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When I first built Herbalist, it was more of a concept of something that could play to the opposite of "Decay". With "Decay", you try to heal your unit as fast as possible, otherwise on their turn they are smacked with damage. With Balm (and then Renew), you have to survive long enough through Balm to turn into Renew, then wait for your turn and get a good heal and a random buff.
I liked designing the class, but I actually didn't play test it much.
Now that've I'm back and running a playthrough, I actually find the Herbalist to be CRAZY overpowered in terms of the Balm status. Basically, because I had built in the "every element will remove Balm and cause a guaranteed status effect" function, it is really easy to just slather people and then hit them with, say, the ice wand and just insta-freeze everyone. Or stun them. Or burn them. Etc. Plus, the enemy AI doesn't know how to exploit this as much as we, the players.
I'm currently reworking this class completely. My goal is still to have an alternative to the Sage as the main healer, but to bring it more in line with the in game classes in terms of less complicated actions and status effects.
On the agenda so far is a rework of Balm and Renew to simply be removed by ruin, water, dispel, wet, oil or to transform into renew with cure or life. While you have balm and renew, you will have -2 Phys/MagDef and +25% ai priority. There are no more status-effect procs from elements.
I am also intending to rework most of the abilities. If you are still playing this game and are curious, feel free to join the discord and have a hand at helping me reshape the class.
For both Frost Kissed and Herbalist, I will rework the neg-stats. I was worried about having made them too powerful, so I gave neg stats to compensate. But, I think it's unnecessary, and even more so after reading your feedback. Additionally, I'll probably boost the cast time of the CryoBomb.
Finally, for the crossbow, I understand that it's happening, but I'm not fully sure how to prevent it, so ... have fun?