The second part of my playthrough
is up. Did some prison cleaning here, and tackled the Dallis/Bishop fight
near the end. That fight took me way too long. It was hard not relying on magic surface + AoE shenanigans, haha. I had to cheese the flee mechanic, and barricading pathways with chests/reinforced crates.
Also Paladin Cork went kind of nuts
after we saved his life.
Ah, no worries. And yes, I was well aware that champions specifically drop more loot. I view them as walking loot-bags now.
My current issue with figuring out Bard combos is that I decided to go for some weird builds, and had everybody go physical damage. So I've had to scrap some of the Bard spells that rely on magic armor being depleted (for instance, in my streams, I kept trying to Swindle and forgetting that it's blocked by magic armor).
Song of Living Nightmare is great fun when the pieces are set and you dial debuffs up a notch. Song of Guilt is handy as well, and Barbarian's Delight has been, well... A delight. I haven't tested it with totems, but I imagine using the negative buff part of it would be effective.
Reposition has been really useful as well. Using it with summons feels very satisfying, especially if the person casting it has a height advantage, and can shuffle around party members and save them some AP that would have been used for movement.
I just started working Inspiration of Woe into my build, but I like the idea of turning negative statuses into a positive effect. I can see a Glass Cannon frontline build in the works, using Masochistic Melody + Woe to get some craziness happening.
Tame the Chaos is one of my new favorite spells. It's so simple, but I love the utility of creating a small safety circle in the middle of a lava lake.
That sounds really interesting, and definitely worthy of some testing. Being able to apply bleeds, burning, etc. to enemies without depleting their armor would make those effects feel more beneficial, as right now, it's usually just overkill on an enemy already headed for the grave.
I wasn't a huge fan of the RNG in the first game either, status-wise. It felt like such a waste when you'd try to debuff an enemy and it just completely misses.
With statuses like oil/slow bypassing armor, other minor status having a chance to bypass armor may feel right.
Come Together is an interesting ability. It really made me wish Warfare had a similar ability that works on enemies. Something like a small cone attack that pulls enemies closer. It would be sort of a "soft taunt", in that you could use it to pull an already clustered group of enemies closer, within attack of opportunity range (or set up an AoE combo).
Push Off feels somewhat less than ideal currently, given that it's an AoE circle around the caster. If it were in a similar shape to Battle Stomp (with shorter range), you could use it to push away an attacker, or push an ally closer to an enemy. If it worked on objects too (like pushing a barrel into an enemy), I could see some funny scenarios cropping up, but that may be more complicated to script.
I love the changes to Five-Star Diner. I find it very useful now. My flying dwarf Walnut has it, and I keep being happily surprised every time I remember it's there - A free heal/buff per turn is very nice, and being able to swap weapons to fit the situation is handy in its own right.