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Messages - ssdg

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General Discussion / Review after about 100 Hours of Siralim 2
« on: September 07, 2016, 04:19:40 PM »
Before I begin, I would like say this game, the maker and the community are awesome, Zack is probably one of the most friendly and attentive makers out there.

Now lets get on with the reviews:
One of the things I enjoyed most was the lack of creature Tiers. You can "end the game" with your first 6 creatures. A lot of other similar games forces you to change team composition at certain point of the game, since your tier 1 creatures just arent as effective as tier 2,3 ones. The game also offer a huge variety of creatures that all have ways to make itself work. The possibility is endless.

I never played Siralim1, so when I picked up 2, some thing seemed missing, informations or glimpse of the awesomeness await. As a new player, I have no idea I need to be level 60 to unlock warlock, I have no idea the stable thats awaiting me. I could have abandoned the game long before I run into those thing. It would be really nice if blood of alter, stables and warlock, etc are revealed much earlier, you can unlock more of it like the forge.

I'm only 100 hours into the game, so maybe Im not deep enough into the game, but the mage class seems very dull, Im barely getting any deity point. With the point I do get, it barely makes any difference, there are some 1 rank wonders, but most of the other perks requires more deity points than I can actually grind at a reasonable rate.

Another thing I find annoying is you can only buy, but not sell spell gems. My latest save only has about 50 hours, but Im already getting like 3 to 4 pages of spell gems of each kind, I didnt even bother to farm for any spell gems, I can only imaging the horror when Im level 600 instead of 60.

A couple of other things before I finish, sigil could give more reward. Also, it would be fun to see some player created boss levels.

General Discussion / Re: Mechanics question
« on: August 29, 2016, 10:25:35 AM »
Will just try to answer a couple of them

If I cast necrosis (Enemies take a moderate amount of damage. 50% of the damage is based on the caster's Speed instead of Intelligence.) with a raven batmaster is it just 100% of the damage based off speed?

When casting multiple Murder of Crows in the same turn, should the enemies affected be updated between castings? Currently, assuming there are 6 enemies, the first cast goes off and kills, lets say 5 of them. The next two casts are still on the total number of enemies that were present (6), and potentially don't hit the one that's left even once.
Right now, it's updated at the end of the end, I hope this is more of a bug than intended.

Help and Guides / Re: Eye of the storm and One hit Kill
« on: August 24, 2016, 03:16:07 PM »
Thanks, not sure how I missed it earlier.

Help and Guides / Eye of the storm and One hit Kill
« on: August 24, 2016, 02:48:52 PM »
Getting one hit Killed with eye of the storm?

Adventure Logs / Re: Journey of the Lone Wolf
« on: August 24, 2016, 12:17:34 PM »
Does Mass Repel ruin your combo?

General Discussion / Re: The Ultimate Tank?
« on: August 24, 2016, 07:01:32 AM »
@FDru, I have already changed my setup. Using Eye of the storm to keep my Apis Defend alive.

Artifact can roll Immune for poison and burn, it looks like a must, if I'm running out slot, I can pick up In Flames and Poison Inoculation. I have not gotten late enough yet, but it seems either strength of the mind or Diligence will be a necessary pick up?

General Discussion / Re: The Ultimate Tank?
« on: August 23, 2016, 01:28:02 PM »
Currently running an Apis defender plus Castitas sanctus with Eye of the storm for defense.

My Apis defender had Long live, but it worked rather poorly, so I added the Eye of the storm.

I finished the setup at 33, had some fun at 34, hit a brick wall at 35. Now, Im looking for a new team, RIP all the effort.

Gameplay and Balance / Wild Stab + Burst of Power + Cast when Hit
« on: August 21, 2016, 04:21:30 PM »
I equipped my Carver Sadist with a Burst of Power artifact. Some of my other creatures are equipped with cast when hit Gems.

The more I run this combo, the more it feel like a bug city

1: Random interruptions, some time wild stab will not attack the full amount. Enemy movement seems to stop it.

2: Imbalanced trigger: Some of the gem trigger way more frequently than other. I have 4 gems equipped, did a test of run of about 50 combats, one of my gems triggered less than 3 times.

3: Self Casting: I have very carefully equipped my Carver Sadist with gems that specific "your creature" and " enemies", I still cast those enemies spell on myself.

4: Attack your self + cast when hit: When this happens, it cast spell on yourself again, and yes, even if it's "enemies" spells.

5. Panic attack with the combo: One of the gem I equipped my Carver Sadist with is panic attack, and when my creatures attack and trigger cast on hit, more weird stuff seem to happen, you randomly stop and skip.

My Carver Sadist are equipped with the following gems:
Molten Wall - Cast when Hit
Volcano - Cast on hit
Panic Attack - Cast when hit
Flame Strike - Cast on hit

Did some more testing

Shock aura totally mess with it in a weird way.

1: huge reflect damage, this seem to go off every attack regardless of what my Carver cast

2: interrupt casting, every time shock aura goes off, nothing casts. In the 3 fights against it, only one time my carver was able to cast damaging spells

3: crazy after death, everything seem to be keep going after the creatures are dead. My carver would die to reflect on 2nd/3rd attack, but it will keep going, the same with Phase spellblade, even after death, still getting reflected

Support / Cast on Hit stop secondary actions sometime
« on: August 21, 2016, 07:50:10 AM »
Thrasher fiend, when equipped with splash/multi strike and cast on hit, some time weird things happen.

It could attack, cast spell and skip the rest and jump to the next creature

General Discussion / Re: The Ultimate Tank?
« on: August 20, 2016, 06:14:54 PM »
As far as I know, both Faith' Armor and vigilance is consistence with the wiki

General Discussion / The Ultimate Tank?
« on: August 20, 2016, 05:03:43 PM »
Im still very new to the game, only level 30ish, so this is totally based on theory crafting.

The best is a Nether creature, you need 3 traits to make it "immune" to all form of damage.

Spiral Ward - This creature is immune to damage from spells
Faith's Armor - After this creature attacks or is attacked, it gains Shell
Vigilance - This creature intercepts attacks on its allies, but when it does, it takes extra damage equal to 10% of its Maximum Health

Artifact need: Heirloom of Sheltering - Start Battle With Shell

So Spiral Ward make you completely immune to spell damage. You start with shell, it blocks one instance of damage regardless of value, with faith's armor, every time you are attacked, you lose a shell and gain another one. Vigilance just make sure the tank gets the job done.

You can get an attack blocking only version to work on a regular Holy Crusader or Apis Defender. (yes, the enemy can remove buff and one shot you)

PS: I'm currently farming materials to put this to a test.

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