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So, based on the feedback and what I've observed first-hand, Stop and Restore may be a bit overpowered. For Stop, I'm going to reduce the damage to 75% of target's act timer, reduce stun duration by 5, and split it's scaling between life and ruin skill. That should dilute it's power quite a bit, while still retaining it's usefulness. For Restore, I'm going to reduce it's base healing by 20%, and add a short regen. This well reduce it's upfront healing significantly and spread it out for about a turn or two depending on life skill.
I'm happy with Haste and Gravity Well, so no changes planned there. For Disintegrate, I'm planning a buff. I will change it so that it scales only off ruin skill and it's going to debuff physical defenses on top of debuffing magic defenses and armor breaking. To compensate, I'm also going to increase the MP cost.
Just a heads up, though -- it's been an exceptionally rare case, but the Stop ability from this has been the only ability I've used in the game that has resulted in a crash -- about three times over the course of 60+ hours, so very infrequently.
Each time it has been something to do with an interaction when it's used as a killing blow on a foe though, and the only other commonality that I'm aware of has been the enemy having 'wet' status. It's been very very rare and I can't replicate it, so I'm not sure where to even begin.
Stop is also an absolute beast. Potentially hitting for 20+ damage AND stunning for 20+ time, all at instant speed and high range is a game changer. I think it'd be a regular cast even if you halved the damage and stun duration, given that it cancels spells and can potentially allow your healer to go before a major threat. Granted, I'm playing with a Falpa and using your Efficiency passive, so I'm able to spam it quite a lot.
I'd consider tuning down the heal % on Restore, but otherwise think the rest is on point.
Thanks for putting this up! I'm having a blast playing it so far!
Wow, this is a really fun class! Times Mages in FFT and Paradox Mages in ToME are favorites of mine, so it's a real treat to have some of that brought over so well.
This class offers an versatile and powerful kit, but requires a fair bit of investment to get the most out of. I think all of the base effects of the abilities are great, and everything gels together well.
I do think some of the abilities are a little overtuned, though. Here are my thoughts:
Haste is powerful on its own, giving essentially 2 extra turns over 60 time at max level. If you use other TTA effects, it's downright nasty, given the increasing returns with lower TTA. I'd also consider converting it to percentage based and maybe -33% instead of -50%, since double turns lets you react to things a bit quicker than is probably best. That might make a longer duration necessary since it'd cut the bonus turns from 2 down to 1 at max level.