Just finished the story of Siralim Ultimate. Excellent work! Some basic thoughts I encountered on my passage through the early content:
I started as a Tribalist, in keeping with the fact I’ve started every Siralim as a Nature mage. Tribalist starts are actually fairly rough, because the Stables are no longer a function - you can’t just breed up a six-pack of whatever species strikes your fancy, you actually have to go find them out in the wild. You can just use multiple of the same creature (which I did), but that’s not necessarily a logical jump for a lot of people who will be coming into this game.
On the other hand, I can see a lot of issues with Defiler and Reaver, which I’ll tackle separately:
Defilers are, by far, the strongest class in the game IMO. This is because the grand majority of their skills apply automatically and don’t need input from the player; with sufficient skill points, your enemies start with:
- 35% less stats
- 20% less Health
- 3 debuffs
- 15% less damage outgoing
- 30% more damage incoming
This is all from the player, applied to the enemy team, which means it scales much harder than the player team is capable of. This are also non-sourced effects, which means enemy traits that counter or redirect stat changes or debuffs are going to have to be hard rules, I.E. Opal Paragon’s “creatures cannot lose stats” hard ban.
Second, Defiler has the best source of mage-based direct damage (damage sourced from a perk, instead of a trait, spell, or attack) in Unholy Night, because lots of spell gems are available that inflict debuffs to the entire enemy team, like Parasites or Wormrot. The Voidlord species does a lot to ameliorate the importance of direct damage in S:U compared to previous games, but giving multiple win conditions inherent in the class perks gets dangerous quickly, because a Defiler doesn’t have to commit as hard to one strategy or the other.
That said, I still love the class, but in a game with asymmetric scaling like Siralim, cutting the enemies off at the knees tends to almost always be better than trying to catch up to the infinitely-scaling endgame. It’s worth consideration, because I don’t immediately know how to counterbalance that.
Reavers are more balanced by comparison; they win long battles, so long as you can survive that crucial first turn. My questions are:
Mental Clarity and Controlled Anger (spell gems do not consume charges and debuff immunity starting end of turn 2) are very powerful. Does Timewalk trigger them early, or does it strictly count end-of-turn flags?
Likewise, Divinity has tremendously powerful implications, particularly with Fire Salamander (creatures cast spells as they die). Is there a way to prevent someone from just stacking a team with Fire Salamanders, Dust Cloaks, Divinities, and %Health damage effects then turboing through the entire fight on infinite spell gem charges?
EDIT: Also, just did a basic glancethrough of traits for a post-story team.
Apis Guardian (intercepts attacks)
Laughing Wisp (takes no damage from attacks, upon taking damage is set to last place in turn order)
Sturdy Gargantuan (delays 90% of damage until the start of its next turn)