Great topic.

Most suggestions around the comboing aspect of CC is really great and exciting.
Especially since landing a cc would cost more AP, you could buff a little the damage of mage spells.

For charm, I like both suggestions.
The leadership thing is great (I haven't noticed yet if some enemies are leaders in some encounters actually, it's a good idea if there are already) but the problem with that one is that the leader 6 NPC would make the perfect Charm target (and give your party leadership 6). Making the Charm even more OP actually.
I tend to think it's probably better to go the Charisma route and nerf the Charm spell to 50% like all others. After all, when charm lands, it is the most potent CC.

In the decaying touch / doctor combo, I don't think decaying touch has to be nerf. Doctor should work like Cure Wounds (or the hydrosophists spells), and cure according to player level and DEX (making the heal less potent for hybrids).
Note that if you find this combo OP, then you should consider making bosses resistant to the diseased status. And make the spell "Mass Disease" enter combat (probably any spell that alters ground nearby ennemies should engage the caster). Disease remove 3 CST, which removes 30% when enemies have 10 CST. It has consistently been my opener.

Also, maybe restrict the maximum number of invocations of the group to 1.

The level-upscaling solution is the best I can think of (in elegance, design and man-hours).

The boulder dash spell could create poison ooze instead of oil. Removing the stun was enough. Or the Oil spell could be changed into Ooze pound. Or...

Let's not forget that the previously OP spell Blind is maybe currently bugged. Giving a -30% hit debuff and a spell-range debuff could be ok.

Can't wait to see modding tools ^^

Last edited by Chrest; 09/11/15 09:37 AM.