I have finished the game on the classic mode back on the launch and I am currently doing a tactician mode, so I am not the most experienced player around, But I decided to create this topic so everyone can contribute with what they think. So feel free to agree, disagree and come up with new suggestions.

The majority of the skills are fine by me, so I will mention only those that I think that need balance for more or for less. Also keep in mind that I have not used Scoundrel skills, so I cannot answer for it. Also English is not my main language so some misspellings might occur.

Aerotheurge
Uncanny evasion: I think this 90% dodge increase + 20% movement speed is too much for a 1 AP skill, maybe removing the movement speed could do.

Tornado: I would decrease it`s cooldown from 10 to 5.

Geomancer
Acid spores / Artillery plant: I do not understand why we would use the acid spores that cost 2 SP when we could summon the Artillery plant for 1 SP that can use the spores and other things. I would invert the SP costs. 1 for acid spores and 2 for the Artillery plant.

Reactive armour: I would remove it`s friendly fire.

Huntsman
Assassinate: I think this is the most problematic skill on the game. for a 115% damage with 3 AP cost, it is just not Worth it, I would increase it to 175% and maintain the 50% from stealth.

Arrow storm: I think it`s damage is too high, I would nerf it very slightly.

Glitter dust / farsight: These are two skills that I just can`t find a good situation to use them, I would ask for a change on them, just don`t have an Idea to give right now.

Necromancer
Infect: I would decrease it`s AP cost from 3 to 2.

Black shroud: I think this skill is underwhelming. I would increase it`s AOE.

Totems of the necromancer: I would remake this skill. I do not like the idea of having to build summoner to increase the effectiveness of the ultimate ability of the necromancer tree. Even so, the totems are very fragille. Instead it could rase zombies from the corpses to draw the agro from us, cap them at 4, give them some decente stats, make them last for about 4 turns and make them scale with our level instead of summoning. That is more like an ultimate necromancer skill.

Polymorph
Chicken claw: I think it is one of the most OP skills of the game. But I only would decrease it`s duration from 2 turns to 1.

Summon Oily blob: I think this summon is very underwhelming, I would increase it`s stats considerably.

Pyrokinetic
Flaming crescendo: I think 3 turns are too much to wait, I would make it 2.

Fire whip: I think it`s range is too short, I would increase it in 2m ou 3m.

Summoning
I think 5% increase on summons stats with every point invested is way to high, leading to some insanely powerful summons later in the game. I would decrease it to 4%.

Ethereal storm: I think it is too powerful, I would remove the healing fator of this skill.

Source
Bless: this is an old request. I would remove the SP cost and increase it`s AP cost to 3.

Last edited by NamelessAlias; 28/01/18 01:55 AM.