In DOS 1 the ultimate Air-trait was stun immunity, I totally loved that on my rogue. The ultimate Geomancer was pretty useless I think. About Demon and Ice king I think we didn't care at all. About those last two in DOS2 it is hard to tell, how easy it will be achievable to reach max resistance, so hard to tell at current state. Demon king probably is a must have for someone who takes zombie.

I guess, I would support your suggestion of melting Duck Duck Goose and Escapist together. So far we didn't care for either of them.

5 Star Dinner, hardly ever cared about food in either game, not sure if my friend did, but guess not really. So I guess, it really could use some tweaking.

Honestly, I think sneaking inside of a battle should be pretty much impossible. We heard about pretty op combos in DOS1 an, but we never used them, because the concept it just ridiculous in itself. Guerilla attacks are surprise attacks, it should be something you use in the first round to engage the enemie and kill of the weak ones to thin the hord. But sneak => attack => sneak => attack as concept of exploiting guerilla in middle of a fight should be removed. If you just attacked an enemie from behing, you shouldn't be able to turn back in a barrel or a rock. My rogue in DOS1 did in late game enough damage without such cheap tactics. If the enemie lost vision because of invisibility for example: okey, sneaking is fine again, but not on plain sight.

Walk it off: Not sure, does the talent mean, you are immune to CC like stun and knock down if they would last only one turn? I that case, it could be pretty strong, but if the effect will always be at least one turn, still meh.


I think what should be adressed as well is zombie:
While bleeding blood can get you stunned, bleeding poison can get you killed quite fast, if there is any kind of fire near you because of the explosive interaction. Also spells like Healing Ritual which jump from ally to ally could make it even more deadly, if you are not playing full zombie team.