I know its been pointed out about castle quests being turned off randomly during the game. I had to restart twice now because I am new and was using it as a general guide of the progression. Very annoying!
I found a couple other issues that I hope are not problems in Siralim 2 because the game idea is great, the practice is lacking. In some areas its just terrible!
Blame RNG or w/e but there is absolutely no mathematical probability that a 30% ability activates 12 times in a row then misses once and activates another 20+ times. I died a horrible death to the early game mob that provokes with the bloom ability. Supposedly a 30% chance it can happen, but it activates closer to 90-95%. I try to kill them first to avoid it but after 6 times of getting the bloom I want to throw my controller because that is absolutely STUPID! At least give the ability a 2 time in a row limit or something because there is no logical reason for a wipe against a stupid 30% chance ability and a zombie when you have 6 characters that can easily wipe the floor with them given a fair chance.
Luckily this happens much less often but it almost always happens when I need an enemy dead the most: I do 2-3 attacks to drop an enemy into the mortally wounded hp range, extract their core, and then it takes 4-6 more hits to drain that last bit of HP when the damage I do hasn’t dropped at all. No skills causing damage issues or regen so obviously the range of “mortally wounded” isn’t accurate or the game is calculating HP% wrong occassionally.
This is probably the most annoying but least fatal issue: You get an enemy down to low HP, you have 2 turns left before the enemies first attack, and even with “mortally wounded” HP level your extract fails… twice. You really wanted to get him extracted and killed before he acts but now he gets a free attack because percentages don’t mean anything in this game. Again annoying but so far it hasn’t gotten me killed.
Yes I understand the nature of RNG (think FF13 Tortoise farming) but even a 30% chance at something should never exceed 45% activation rates under normal chances. That one pisses me off the most. I tallied up how many attacks I made against those enemies during about 1.5 hr span. I did about 220 attacks (give or take 5 due to miscount) and only 70-75 actually landed. The longest streak of Bloom was 19. It took me longer to kill a single one of those things than it took to kill a trio of the unicorns! And they kept reviving each other! I decided to go back to playing Dragon Warrior Monsters hoping a patch comes out that fixes bugs and refines the PS4 version a little at least.
Total game play has been over 30 hours in 8 days. So far my first 2 games ended up being nothing because the castle quest bug. My 3rd game I made I kept running into those stupid 30% chance to evade and heal enemies and kept burning all my heal spells and still dying! This game I was just doing testing and if these problems are “par for the course” I can definitely say I won’t be buying Siralim 2 and the people who asked me to rate the game will get a flat “it’s crap” response. I can handle RNG but RN-fuq-you-G is just a stupid excuse for “difficulty scaling” and if the tool tips in the game are wrong (which 65% activation is NOT 30%) then they either need to be changed or the game needs to be fixed.
Edit: Forgot to add that I made a team of only 3 of those enemies and bloom activated about 120 times out of 1000 attacks made against the trio. Again: 30% activation chance right? I even had each one with 30-40 Luck and 25-30 Speed on their artifacts.