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I feel having more variety in the maps size (larger and smaller) could help with this. This would also give a larger variety of units more of a chance to shine.
Another thing now admittedly this would be a different campaign/way down the line.
Would be to have different leagues to enter have different requirements. Such as a melee masters league where only melee units can enter.
For example Light Bomb blinding for a single turn rather than 3.
Also not sure exactly how the Overheat spell works, but it seems to wipe your energy completely and prevent restoring it even if you have the capacity to... basically it completely disables your psy users and I'm not sure if that's intended.
Also another option would be to give the shadowling classes more varied support abilities in exchange for not having the wide area spells, toss in some mind shields or some basic push/pulls to take advantage of their higher mobility.
4 turns of 50 phys resist for the entire team with just one cast? Nuts. It's an auto-win ability against phys teams (AI normally fields majority phys damage, maybe one or two casters max).
Imo it might be more balanced if fire or burning damage dispelled it.
Not being able to restore energy after is a known bug, but that should be getting fixed with version 0.2.04.
Phys resists are easily covered and scale up against STR gains through better armor tiers/buffs/stat gains, and hits are subject to dodge/misses.
Meanwhile covering all the Psy damage types is impossible. Psy hits reliably and applies devasting effects in an AOE from range. You may never find resist items (which resist a specific type for a low amount) or simply have the wrong class (ie. Pyro needed to resist frost).
Come to think of it, Telepath casters historically became deities as they levelled haha. Fighting them comes down to running away until they spam/waste all their energy doing things like nuking chests/objects or spamming overlapping buffs, and hoping they're in range for a lucky charge-stun.
Would be interesting if Psy had more counterplay for the really good effects: ie. Hardened charges deplete per hit (break through the frost armor with focused physical attacks), and cancellation from opposing elements.
Possibly have more ways to dampen/mitigate Psy damage as a whole (or maybe just lower overall Psy AOE damage and effect durations) as there's much less room to maneuver now.
Effects that last multiple turns is often the entire fight. Someone frozen for 2 turns, blind for 3 is out for most of the match. Most of my fights conclude in 5 turns, unlike Telepath which had long battles with multiple phases on large maps, where a few turns disabled weren't as consequential.