The reason why I don't think the combat needs changes is because I found it really hard in Tactician mode at the beginning. So the question for me is, why does it become easier further on?

- Because you learn how to 'cheese' out of battles. (sure, you can force yourself not to do this, but the temptation is there, and you'll end up probably doing it when in a tough situation).

- You can carry lvl12 stuff while still in lvl8, with only weapons getting a penalty to accuracy (I think). I like that you can carry any item that you want given you meet some attribute prerequisites, but there should be either more penalties to doing so, higher attribute prerequisites, or as I suggested, just make great items that much harder to come across. I arrived at Driftwood at level 8 filled with rare powerful items. Whereas for most of Lvl1-7 in Fort Joy I would lose most battles against enemies one level higher than my own, and those at my own level were challenging, in Driftwood enemies at my level became very easy, and I could even beat enemies two levels higher, which would have been impossible at Fort Joy.

Sure there's also Source, but I don't think it's a good idea to mess around with that. You could make some spells more expensive to cast and more expensive to buy I guess.

- It's too easy to steal money and items, which in turn allows you to buy better equipment. I think this can be easily dealt with by just nerfing Thievery. 600 gold at level 3 sounds more reasonable than 1100.

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I think Durability only makes sense when items are more expensive and gold is harder to come across, which is not the case at the moment. The rarer your weapons and armour the harder and more expensive it should be to repair them. This would force you to choose between which items to repair, and you'd probably have to carry extra items of 'normal armour' because you'd be unable to repair all the legendary or rare items on all your characters

Doing so would ensure Durability is not just about clicking an item and then another. It becomes about opportunity costs and player choice.