately need, especially as a new player, even on early realms) and grind 60 emblems, or just deal with the fact your ability to fund vital upgrades has been crippled.

I would suggest making the base value the same or slightly toned down (25%), and make added stacks add either 0% or 5-10%. You can still stack it, but it won't make you get infinite resources from the first level, and it means weaker players don't get massively hosed.

Sorry if this post seems kind of harsh! I totally agree with all of the other changes and nerfs in the patch (even topaz attunement!), but this one puzzled me, especially with how severe the nerf was. I agree that having 12x (or more) resource gain was silly, so I don't think it should be reverted entirely, just tweaked a bit.

Gameplay and Balance / Does anyone use the "dump" talents?
« on: May 08, 2015, 06:25:24 PM »
I'm talking about most stuff under Creatures; like the stat boosting ones. Are they ever worth it once you start rolling in royalty points? I'm at at mage level 145 or so now, but I feel like I would still not want to increase those anytime soon due to their inefficient returns. But I assume these are intended more for players who have gotten every character talent and perk maxed that they'd want, and have nowhere to put points - has anyone gotten to that point? Even with at least 600-700 royalty points spent, I'm still mainly working on loot-based perks, so it may just be the vastness of the talents that leads to that.

The Raptor Occultist's ability is that the creature deals more damage equal to 35% of my Spell Power. Unless this is some kind of percentage and not a flat number, at level 147 I have a grand total of 466 Spell Power. This means the Raptor Occultist would be doing 136 extra damage. That's horrible. It would be bad if it did 350% of my Spell Power, even! This is with only one level in the spell power royalty talent, but the scaling on that is still very poor. With the spell power talent at level 100 (which would take 2,500 royalty points), that's still only 275-325 damage or so.

Am I missing something, or is this ability complete and utter garbage? I don't think Spell Power scaling itself is bad, necessarily, though I do think you should gain more spell power at higher levels, as spells rapidly fall behind even with points in the talent. But 35% is a terrible ratio; it would need to be at least 400% or so to be remotely useful, and probably closer to 600-1000%. The only advantage is that it works off your own level and not your creature's level, but that's about it. The side effect of buffing it that much would mean that enemy Raptor Occultists would give out guaranteed one-hit kills very quickly, but other occultist types already do that.

This may also just be a result of how weak your mage's Spell Power stat is; even with bonuses from the talent, it scales so slowly compared to nethers, artifacts, and abilities, that your spells are left in the dust quickly. I do get there are a few creatures and the Sorcery mage's abilities to help that out, so please correct me if I'm wrong. If spells are too strong, also, it could be too easy, as spells penetrate defense and are only reduced by a few effects. There are already a few counter creatures to spell builds, however, ranging from moderate (the ward-giving unicorn) to absolute (nightmare mummy). I have wondered if you should get a little more spell power per level as you get higher up, possibly 1 more every 5-20 levels. This would not apply to enemy parties, as they have adequate spell power due to having extremely inflated levels; they would oneshot your party 50 times over if it applied to them.

And please, if I'm missing something because I'm a bad player, let me know! :P I tend to stick to the same setup, so I may miss out on alternative strategies. I am trying to make a Horde-based team to mix things up, but that's still in its infancy currently.

Help and Guides / Mummy Lord (spoilers)
« on: May 07, 2015, 02:40:38 PM »
This is pretty much me just being a bit impatient, but I was curious what the Mummy Lord's ability actually did - 17 tiers in and I haven't seen it, but people frequently cite it as one of the best and most reliable tanks in the game. I assume they act independently of the defend/provoke commands since people packaged it with the Pegasus.

Edit: Extra note - am I supposed to have not found a single pill yet? I've made it all the way to realm 40 now and I've found no pills, one demon dust, and two nether orbs total, neither imbued, though they were at least high-tend stuff. I have not sat down and really farmed, however, I've mainly been going from one realm to the next. I am not a Death Mage, and my loot hoarding is around rank eight.

Support / Pilwiz bonuses carrying over to the arena
« on: May 05, 2015, 03:07:08 PM »
After doing a Realm, the Pilwiz's bonuses carry over to the arena until you enter a new Realm, I'm fairly sure. Is this intended? I don't think it's too overpowered, as otherwise it would be a worthless creature in the arena, but if you go from a daily realm into the arena you can have one of the most absurd stat boosts of any ability, permanently.  I haven't fully tested this, though, so pardon me if this was fixed or doesn't work exactly this way.

Gameplay and Balance / Artifact loot
« on: May 05, 2015, 03:04:39 PM »
What is the "item level" of artifact loot you find? Is it purely tied to your mage's level, or does finding artifacts on a deeper realm level boost the stats of it somewhat? If they don't, I think it would be a cool boost and make looking for artifacts a bit more exciting; it doesn't need to be massive (like if it was equal to how many levels the realm gave creatures, that'd be a bit silly), but a slightly increasing boost per realm level would be interesting. Something like equal at 1, +10 levels at 10, +25 levels at 20, and by something like 300 it'd be +1000 levels or so (which really isn't much at realm 300, I heard they were about +25000 levels by then!)

Gameplay and Balance / How to not get fried by spell damage?
« on: May 05, 2015, 01:36:14 PM »
This is a bit more of a proactive question than a reactive one - I can usually complete battles before things get dicey around realm 25, but I have noticed something that is not far from becoming a real issue.  Direct damage spells are incredibly painful at this point; Aftermath is usually an instant kill, and Armageddon can one-shot multiple party members. I'm a Life Mage, so I can go deep into Calmness, so there won't really be a problem for me; but how do other mage types handle it with only a maximum of 15% reduction? Do you just tough it out with high max HP?

Suggestions / Don't let Rebirth ever hose you
« on: May 04, 2015, 07:28:57 PM »
Lost an Arena run due to Rebirth resetting my Stronghold's turn, while it was stunned, removing provoking. Enemies blew up my linchpin creature, and it fell apart from there. I don't think Rebirth should ever be a negative effect, so is there a way to make provoking persist if you are reborn into an incapacitated status, or for Rebirth to cleanse debuffs? That's the kind of interaction that doesn't go "Oh, I should have kept my eye out" or "Oh, that's an interesting drawback", it's the kind that makes you want to smash your computer with a hammer.

Pardon the rage, but the fact I got wiped because of my rebirth perk was one of the dumbest moments I've ever seen in this game, especially since it was basically complete RNG-screw (drawing enemies that can apply stun, the (low-ranked) perk applying Rebirth, and the enemies dogpiling the one monster I needed to salvage it.).  I wouldn't complain if it wasn't for the fact the effect is intended to be positive and not have a small chance to completely ruin your day by disrupting your tank.

General Discussion / Integer limits?
« on: May 04, 2015, 02:17:54 PM »
I'm doing a bit of testing on this myself out of curiosity (but it's going to take a while, using a ruby paragon to get ridiculous HP takes a while ), but what is the current limit on numbers in this game? It's more than 4.2 billion, at least, one of my creatures has 11 billion HP and there's no errors so far.

Suggestions / Buff for single-type shields
« on: May 04, 2015, 01:47:38 PM »
I'm not sure if single-defense shields are as hard to use as I assume they are (the defense values ARE huge, but for only 1/5 of monsters), though if you know what a major sigil has I can see them having more use.

I did have one idea that might make them a bit more appealing, if they aren't strong enough currently - why not have them have an innate, non-slot using Pad buff attached to it?

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