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Messages - virtua

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like aoe buffs/debuffs

+/- evasion ( or even 'cannot miss')
chant that shuffles turn order or lowers enemy turn order or just does some interaction with turn order. maybe 'scry' one of your creatures randomly goes next. ( not like time-skip where you choose)
lullaby is in flavor here, i do know sleep is already a thing, a lot
some type of 'predestination' curse, you predict what an enemy will do, and if they do it they take a huge punishment
reveal invisible AOE
+type of res or immunity
mass taunt or deflection/redirection

moved to my own thread

Announcements / Re: The Negative: Devlog #12: Monster Spotlight - Spirit
« on: August 28, 2017, 03:25:03 PM »
cant wait to make a tank with those skills

Announcements / Re: The Negative: Devlog #10: Skill Design
« on: August 15, 2017, 03:46:09 PM »
hope the leech type spells like bloodbolt work decently in non standard scenarios. since in s2 they would frequently do 0 dmg and heal for 0 when fighting certain tough monsters of certain types/resistances.

mm love me some aoe fireball

Announcements / Re: The Negative: Devlog #9: Monster Spotlight - Breeder
« on: August 10, 2017, 04:09:44 PM »
cant wait to put that resurrect skill on other more important guys, and the summon buff on a good summoner :)

hope the mana burn/drain works better then siralim ( monsters still cast when burned)

the 'charge' generation thing is an interesting mechanic... i know i am going to try and make a 'berserk' team, just gotta be able to pass that frenzy/enrage/berserk talents down to others :)


shim v sorrow

pretty cool. not sure if this has been answered before but, is there a stables type thing? or is there a place to store captured monsters? or a place to train them out of battle?

this guy is definitely a guy i will try and use

sounds interesting. could be fun earlier or with certain gear setups, but probably wont play with these guys

seems quite fun. hopefully you can tweak+upgrade uniques  just like other items. i do like the emphasis on end game stuff too!

ah cool. yea I will probably do that if needed :)

pretty sweet, cant wait to see the ores/armor stuff.
i DO and dont like the lack of minimap/map. its not a bad thing per say but it has some challenges. but depending on how the game is designed it is not necessary.

if the game world is randomly generated will I be able to manually ( draw by hand or create one on the computer) create a map of my seed/world layout? is the map persistent and ever expanding? ( think pokemon style layouts) or will it change all the time like siralim, where every 'level' or tier is a new layer of randomized generated map with identical types of entry and exit points. Ie are levels 'deep' (each below the other) or 'wide' (beside one another.)

Support / Re: Drain life not healing
« on: June 27, 2017, 11:41:40 AM »
i think it fizzles if the enemy has defense or is resistant to the caster

Announcements / Re: The Negative: Devlog #2: Monsters
« on: June 26, 2017, 12:51:16 PM »
seems nice. so every monster will roll a different personality each time? thats good for strategy/replayability. item specific skills is good. hopefully there are classic specific items too.  more and more diablo2-ness... which is good! I like how resistances are clearly laid out, unlike in siralim2 its hard to figure which is weak to which class. will each unfused base monster will have always x/y passive/active abilities and x/y when leveling?

for fused monsters is it random which parents'  skills/levelup skills get passed down? or is it a mishmash of both each time to really have you grind until you get that perfect levelup skill assortment?

are those different types of amulets I see? could they be like pokeball tiers? lol master amulet, greater amulet ect.

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