Some other spells might need adjusting. I'm also not sure if you've figured out how to adjust player talents, but those could use an overhaul in terms of effectiveness. Many of them are much more appealing or essential, while others are just completely lackluster. I'll post examples, but note I have no idea what's figured out/able to be adjusted at the moment. Just thoughts, so go with anything or nothing. They're intended on balance, for the most part, but be in line with your harder difficulty.
Thoughts:
-Invisibility spells (Invisibility, Make Invisible, Walk in Shadows) need a better detection rate (or longer cooldown), but maybe shouldn't be dismissed on any damage instance. Maybe a threshold of damage received, and an enemy perception check within a certain distance.
-Certain enemy-only spells should be made available to the player at some point. The only one I can think of off the top of my head is Fire Rain. I'm sure there are others (that aren't too boss-specific, but even so could be a drop off of them).
-Charm spells (Rapture, Charming Touch) should have a shorter duration or lower chance to succeed. AI reacts to it way too much, as in the priority to hit that charmed target seems way too high.
Class-Specific:
a) Marksman
-Arrow Spray should only work at a certain range; too close, and it should not hit at all or be highly reduced.
-Treat Poisoning, Doctor, First Aid should make a character Immune to the statuses for 1-2 turns to make it more enticing to use, but have a higher chance to fail (not too high).
-Infect should be a cone AoE for enticement.
-Ranged Power Stance should have a bit higher damage ~30%, but a lower chance to hit (maybe ~25%) du to Marksman characters having high Dexterity.
b) Man-At-Arms
-Crushing Fist should have a lower (~25-50%) chance to knock down a target, but be a small AoE (smaller than Boulder Bash) and a bit higher damage (~10-15%) with a longer cooldown.
-Cure Wounds changed to a 2-3 round heal but a slightly lower cooldown.
-Divine Light should try to set burning instead of warm, but also heal a target for a small amount.
-Draw Blood should do piercing damage and hit for a bit less (10-15%).
-Encourage/Inspire should give flat percentages instead of stats. Encourage could be offensive (Crit/Chance to hit), while Inspire could be defensive (block, defense, resists). Would have to lower CD on Inspire.
-Flurry needs to hit 1 or 2 times less, but maybe cost 1-2 less AP.
-Whirlwind should do piercing damage.
c) Scoundrel: (haven't used much of these)
-Cloak and Dagger should create a smokescreen as you land, not as you leave. Or both.
-Lacerate should do ~75% weapon damage.
-Venomous Strike should do ~75% weapon damage.
-Trip should be a small AoE around the caster that knocks down friend/foe.
d) All Spells
-Normalize all Elemental summons. Make them all able to be summoned at the same level, lower their damage as well; give another spell (Fire->Burning Touch; Ice Elemental->Rain; Air Elemental->Shocking Touch; Earth Elemental->Fortify. Spider, Bloodswarm, etc. should get some too, but lower damage). Could do the same for other Summons, as well as add the Wolf, etc. to skills under certain
classes.
-Become Air should reduce Phys/Mag by 25% instead of Phys by 50%, and also make Immune to Earth spells but susceptible to electric damage (~25-50% increase).
-All shields should have an increased effect (ex: 20% chance to Electrify to 30-35%) but swap the resistance effects (-25 to -50, +50 to +25).
-Farseer should increase Crit as well (~10-15%) but cost a bit more.
-Lightning Strike should have a lower chance to stun, do less damage, but act as Ricochet does and have no cap on how many targets.
-Storm should strike 2-4 targets but have only a slightly smaller AoE. 10-20% less damage as well.
-Tornado should have a chance to knockdown/do minor damage to friend or foe.
-Boulder Bash should have a lower chance to knockdown (~20%); either that, or not create poison surface.
-Magical Poison Dart should act as Ricochet does, do less damage, but have the chance to poison.
-Small Fireball should probably have a smaller AoE. I mean, it's smal...
-Rain should create random smaller water surfaces (2-4) instead of one big one in the middle.
-Burn My Eyes should increase sight by a lot. Maybe 5-10, or 25%.
Talent overhauls are pretty much needed. I'll go through them and list possible fixes or adjustments soon (early talents are tough to change, will mark some with TBD meaning don't change or I'll think of something later).
-All Skilled Up - TBD.
-Anaconda - Increase damage with all single handed by 10% and an additional 25% on poisoned targets.
-Arrow Recovery - Changeto 7% x Expert Marksman level.
-Back-Stabber - Add: Chance to cripple (10% x Scoundrel level) and chance to Stun (5% x Scoundrel level).
-Bigger and Better - TBD.
-Bully - Decrease to 25-30%, but make it all status effects.
-Comeback Kid - Change to flat % to not die (~25%) but also heal up to around 1/4 or 1/2 HP).
-Courageous - TBD.
-Demon - Should gain fire resist (~25-50%) and become Immune to Burning.
-Elemental Affinity - AP cost should be reduced by more than 1 (to 2-4).
-Elemental Ranger - Inflict bonus elemental damage depending on top 2 resists.
-Escapist - TBD.
-Far Out Man - TBD.
-Five-Star Diner - Change double to triple or quadruple, but make potions less effective (~25-50%).
-Glass Cannon - Increases damage, speed, and crit by 25%, but lowers defence, resistances, and vitality by 30%.
-Guerrilla - TBD.
-Headstrong - Increase to 40%.
-Ice King - Change chance to chill changed to chance to Freeze. Immune to Freezing. Gain 25-50% Ice Resist.
-Know-it-All - TBD.
-Leech - Chance (7% x Man-At-Arms level) to heal on melee strike for half the damage dealt. Chance (7% x Scoundrel level) to sap target of 25% damage and increase your damage by 25% for 2 turns.)
-Light Stepper - TBD.
-Lightning Rod - Add chance to stun melee attackers, Air Resist, lower earth.
-Lone Wolf - No extra vitality or AP. Gets extra ability and stat point per level.
-My Precious - Decrease everyone's attitude toward you by 25 but increase luck by 1 and Sight/Hearing by 10%.
-Morning Person - TBD.
-Opportunist - TBD.
-Packmule - TBD.
-Pet Pal - TBD.
-Picture of Health - TBD.
-Politician - TBD.
-Quickdraw - TBD.
-Scientist - TBD
-Sidestep - 5% extra x Expert Marksman level to avoid hits.
-Sidewinder - Also increases movement by 25%.
-Speedcreeper - TBD.
-Stand Your Ground - Also adds air resist and 10% to block.
-Stench - Also increase poison resist by 2% x level.
-Thick Skin - No 5 extra base, add earth resist.
-Voluble Mage - Add immunity to cripple and weaken, as well as 15% to all resists.
-Walk if Off - TBD.
-Weather the Storm - TBD.
-Weatherproof - Become immune to weather effects as well. IE. Wet, Chill, Warm, etc.
-What a Rush - Decrease to 1, health below 50%.
-Zombie - Decrease poison resist by 10% per level as well as other effects.
Last edited by Vivikain; 24/07/14 08:08 PM.