After some hours testing more skills I bring more balance suggestions, and this time I have tested Scoundrel as well.
Aerotheurge
Breathing Bubble / Mass Breathing Bubble: these skills already have very limited use in situations and it also ignores positive clouds, so I would make them only stop harmful clouds and let the effect of good ones do their job.
Superconductor: After doing some tests I discovered that this skill chain every time it hits one enemy to another, for example, if you hit 2 enemies that are close to each other, each of them will be hit twice, and if they don’t have magical shield, they will be stunned in a single cast! That is insanely powerful. I would remove this secret effect from this skill.
Smoke Cover: This skill only offers some smoke to cover you, in other words, almost nothing. I would decrease its cost to 1 AP and increase the AOE of the smoke.
Blessed Smoke Cloud: I don’t know if it is intended or not, but it costs 2 SP, Like Smoke Cover, It is very situational and the invisibility only last for 1 turn. I would decrease its cost to 1 SP and increase the AOE by the same proportion of Smoke Cover.
Hidrosophist
Arcane Stitch: 3 AP is too much for what it offers, I would drop it to 2 AP.
Healing Tears: This one is incredibly overpower for a 1 AP, each tear restores more than the restoration skill. I would raise it to 3 AP. I wouldn’t make it for any less.
Summoning
Planar Gateway: This skill doesn’t fit anywhere on the game the way it is. There is a lot of skills on this game that make you get from point A to point B in an instant, this one not only cost 1 SP but it also cost 6 AP to use the portals in combat and the enemies can use it too! literally making it inviable combat wise. Even the teleport pyramids are a better teletransport measure, they also cost 6 AP but if you pre-set them before combat (or keep them in your pockets) you have 3 locations to teleport to and the enemies can’t use them. As a solution, make it cost 1 AP to teleport around in combat and prohibit enemies to use it, to compensate, whoever uses the portal will receive a debuff that will prevent them from using it again for 2 turns.
Scoundrel
Gag Order: This seems like the Chloroform that didn’t work out. It is inferior in practically any way compared to it. It costs 3 AP compared to 1 AP, deal less magical armor damage, breaks invisibility / sneak, it is melee range, the cooldown is higher and in most situations it is better to have a sleeping enemy than a silenced one. As for the solution, make it destroy a lot more magical armor and reduce the cost to 2 AP.
Daggers Drawn: This skill falls on the exact same problem as Onslaught, so I will give it the same solution, make the 55% damage a 60%.
Fan of Knives: The problem with this skill is that Whirlwind can pretty much replace it. The damage is the same, whirlwind cost 2 AP compared to 3AP + 1 SP of the Fan, both can backstab and scale with weapons, It only beats Whirlwind in range, that don’t make the cost worth it, and the odds of getting a backstab in multiple enemies to take advantage of said range is very, very slim. So I would increase the damage to 110% and make the targets bleed.
Others
Dome of Protection: It provides way too much armor regeneration on top of the 10% damage reduction on the elementals, I would drop the regeneration by 30%.
Last edited by NamelessAlias; 01/02/18 01:28 PM.