So, I played the game with the following configurations:
- knight lvl10 2 hand weapon (78-130 damage weapon at the end)
- Air mage lvl10
- Jahan as ice mage lvl10

Played in hard mode the whole game.

What I noticed in my playthrough is that the difficulty was about about balanced until the lighthouse ghoul, after that, it was pretty much a cakewalk where I had no chance of ever losing a fight. Despite the ideas and abilities for the fights were interesting, the difficulty just need to be upped.

I noticed several causes for it:
- when you reach level 3/4 way of the warrior, you can use most of the skills and with several skills redundant like battering ram + charge, you could pretty much use all your skills in the 1st two rounds of the fight and slaughter all the mobs before they could do anything at all.
- The various disables (especially the frozen ground) were way too efficient on the ennemies, teleport can't be resisted which make it even worse for them. Because of that, I barely received any damage from attacks, only damage from traps and the environment.
- the ennemies barely use abilities, at least they should try to use easy to aim abilities like charge or lightning or ricochet.
- they generally don't have enough hp and their lvls don't increase enough later in the game, the last fight against Braccus was ridiculous, after 3 rounds all the 4 bosses were dead.
- After lvl3 way of the warrior, his damage was just through the roof it wasn't even funny. Due to strength lowering the ap necessary for using abilities, fist would cost 1 or 2 ap for a shitload of damage (combined with bully and flurry, Braccus died the 2nd turn).
- last fight, the first time the 3 bosses didnt go to help Braccus, had to reload, moreover, the 2nd time, by the time they came to his help, Braccus and the twin were already dead, they need to be nearer and have more help.
- during all the bosses fights, the bosses are way to sensitive to crowd control or teleport while their allies die too fast.
- Warrior in general having too much damage once he gets a good weapon combined with too much mobility and CC (not even counting his ally boosts and nullify resistances). After the second round, most of his abilities are generally in CD but by then, most of the ennemies are dead and the few that were left wer shocked/blinded/frozen to death by my mages.
- On the other hand, the mages' damage couldn't keep up with the warrior later on, it should increase more with the level. By the end, per round, my warrior did much more damage than both of my mages combined.

To solve those problems, you could add:
- lots of hp to about everyone after lvl 5. Increase
- a few mobs with specific skills (charger, casters with offensive spells that are used in priority, etc...)
- increase the bosses hp much more
- increase the level of the ennemies around Braccus
- bring CC under control, it would also allow the ennemies to use them more without it being frustrating for the player.
- the ennemy fighters must be much more resistant than their casters or archers, they're useless right now.

For the build, you only had to boost way of the warrior/water magic/ air magic. Make it so that the other skills like two handed had more importance. Maybe instead of strength lowering the ap/cd on skills and boosting them, we could have two-handed lowering the ap when using a two handed weapon, leadership would boost heal, armor specialist would boost battering ram, etc...
Add more sinergy so that there's a real choice to be made, right now you only need to boost way of the warrior and strength to max out the efficiency of your skills. It should be harder than that.

Last edited by finishedthebeta; 29/04/14 08:46 PM.