-Buying/Selling
Ditto to the "sold" tag idea.
I hate it when it empties the offered item when you switch hero during a trade window.
-Invisibility
Yep, invis OP. Especially if you have skin graft, play dead, or invis potions. It's especially useful to use on a a turn you adrenaline'd a lot, so you can skip the next turn of low AP, and delay the turn after that.
-Poison
Not enough poison spells imo. Not enough earth damage spells too for that matter, what with the two sharing a single skill tree. Don't really see the problem with the immunities tho, going geomancer you already have 2 elements.
-Melee Underpowered
Less damage? Check. No highground bonus? Check. Not being able to attack from a safe distance? Check. Need to waste AP relocating to another target? Check.
There are literally no reason to ever go melee if you want to do damage. I say a +30% to the base damage of melee weapons (daggers, 2H, 1H) to make the tradeoff of not having range be something more than "thematically pleasing". Or nerf all spells+bows. One of the two.
Edit: I take back everything I said about melee underpowered, Sparkmaster+Three Sisters (the unique staff)= OP
Last edited by Abao; 20/03/19 05:55 PM. Reason: Oops