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Messages - virtua

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31
'chants'

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
charm
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
polymorph
mass taunt or deflection/redirection



32
moved to my own thread

33
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

34
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

35
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 :)

36
hope the mana burn/drain works better then siralim ( monsters still cast when burned)

37
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 :)

38
ez

shim v sorrow

39
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

40
sounds interesting. could be fun earlier or with certain gear setups, but probably wont play with these guys

41
seems quite fun. hopefully you can tweak+upgrade uniques  just like other items. i do like the emphasis on end game stuff too!

42
ah cool. yea I will probably do that if needed :)

43
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.)

44
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

45
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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