Global Changes:
- Some bosses now summon 1-2 adds at a set interval in battle.
- Bosses have natural immunity to Stun and Freeze.
- Boss immunity to Stun and Freeze may temporarily drop at certain intervals in each fight (see below), and then automatically resume after 1-2 rounds.
- Stun and Freeze can no longer be applied to a target which is already Stunned or Frozen.
- Stun and Freeze now give the target 1 round of immunity to both Stun and Freeze after they expire on the target.
- Stun and Freeze now prevent the affected target from evading incoming attacks.
Reasoning: These changes significantly scale back the power of Stun and Freeze while keeping them relevant as damage mitigation tools. The idea is that bosses will normally be immune to these effects, but there would be brief windows of vulnerability the player can exploit to interrupt attacks and recover (e.g. immediately before or after the boss uses a powerful skill). Regular enemies also can't be Stun/Freeze locked indefinitely anymore, creating more pressure for players to finish waves quickly.
Having adds sporadically appear in boss fights is a major change with a number of perks. On a basic level, it helps to switch up the pacing and tension of boss fights, rather than allowing players to just settle into a comfortable cycle of abilities like they can now. It also improves the utility of post-nerf Stun/Freeze against bosses, since it will create additional targets which are vulnerable to control ailments while the boss often isn't. This gives characters like Sakia and Natsume a more consistent role in boss battles by letting them protect the party while the attackers work on clearing the field. Each boss's damage could be lowered slightly to offset the increase in difficulty which adds will create.
Having Stun and Freeze raise hit accuracy is a slight buff to compensate for the significant nerfs they've taken here. Also, it always feels bad to miss a target which is frozen in a giant block of ice.
Leader (Forest):
- Nerf: Tactical Retreat no longer fills the Party Gauge.
- Nerf: Tactical Retreat now costs 2 Party Gauge segments instead of 0.
- Nerf: Tactical Retreat can now only target party members who have at least Charge Level 1.
- Nerf: Glory Strike now only increases the Party Gauge by 1 extra segment.
- Buff: Glory Strike now costs 3 AP instead of 4 AP.
- Buff: Glory Strike now deals 25% more damage.
- Buff: Rallying now fills the Party Gauge like regular actions.
- Bug Fix: Tactical Retreat now restores AP based on the target's AP rather than the user's.
Reasoning:
The changes to Tactical Retreat close off the infinite loop which was previously possible, and making it cost Party Gauge segments discourages players from spamming it on multiple allies every turn. The changes to Glory Strike help to equalize the performance of parties which include Forest compared to those which don't, but also help to ease Forest's own AP management issues and increase his damage contribution. These changes shift some focus away from spamming Glory Strike and Tactical Retreat and bring it toward using Rallying and Defensive Maneuver instead. In particular, Rallying now helps Forest to fill the Party Gauge, which helps offset the nerfs to Tactical Retreat and Glory Strike without creating new possibilities for abuse.
Manipulator (Sakia):
- Nerf: Polarizer now costs 6 Party Gauge segments instead of 5.
- Nerf: Bind Hold now costs 4 AP instead of 3 AP.
- Buff: SE Deductor now costs 1 AP instead of 2 AP.
- Rework: Power Charge replaced by a new skill: Debilitate
- New Skill: Debilitate. White Skill, 2 AP. If the target enemy already has any negative status effects, inflict Discourage on it. Increase Sakia's Charge level by 1.
Reasoning:
After the proposed nerfs to Stun/Freeze, Polarizer remains the only skill in the game which can hold a stun lock on a target for multiple consecutive rounds, so a slight nerf to its cost combined with the nerfs to Forest's Tactical Retreat and Glory Strike will make it much more difficult for Sakia to spam it every round.
Increasing Bind Hold's AP cost makes it much more costly for Sakia to Stun more than one enemy in the same turn without the use of Polarizer, and the nerfs to stun prevent her from holding multiple enemies hostage for multiple rounds.
In compensation, Sakia's SE Deductor is cheaper to use, which makes it easier for Sakia to quickly combo SE Deductor and SE Redirect when the opportunity presents itself. With the nerfs to Stun and Freeze, being able to apply these ailments to all enemies is less of a balance concern.
I've also suggested replacing Sakia's Power Charge with a new, more defensive skill. Power Charge never had much synergy with the other elements of Sakia's design - only her basic Strike benefitted from it, and it never put her damage on a level which was comparable to any of the game's dedicated attackers.
Debilitate, the proposed new skill, leans into her combo-oriented design and further pushes Sakia toward a role as a status-oriented tank/support character. Debilitate lets Sakia start off battles more smoothly, giving her a cheap option besides Strike to gain Charge. This reduces her dependence on Forest and also lowers the opportunity cost of using her Magic Barrier.
Hero (Marlon):
- Nerf: Flameball no longer generates AP for Marlon
- Nerf: Flameball no longer generates Party Gauge segments.
- Buff: Flameball now costs 2 AP instead of 4 AP.
- Buff: Flameball now inflicts Ablaze 100% of the time.
- Buff: Limit Break now costs 4 Party Gauge segments instead of 5.
- Bug Fix (?): Counter no longer prevents Charge loss from Tactical Retreat
Reasoning:
The changes to Flameball close the infinite loop which was previously possible while making it a more consistent damage tool, particularly against bosses.
Lowering the cost of Limit Break reduces Marlon's windup period, makes him more consistent in battles, and makes him more compatible with other party members who want to use their Gauge Abilities often. With Forest's resource generation nerfed, Marlon will also enjoy a more desirable niche as a cost-efficient sustained damage dealer.
Finally, the nerfs to status ailments indirectly increase the relevance of Marlon's Counter and Shield Bash skills, since enemies will actually have the chance to attack now.
Ranger (Natsume):
- Buff/Rework: Flame Round, Ice Round, Shock Round, and Crippling Round now all deal damage to the target. These skills now have the same hit rate as Natsume's normal Strike and deal 75% of Strike's base damage.
- Nerf: Ice Round and Shock Round are no longer Instant.
- Rework: Eagle Eye no longer increases Natsume's damage by 15%. Instead, it gives allies +10% Hit Chance and +10% Critical chance for 3 rounds. Party Gauge cost remains at 3.
Reasoning:
Making Natsume's status rounds into damage-dealing skills helps to integrate her roles as sustained damage dealer and status specialist. This change also makes the decision to use Aim Mode or Rapid Mode actually relevant when using Natsume's status skills.
Ice Round and Shock Round have lost their Instant status to lower Natsume's burst damage ceiling while helping incentivize the usage of Flame Round and Crippling Round. The latter two have a more explicit focus on dealing damage, so it makes more sense for them to remain Instant.
Finally, Eagle Eye has been modified to act more as a party support tool rather than a personal damage increase. Natsume's design doesn't lend itself toward her being the primary damage dealer in most parties, despite her aggressive toolkit. This new version of Eagle Eye helps her contribute to the team's offense without putting the burden of dealing damage solely on her.
Assassin (Reiketsu):
- Buff: Poison Slash no longer reduces Reiketsu's Charge level.
- Buff: Smoke Bomb now protects the party from status ailments for 2 rounds.
- Buff/Bug Fix: The second hit of Shadow Strike can no longer strike an enemy who dropped to 0 HP from the first hit.
Reasoning:
Reiketsu is already in a decent spot, but other attackers are receiving buffs that make her high costs and mostly-pure damage focus somewhat less attractive. In particular, her considerable dependence on all three resource types (AP, Charge, Party Gauge) makes her very dependent on Forest. Poison Slash isn't an especially powerful attack for its AP cost, so removing its Charge cost gives Reiketsu a little more breathing room.
Making Smoke Bomb block incoming status for the party is a bit of an off-the-wall idea, but it would give Reiketsu access to an uncommon type of utility which could have a noticeable impact in certain battles, such as the Tundra Blade or Entropia fights. This change would potentially allow players to assemble a more diverse range of party compositions in response to these specific challenges. Smoke Bomb currently seems like an unreliable defensive tool at best (enemies rarely seemed to miss their attacks after each time I used it), and spending 4 AP on it is painful when most of Reiketsu's other skills cost at least 5 AP. She already has Quick Strike in her kit for purely unreliable mitigation, so doubling down with Smoke Bomb isn't really what she needs.
Illuminon (Faeris):
- Buff: Cure is now a White skill instead of Orange.
Reasoning:
Faeris does their job just fine, and suffers mostly for the control-heavy metagame and Ende rendering their abilities redundant. The nerfs to Stun, Freeze, and Forest/Marlon's Party Gauge generation will help to restore them to their proper position (not to mention the Elementalist class's impending removal).
The suggested buff to Cure is mostly just because nothing about Cure really suggests the need for it to be an Orange skill - it's basic, reactive, situational utility, and little else. This buff is mostly relevant when Faeris is Shocked and at Level 1 Charge - currently in this scenario, Shock has two chances to Stun Faeris before they can cure it, which can make it frustrating to get rid of the ailment. This is a niche problem, but addressing it is unlikely to have major balance repercussions for Faeris.
Practitioner (Monolith):
- Rework: Soul Drain's effect changed. New Effect: White Skill, 2 AP. Deal magic damage to one enemy and increase Monolith's Charge level by 1. Monolith recovers 10% of his maximum HP.
- Buff: Waste now deals 15% more damage.
- Nerf: Waste now costs 10% of Monolith's HP instead of 5%.
- Buff: Devour now deals 10% more damage.
- Nerf: Devour now costs 20% of Monolith's HP instead of 15%.
- Buff: Darkness now deals 10% more damage.
- Nerf: Darkness now costs 30% of Monolith's HP instead of 25%.
Reasoning:
Monolith's dependence on his weak Strike when he's not paired with Forest puts him at a significant damage disadvantage compared to Reiketsu. He excels in AoE damage compared to Reiketsu, but the relative scarcity of battles with 3 enemies leaves him with fewer opportunities to excel compared to her. As such, the difference in their single-target damage output needs to be narrowed slightly.
The reworked Soul Drain gives Monolith an alternative to using Strike to regain Charge, and it raises the consistency of his sustained damage output. It also makes him somewhat less dependent on having Forest and a healer in the party.
The remainder of the changes raise the HP costs of Monolith's skills to offset his increased self-healing, but increase his damage output slightly to compensate. These changes aren't likely to be enough to let Monolith overtake Reiketsu when it comes to bursting down bosses, but instead, he becomes more of a specialist at efficiently killing the waves of enemies leading up to bosses. The inclusion of adds in boss waves will also let him maintain this role during the boss rounds themselves. The goal is for the choice of Monolith vs. Reiketsu to depend more on the player's playstyle and party composition than on the math driving their damage output.
Blood Driver (Anna):
- New Skill: Transfusion. Anna loses 20% of her max HP and heals an ally for 150% of this amount.
- Buff: Reaper Drive no longer reduces Anna's AP gain.
- Buff: Razing Edge now triggers healing from Bloodrush.
- Buff: Razing Edge now also grants Anna 1 AP if she has <50% max HP.
- Rework: Bloody Harvest's effect changed. New Effect: Siphon HP from the target based on Anna's missing HP. Charge Level -1.
- Rework: Bloody Ensemble's effect changed. New Effect: Grant the target ally Bloodrush for 2 turns. Party Gauge cost reduced from 6 to 5.
Reasoning:
Anna will benefit from the nerfs to Stun and Freeze, which will expose her to more damage on average, but she still needs significant adjustments to succeed against the competition. As such, her balance suggestions amount to more of a full-on rework.
The first problem which needs to be addressed is that Anna's skills become much less useful when her HP is high. The proposed Transfusion skill lets Anna convert her HP into healing for allies, helping her to fill the rare healing niche while making sure that her self-healing abilities are more consistently useful. Transfusion is not an Instant skill, but to help justify its HP cost, it is relatively cheap and powerful compared to other available healing.
Reaper Drive simply isn't a powerful enough skill to warrant an AP penalty. It seems to only increase Anna's aggro rate by approximately +15%, and the retaliation damage it deals is very underwhelming. There is less reason to turn Reaper Drive off with the removal of the AP penalty, but this was never a large part of the strategy behind Anna's usage anyways.
Razing Edge has been buffed to better synergize with Anna's role as a damage sponge. While it's an okay attack normally, when Anna's HP starts to get low, its effective cost is reduced from 3 AP to 2. This can help her to quickly charge her reworked Bloody Ensemble, or she can use Razing Edge after Bloody Ensemble to rapidly recover HP.
The reworked Bloody Harvest no longer grants/triggers Bloodrush, but as a scaling lifesteal attack, Anna can use it to quickly get out of trouble when her Bloody Ensemble isn't available. Bloody Harvest becomes stronger when used in tandem with both Reaper Drive and Transfusion, since both skills help her get to lower HP faster while benefitting the party.
Finally, Bloody Ensemble has taken over Bloody Harvest's former Bloodrush effect, but with some key changes. The big difference is that Bloody Ensemble can now target an ally, granting them Bloodrush instead of Anna. This allows Bloody Ensemble to serve as an emergency burst heal for powerful damage dealers like Reiketsu or Monolith. However, since Anna is the slowest member of the party, the target of Bloody Ensemble will usually only get a single turn to heal from Bloodrush.
On the other hand, Bloody Ensemble is an Instant ability, which means that if Anna uses it on herself, she can get two full turns to heal with its effect. Her Razing Edge skill will let her regain HP multiple times per turn, particularly if she starts with <50% of her max HP, and being able to quickly recover HP each turn means that she'll have an easier time converting that HP back into party healing via Transfusion.
Overall, these changes are meant to improve the synergy of Anna's kit and to increase the amount of utility she brings to the party. With Freeze and Stun taking a nerf, Anna's expanded healing abilities help to fill a defensive gap in the roster, and the addition of a another healer will open up new potential party combinations.
In this reworked form, Anna's weaknesses include her vulnerability to most status ailments (which are especially risky for her in Reaper Drive), powerful AoE attacks from enemies, and her dependence on secondary resources (Charge/Party Gauge) to heal herself reliably. If the player does not plan ahead and monitor her HP closely, strong enemies can overwhelm her.