[quote=“RegalKain, post:11, topic:4237”]Sadly right now it really feels like more of the same for me. I’m going to wait until it’s full release and give it another go before I review it, because right now the review would just be to buy Siralim 2 and avoid this. I think a large part of that sting is because I chose Life Mage as my starting class and that was just a monumental mistake, it felt grindy from level 1 on, to the point of dying in my first battle in Realm 1. While I understand the reasoning behind it, the perks just feel lack luster, the “trim down” did no favors for Life Mage and it made it so that you don’t start Life Mage, you class change into it once you have enough Perk Points to really boost yourself.
I feel that “meaningful” battles happen a lot early game as a Life Mage, because you have to be super careful with every single turn and you risk wiping at the slightest mistake, mostly because if you have gotten unlucky and have no healing gems, you have basically no perks at all with which to support your team. Ultimately a game that has “no level caps” will always eventually turn into a Hold E and win or die game. Just because there’s no balance at that level of stats and the millions of combinations you can access via creatures and artifacts. I have hopes that the game turns out to be a good game, but right now it just feels like I’m playing a dumbed down version of Siralim 2, which is sad for me.[/quote]
I felt that way about Sirilim 3 as well. I don’t think of it as a “dumbed down” version, it’s a “held back” version. And by that I mean until you hit post-game, many of the options are simply inaccessible. Most of what was in the older perks went to traits or Itherian creatures, and things that aren’t accessible without lots of grind/god favor.
I too started Life mage, and regretted it. But I played all the mages through to completion. Life was by far the hardest, hands down - and it can be directly attributed to Life perks. I think it took me 20 hours to finish Life Mage main game, where the others took me 1/2 or less. The bosses were also largely forgettable, save for the level 18 Horde boss. And that was only memorable on my Life mage, because it was the only one that struggled. The others blew them all up without issue.
And yes, largely I agree that Sirilim 3 is essentially Sirilim 2.5. What I was expecting from the developer notes prior to release was a completely reworked and revamped battle system such that one-shot teams weren’t going to be a thing. But Sirilim is still Sirilim… one-shot or get out. Many of the bugs present in S2 made their way into S3. Even in S3, it’s VERY apparent that balance is out the window when one of the first creatures you can get is one that allows you to double cast all your Nature spells - and then his brother that allows free Shellburst. In post-game, the only way I die is if there’s a massively lucky enemy team that somehow disables my traits, artifacts, reduces my stats, and seals off my spells and attacks. All of those things at once need to occur.
Breeding was also a large disappointment in this go. Too many creatures loop back to the tier 1-3 critters, essentially locking you in to set creatures. Emblem creatures round out the tier 4, and need lots of grinding to unlock. Breeding is easily passed over until post-game, and even then it’s simply easier (and more resource/time efficient) to ignore it and climb floors since extraction is 100% for most creatures. Breeding also no longer unlock creatures in the wild, so until you climb floors, you fight the same enemies repeatedly whether you breed or not.
Itherians are a great improvement to the game, though. There’s a definite feeling of wanting to chase those creatures and capture them, because you can’t breed them. It’s the only way to find them.
Spell bloat is another real concern. There’s a billion different spells, and some of them are now (almost) useless, and many of them are certainly redundant. Identify Creature? Why is it still in the game? Why does Life have 4 different single-target healing spells and 3 different Resurrects? I’d rather the spell gems be massively trimmed, and the schools better defined. One school for primarily AoE, one for big single-target, one for status effects, stat boosts, etc., etc. Creature mana has certainly been improved (I actually cared about it… for a little while), and gone are trigger-mechanic properties of spell gems. Both of those are good things. But now we have class-swapping gems. In an of itself, it’s not an issue. But that double-casting Nature trait I mentioned above? Yeah, now you can double-cast Planets by making bending it to Nature.
Gone are the days of Gene Strength, but I’m not sure the replacement is all that better. It’s another one of those “I cared about it at the start” type of situations. But once you start finding eggs that double your Heredity, it simply ceases to matter. Now I just staple whatever egg I happen to find on to my creature, raise the level cap, and move on.
Overall, I play it. I’m mixed on it. It’s certainly not everything I was hoping for, but it’s not a total letdown, either. Like you, I’ll save my review for after release. I don’t think it’s fair to ultimately judge a product based on Early Access.