So I was doing some thinking looking at Cam's vid, and I'll make a few changes this weekend before I release:
- Merc in C6 will be deleveled a bit.
- Skeles in C6 will cary iron instead of steel weps (to make them less brutal).
- STR, MAG, DEF, SKL, SPD down by 5 for everybody. Player LUK base down by 2. Essentially keeps all the damage and accuracy calculations the same except for a small buff to player hit (~6% buff) and a slight decrease in enemy crit (~0.5%).
- The previous change allows this next change: I will vary up character growths substantially more without breaking caps. Fast units are faster, tanky units are tankier, and so on.
- MT of tomes up by 6 (to compensate for no change in base RES). After all is said and done, magi will hit for 1 more damage early game post-changes.
- For enemies (and a loose guideline for player units): LUK growths reduced by 5% across the board. RES growths buffed by 5% for all melee units, and HP growths buffed by 5% for all magic units. Magic has a little too low base damage, but scales a little too well. The changes here aim to address that.
You get a dark spell named after you.
I may also change Bazba's death quote to reference the bug, a joke which only people in the know will get (not kidding ).