I'm not planning on releasing different versions. It's alpha after all. Most of the balance changes are in the data.txt file in the Public/Shared/Stats/Generated/Data folder so you can delete that if you want. Requirements changes the talent requirements.
Ah, thanks, I'll just edit things myself then. Since you made changes to random loot, do you know any way I can stop STR based gear with +5 FIN and other similar useless things from generating?
You're right on Rhyme, I'll probably up its cost to 2 AP. The buffs/debuffs only last 1 turn, but still, granting even 2+ buffs to someone is too much for 1 AP.
I usually have my buffer go right before my 2-handed executioner so when I saw Rhyme I immediately thought Haste+Rage+Bless+Rhyme = 2-handed warfare opness makes a comeback. And that's only the most useful buffs.
I'm fine with Feedback removing CC on a teammate since at least it deals some damage to them, but Creative Burden is a bit strong at taking off CC. One strategy I'm not too keen on is playing your turn as a bard when your next teammate up is CCed, and then casting creative burden on them when you have 1 AP left. You gain the CC and by next turn it's gone. I'm not sure if I should increase the turns you gain statuses for to 2, increase the AP, or not let it take hard CC. Thoughts?
This strategy was the first thing that came to my mind when I saw the skill description. Since two of the most common hard CC are down I'd rather have it not remove hard CC. Those that remain are frozen which is easy to remove with fire and various spell specific CC like chicken. I'd rather have them hard to remove since it makes those spells more attractive.
For Feedback maybe it can count each hard CC as two statuses? Also should probably count each remaining turn of each status. As it's described now there's no difference between removing 1-turn burning and 2-turn burning.
Swindle and Sound Wave pierce armor, but Lullaby does not. I hadn't thought about tying swindle to armor, might be necessary. Would like to make it chance-based perhaps, depending on various factors (Some combo of wits, leadership, thievery skill and enemy perseverance and constitution.) Dazed (from Sound Wave) should probably have an armor check too, or maybe I should change the status it inflicts since I would prefer an armor-piercing status for sound wave. Maybe something like "deafened," but not entirely sure what that would do (probably reduce dodge and hit chance or something).
Swindle does need either to be chance based or to have an armor check otherwise it's too powerful.
Dazed is too strong of a debuff to ignore armor. Perhaps it should be on one of the source skills?
Earworm is very good indeed. 2 AP is probably fine. I want to see how its numbers play out before judging it. 35% more damage taken is a good amount. Don't want to increase that too much, since I want it to be able to used offensively if you want, and too much resist malus would be too easy to abuse I think.
2 AP will be fine I guess.
Dance of Elements ignores armor, yes. I'm considering making this one depend on the surface the character is standing in, or random if no surface, so you can have some control over it.
Yes, I like the idea of making it surface based.
Thank you for an opportunity to go through the beta again without being bored.