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Of course, I've only been playing long enough to pick up my fourth Sigil. I'm so inexperienced that I'm convinced Corruption is bad, Nova isn't worth the time, Trap patterns are useless, and a whole lot of other silly ideas I'm sure are at least partly wrong :P (Hell, I just figured out why Mastery is a thing). So, I don't know what Sigil combos are bad... but logic suggests they've got to be there.
Novas are meh. With only charge blink and galvanize activation, they're more for defense, even though you can use them to attack, which I sometimes do. I'm not really thrilled about them.
And I agree that traps are useless; pools last longer, and impact areas hit faster. They DO home in to targets, so there's no guesswork, but I don't prefer them. Rays are almost useless. Some have great application, and they're reliable for obtaining sigil powers, but cons outweigh the pros.
And I also disagree with campbell. The balance of the game is a bit all over the place, so some combos will most certainly be less effective than others. I'm convinced that the 'worst' combination would definitely include delirium, though.
As for Ray, there's at least one fantastic use that I've found: Ice Ray Control. It's the quickest way to lock down a group of melee attackers who've gotten too close, because the Freeze effect begins almost immediately upon being struck with the Ray---and you can sweep it from side to side to build up the freeze on numerous attackers as you back away, then switch to something more final.
A shame about Trap: I was really hoping someone might convince me of its merits. Given that it's a whole pattern, I assume Xaviant tested it and found at least some worthy applications!
However, my impression is that some Sgils/Sigil combinations are relatively weaker just because the basic Sgils (Fire, Ice, Lightning & Kinesis) are both effective and straightforward.
To put it simply: nothing beats killing mobs outright. Why should I bother with mind controlling ennemies, managing several debuffs, waiting for parasites to incubate, tagging mobs with this spell and then that just to spawn the right sort of minion and so on when I can just as easily kill everything in sight. There's nothing wrong with Sigils like Delirium and Necromancy, they're functional, they add variety and can be good fun. But I'm struggling a bit to see them as anything other than more elaborate ways of killing mobs that aren't hard to kill to begin with.
Towards the beginning of the game, you lack access to all the Sigils to make more involved builds. Towards the end of the game, you just don't have to! No need for clever strategies when you're the guy who brought a tactical nuke to a knife fight.
Importantly, this observation has nothing to do with difficulty. After all, Lichdom covers the whole difficulty continuum, from too-easy to impossibly difficult. I think the issue is a failure to include tactical variety in encounters. The terrain and the enemies are always so similar---enemies spawning and running at you across open spaces with a couple of useful choke points---that the same strategies always work.
I'd love to see encounters that, say, require using Control effects to divide a large group of enemies into smaller groups to have any chance of victory; or enemies that reflect Destruction (but not Control) effects back at you unless they're stun locked; or enemies that become stronger the more mastery you've debuffed them with---things that require changing strategies.
Also, delirium is not bad. You just need higher level spells to make it work properly. Once you get some status effect duration/high control, mastery augments and your "cower in fear/make it attack your mind control" starts lasting 15+ seconds and even longer.. you will find that enemies are dead long before they go berserk, because this spell also applies mastery. The destruction aspect of it is kind of useless though. I haven't found anything that hit hard enough for me to care, and reflect damage? Meh.. how about a fireball. - My favorite build so far is fire, delirium, with mastery necromancy.. I can't remember the last time I took any damage. and I should mention this synergy called bone golem.
I'm not saying that Delirium & Necromancy are absolutely bad. As far as I can tell, they're perfectly functional. My impression is just that they're less efficient than a straight up damage build. If you're up against a build that can kill anything in 2 casts, all these extra spells to mind-control mobs, spawn undead, build shields, select your permanent summons, get other mobs to attack your pet etc just feel a bit like wasted casts...