…After finally managing to pre-order Siralim for no more grinding Sorcery/Chaos, I, ironically, found myself exploring frantically other aspects of game other than long-awaited catching them by catching them all. Namely, artifacts. That being said, out of all three project’s main selling points, equipment systems is leanest so far. Sure, it accumulated plenora of rather nice ideas, but as whole it still fail to deliver enjoyable experience outside of forworn number hunting:
- Shields. Quite a fair idea, which bumped into Siralim’ current inertness right from start. What shielding supposed to be used for, might I ask ? Covering weakpoints or protecting from specific monster. Unforunately, former is rarely a wise decision in world with +HP/Luck artifact, while later is once again met with omnipresent randomization. Since there is no regional prevalence of damage types (which is somewhat a problem by itself), wasting single available slot on focused protection seems inadequate decision. +HP. +Luck.
…On other hand, there are closely to no love for speed stat, which currently is only one to lack any boosting equipment. So what if… say, we change amulets into granting it ? Speed and Luck, while all shields gonna take pride of being HP bossters. Aside from looking much more logical, such a change would finally make all of artifact type more or less equally desirable. assault, frtification and utilitarity – sounds like a good equipment differentiation.
What’s even more: shields may even grant some resistance against negative statuses. Why exactly not ?
- Weapons. Especially usefully and frighteningly bland. While bumping attack is prevalent option in Siralim, whole armament process is reduced to looking at highest +atk. Whip, sword, katar, et cettera – just look for highest bonus and that’s all. And this is for weapons, mind you: arguably most versatility item kind of RPGs. So what if atk modifier amount wasn’t only stat of weapon artifacts ?
Say, how about weapon, that mititgate % of defences ? Ones with low chances of ailment causing ? May be even arm with different type of attack ? All in all, that gonna make prowling through domains of Life a little more varied, if nothing else.
- Stat slots. Disenchant them first, ask questions later. Rarest sure, in rarest of occasions they may grant bonus to desired stat, yet why bother ? It’s nearly universal decision to roll all slots manually for best results. If only it was possible to meet anything actually unique here…
So how about some non-augmentable secondary stats ? Like ones, that grant low chances of spontaneous spell casting on amulets ? Or, may be, one, that block minon’s own exp gain for sake of granting it to player instead ? How about percentile bonuses to enchantments of other slots ? Questions, questions… At any rate, I prefer looking for specials while powering thing up myself. Instead, very instead, of dolour for missing “disenchant it all” button.
…to be continued…