128) Buffs should have their duration increased
This is contraversial and I went back and forth about whether I should post this or not, but I decided to in the end.

This covers some ground already gone over, but I think that buffs in general should have an increased duration. A lot of the time, they are not particularly worth casting on yourself because the combination of the AP cost and the short duration means that you're effectively getting one less useful turn to use the buff on. The 2 turn buffs are particularly questionable. Fast Track, for instance lasts for two turns, and if you don't cast it before combat starts, it's not really saving you any AP, it is effectively only a Movement buff. Invulnerability costs 9 AP, lasts for 2 turns and can only be cast on yourself. That's effectively only 1 turn of invulnerability, and certainly is not powerful enough to be worth a 100 turn cooldown. 30-40 turns (3-4 minutes) at the most.

Potions are particularly bad as they don't scale like magic does, especially resistance potions since they last for only 3 turns and you don't even know if you'll get hit at all. Potions should probably have their duration upped to 10 turns (1 minute). That'll encourage their use more and even let you do some buffing before a battle starts.


129) Weatherproof should be Geomancer 1... or even no prerequisite.
Geomancer is a pretty questionable Talent to take in the first place, but the biggest thing which limits its usefulness is that there are only like 4 areas in the game where environmental effects are present, and two of them are in Cyseal. So by the time you can even possibly get Geomancer up to Rank 5, you are guaranteed to have already passed half the places where it's useful.

Worse, the other two areas are Hiberheim and the High Plains, which are level 12 and 14 areas, meaning that to get Geomancer up to 5, you'll probably have to devote most of your ability points into that area. If you try and get other abilities up as well, by the time you can get Geo 5, you'll almost certainly be past Hiberheim, and probably the High Plains as well.

Needing Geomancer 5 basically makes the Talent useless. At most it should be Geomancer 1, but it's so situationally useful it could probably lose any requirements entirely. Even if you do that, it still needs a buff.



130) IDEA: Complete overhaul for "Demon" Talent

(Copied from another thread) Demon is a flat-out bad Talent. It requires Pyrokinetic 5, which is a pretty steep gate. It gives you a 25% penalty to your water resistance in exchange for a chance to inflict the burning status on a melee attacker.

Demon - Pyrokinetic 5 Required - "Never make a deal with a Demon. It always costs more than you get."
  • Maximum (NOT CURRENT) Fire Resistance is increased by 40% (new cap is 120%).
  • Fire Resistance can no longer be boosted past 120% even with potions or buffs.
  • Either a sharp penalty to current Air, Water, Earth, and Poison Resistances -OR-
  • The Maximum cap on Air, Water, Earth, and Poison Resistances is steeply reduced


The idea behind this Talent is to allow a dedicated fire user to boost their fire resistance past 100 percent, so they can make better use of the spells that explode upon themselves. Fire magic can now potentially heal them for 20%. This does NOT affect their current resistances, it only increases the resistance cap from Gear + Talents.

The downside will either leave the resistance cap to other Elements at 80%, but give them a penalty of 40% or so to their current resistances, or leave their current resistances alone and cap the maximum they can get from Gear + Talents at a lower number, like 40-50%.

(I suppose we could call this talent something else, like "Volatility", but since Demon is pretty shit as-is, you may as well just replace it entirely.)



131) IDEA/SUGGESTION: Lucky Charm also will reduce the chance of skill fumbling
Of course, I am generally against the idea of fumbling I prefer spells to simply be less effective if you haven't got the stats for them. But if fumbling will stay...

Each point in Lucky Charm will reduce the chance of fumbling a spell by 3% (up to a max of 15%). This only applies to fumbling a spell - if your chance to succeed is 100% or higher, then Lucky Charm has no effect on the spell potency.