Universal Generic Category Tweaks
Posted: Sun May 25, 2014 4:56 am
Inspired by this thread, some thoughts along the lines of the following;
A: Escort categories, and various world-accessable Generic categories in general, should encourage some alternate builds and concepts. Optimally, multiple of them should be fairly desirable, for each class, though that's a tall order.
B: Escort categories should not be OP for the source classes that have them. Always something to keep in mind.
With this in mind, here are some thoughts for tweaking those categories, and various escort rewards.
World categories:
Staff/Mindstar Combat: Perfect, clear sidegrade builds or small enhancements with Generic investment required.
Solution: None needed.
Harmony: Sorta... bad at this. Elemental Harmony is a good, but highly generalized talent. Highly generalized talents are nice, but with almost no niche, this has been relegated to weird extreme niche builds involving Wildfire Archmages and Bathe in Light Sun Paladins.
Thoughts: Let's see. Healing is always a liked thing, and Healing Nexus is nearly a healing talent as it stands, as is One With Nature. The issue is, for most applicable skillsets, this category competes with Fungus, which is way better healing. This needs more gimmicky uses, a more interesting core draw to draw the kind of people that would go AM, and just some outright more stopping power. The latter two skills are the best way to attack this, IMO.
Solutions:
A: Grant Healing Nexus a five turn low power mindpower-based regeneration effect on both yourself and everyone hit by the Nexus, at TL5. Suddenly, the standard Bathe in Light gimmick is universal and grants the category a lot of very odd healing power in large crowds. Explain it away as healing fungal spores infesting everything.
A2: Same thing, but instead of mindpower, base it off the caster's maximum Life. Interesting way to diverge it from Fungus-you don't need Mindpower. Perhaps the regen could be a flatrate 2% of the caster's maximum life in regen to himself and everyone else, for 5 turns. Potentially quite entertaining.
A3: Have Healing Nexus grant a chance to siphon off any beneficial effects applied during its duration and give them to you. Say, (5 base, 25 TL5, 35 cap)% chance if someone uses any beneficial effect during its duration.
I am sure this is rife with abuse, but it's also rife with hilarious and highly tactical abuse, and I recieved the criticism that the original suggestion makes Healing Nexus feel less clever to use properly(as it essentially uses its self properly), which was a valid criticism. So here's another option that feels very much in character.
B: Have One With Nature, in addition to its current effect, generate a five barrier for (3+TL*3)% of your MHP. This should never be a huge barrier unless you're a Berserker, but it's pretty notable as the only fully instant AM-compatible barrier in the game. It does take decent investment to leverage, though.
B2: If this is seen as too athematic for AM, an interesting alternative is to have it grant temporary all damage armor. Say, (10 base, 30 TL5, 50 cap) for (3 base, 7 TL5, 10 cap) turns? Wouldn't help it much on higher difficulties, though, so I like this option somewhat less.
Foreseen niche: Better arcane build competition for melee types-you no longer have to lose out on Arcane to get high investment healing/support, your healing options are merely quirkier/weaker. And it doesn't really change the nature of the game for the Gift classes that get it anyways.
Hexes: Again, sort of bad at sidegradeing builds. Or...getting much interest at all.
Thoughts: What it should be doing is encouraging players to put heavy Generic investment in it for debilitation of crowds-granting you ways to slow down large areas of enemies easily.
Instead, it encourages extremely light investment. Burning Hex is definitely on the right track, and Pacification Hex is good in that there should be some low investment spells with a lot of kick, but the last two have real niche issues, and Empathic Hex is in the running for worst spell in the game for the player. (While still being really useful for enemies, more is the pity...)
Solutions:
A: Pacification Hex and Burning Hex, while good, could use more kick. Radius boost from (2 at all TL) to (2+TL/2, cap at 5). This is some of the largest area debilitation in the game, which really helps define their niche, and requires investment.
B: Remove Empathic Hex-Martyrdom is a better example of this niche concept anyways. Replace with Lethargic Hex, a Hex that inflicts (10 base, L5 25, cap at 35)% Slow over (2+TL/2, cap at 5) radius. With a 20 turn duration like the other Hexes, this is pretty amazing as a long term debilitating effect for a large crowd, and probably less dangerous to not notice than Empathic Hex was for the player(though not much!).
C: Give Domination Hex a "blast radius" low power confusion around the target of the same duration as the Domination Hex and the same 2+TL/2 cap at 5 radius as the other Hexes. Suggested power is (5% base, 20% L5, cap at 30%). This gives the spell interesting uses if the target is Instakill immune(as that confuse effect can still hit the target), and makes for a good area debilitation spell.
Foreseen niche: Well, Corruptors and Reavers get a bit better and more versatile, but I don't think 5 points for a 25% slow or 20% Confusion will break any records for usage, no matter how big the blast is or how long they last. The big thing is that this gives defensive mages-the types that often least need Celestial/Light-a very good mage option in universal generic, and gives Celestial/Light an offensive alternative for the more mixed mages. I don't forsee Arcane Blades or Archmages taking it over Celestial/Light, but I think it'll lead to some interesting builds.
Vile Life: Only in trunk, looks good so far though, very much in the vein of a category designed for undead and such that can't use Harmony, good stuff.
Escorts:
Conditioning: Buffed in trunk, Vitality is now a pretty good talent. Unflinching Resolve was always a good status healing option, and honestly is better than running up a pure magic tree for undead in my opinion. Still could use a bit more of a niche, and Daunting Presence is pretty awful. Adrenaline Surge is pretty narrow for its niche... there's a way to buff it that's hilarious, though, to widen the niche...
A: Give Daunting Presence's intimidation a (5 base, 15 TL5, 30 cap)% to cause those effected by it to fail complex actions. It's already a four turn status, you have to be hit to trigger it, and it has to pass a fear check and a save check... I think this is safe.
B: Have Adrenaline Surge work on Hate as well as Stamina. Totally thematic and awesome, and very psychologically appealing.
Foreseen niche: Probably same as it is now, undead melee fighters. Probably more of them than before, though, as it grants much more notable advantages.
Divination: Not... bad... but there's no reason to take the category, because you get handed three of the four options and only Arcane Eye scales all that well. Hmm. Premonition is, as it stands, one of the best reasons not to go AM, so I don't want to change its high base power. Arcane Eye is a big deal on higher difficulties. Let's work on the other two.
Solutions:
A: Remove Vision as a talent option from Sage escorts. No need for it-Arcane Eye and Premonition is enough.
B: Have Vision grant one turn of All ESP for the caster at TL3. At TL5, have it be distance targettable, and show all enemies in the area for two turns(probably easiest done with a status).
C: Have Keen Senses impact all critical rates, not just magical. This makes sense in general.
D: Increase Premonition cost to 200, but have it additionally grant a (10 base, 20 at TL5, 25 cap) flat rate physical evasion rate while sustained.
Foreseen Niche: Arcane non-Mana users, humorously enough. AM gets the slugfest, but Arcanes get excellent scouting options. Premonition's higher cost should balance out the higher utility for its core audience-I think it's better for Archmages now, but they never use it much anyways, that I've seen. Vision is a great way to know what's going on in the area for a very short time after leveling, whereas Arcane Eye is a great way to know what's going on in a small area for a long time after leveling, which is great parity.
Wildgift/Call: Pretty good for its narrow niche. Perhaps a little widening would help? Should be easy.
Solutions:
A: Have Meditation grant an amount of Psi regeneration equal to its Equilibrium regeneration, both while activated and at rest. Greatly thematic and gives Psi classes an interesting reason to buy the category.
B: Allow Nature's Balance to work on Stamina and Psi talents as well. It isn't much of a mental stretch(How does it work to begin with? I don't know!).
Foreseen Niche: Good all-rounder category for AM that want something that's not straight up healing. More resources and more scouting, as well as CD resetting. Not optimal per se, it's still a little weak, but this is pretty good for some very fast changes.
Stone Alchemy: Very good, gets taken a fair deal as a generalized category without being dominating at it. The only problem is how bad the rewards are outside of the category. They could use something a little more useful for general characters for their talent grants.
Solutions:
A: Remove the gem requirement from Gem Portal, change it to Earthen Passage or something. Doesn't really need to be there, Stone Touch doesn't need gems and it doesn't use any special gem properties.
B: Add Gem Portal/Earthen Passage/whatever to Alchemist escorts.
Foreseen Niche: Hey, it's a limited teleport. On escorts! That AM can't take! They have Dream Walk, they'll live.
Survival:
Technically an escort category, but no one can take it because it's so universal, IIRC. Not actually in a bad spot, but sorta low impact. I'm uncertain of what to do about this though, and IIRC Shibari was remarking on buffing Heightened Senses, so I'll just let this one slide on by for now.
Chants:
Recently buffed in trunk. Looks like it's very, very good now as a fighter/mage support category, at a glance. Should be fine for now.
Mobility:
Well, the good news is that it enables a sidegrade build. The bad news is that only a few characters-mostly Stealth users and Brawlers-care at all, and now Brawlers come with Mobility even. However, buffing Mobile Defense more seems... off, as it is very legitimately good on Defense builds.
Also, every other talent in the category is basically nearly or definitely the worst of its type in the game. So, that's a problem.
Solutions:
A: I'm legitimately not sure what to do with Hack'n'back. I suggested a large power boost and large self-knockback boost the last time I suggested a round of buffs, but I admit that's a little overly simple. (1.4, 2.2 and 3, 7 would be good for those.) If anyone has a more interesting idea, I'd like to hear it.
B: Combine Strider and Light of Foot(into Strider), then raise the movement speed bonus from 2% per level, to 8% per level(cap at 50%). It's now one talent that does a lot of things! It's fatigue lowering, movement speed boosting, and generally fun, and is a good core reason to take the tree besides Mobile Defense. Now that movement speed boosts don't stack multiplacatively, there's not a lot of danger here.
B2: Oh, and change the escort reward from Light of Foot to Strider, obviously.
C: New talent, "Split Second". Instant, moderate Stamina cost, grants two turns of (20 base, 50 at 100 Dex/TL5, 75 cap) Global Speed and (200 base, 400 at 100 Dex/TL5, 600 cap) Movement speed. 15 CD. Can be used as an extra hit, or a way to close a small gap without losing damage, or as an escape, all in one-but really needs investment to be much of anything, particularly in Dexterity.
Foreseen Niche: Rogues, still, and Brawlers, still, but now it's a general escape and mobility option for everyone, with a lot of real value in general even if you aren't going for Mobile Defense. Might be a bit strong, but it can always be nerfed later if it's dominating, and I doubt it will.
Light:
Is why I made this ... in a good way. Doesn't need any changes, has a very solid niche that might be a little too good, but I'm not too worried about that.
Field Control:
Well, Slow Motion is solid, and Track is the go-to scouting skill for many. Otherwise this is very lack-lustre at its job-namely, controlling the battlefield and giving you escapes and mobility options. And Slow Motion could probably stand to be a bit better, given that it is a sustain and requires purchasing the category for... even people that get the category for free don't buy up to that a lot.
Solutions:
A: Increase Disengage's self-knockback by 2, and its range to 10. Have the (currently 12) CD lower by 1 per TL, minimum of 6. At TL5, allow people a second Disengage target at the end of the first one(that they can cancel out of if they wish). Suddenly, you can go around corners with it! If there's an enemy around the corner, anyways.
B: Have Heave attempt to Stun enemies, if the Knockback succeeds, for (2+TL/2) turns. Universally grabbable Stun!... that requires two save checks and two different status checks to work, but hey. It's a lot better this way, and it's neat because Stunning lowers the heck out of movement speed, so they'll take forever to get back up to you.
C: Have Slow Motion raise Defense by (10, 25 at TL5/100 Dex, 40 cap). Decent Defense boosts never go out of style, and at 80 Stamina this is a reasonable help to its general usefulness.
Foreseen Niche: More generalized version of Mobility that is worse, but doesn't take Light Armor and has some differing ups and downs. I think it'll be good.
Chronomancy:
Edge is talking about retooling this category already, so no need to bother with suggestions here right now.
Dreaming:
Actually, on reflection, looks pretty good, much like the Mindpower equivalent of Hexes but more flexible. Dream Prison's sorta a weird talent that could use more kick, but that's a general thing-perhaps it could have a random chance, every sustained turn, to apply some sort of sleep status, like Nightmare? Then that status would suspend effects until you release Prison, making it a mass status spell as well as an area control.
Loremasters:
Well, Mind Sear is an excellent option for mind characters. The other two options, not so much. What about some new stuff along the same lines as Mind Sear? Good, class-based niche talents?
Solutions:
A: Add Sun Flare to Loremasters. A good magical Blind in a small radius seems perfect.
B: Remove Spit Poison. No one really runs it.
C: Change Disarm to Cripple, a nice, generally useful physical talent.
D: Add in Call Shadows. This is the perfect way to handle a universal pet skill-a single, very weak, very hard to control universal pet off a resource that can be hard to maintain on an off class, as well as a token Cursed universal talent. It's really cool, without being very strong.
Foreseen Niche: Everything! Everyone will like seeing a Loremaster. It won't change your run, but it'll make you happy.
Phew, that's a lot of suggestions. So, any thoughts?
Took a liberty of hilighting stuff for easier reading. ~Faeryan
A: Escort categories, and various world-accessable Generic categories in general, should encourage some alternate builds and concepts. Optimally, multiple of them should be fairly desirable, for each class, though that's a tall order.
B: Escort categories should not be OP for the source classes that have them. Always something to keep in mind.
With this in mind, here are some thoughts for tweaking those categories, and various escort rewards.
World categories:
Staff/Mindstar Combat: Perfect, clear sidegrade builds or small enhancements with Generic investment required.
Solution: None needed.
Harmony: Sorta... bad at this. Elemental Harmony is a good, but highly generalized talent. Highly generalized talents are nice, but with almost no niche, this has been relegated to weird extreme niche builds involving Wildfire Archmages and Bathe in Light Sun Paladins.
Thoughts: Let's see. Healing is always a liked thing, and Healing Nexus is nearly a healing talent as it stands, as is One With Nature. The issue is, for most applicable skillsets, this category competes with Fungus, which is way better healing. This needs more gimmicky uses, a more interesting core draw to draw the kind of people that would go AM, and just some outright more stopping power. The latter two skills are the best way to attack this, IMO.
Solutions:
A: Grant Healing Nexus a five turn low power mindpower-based regeneration effect on both yourself and everyone hit by the Nexus, at TL5. Suddenly, the standard Bathe in Light gimmick is universal and grants the category a lot of very odd healing power in large crowds. Explain it away as healing fungal spores infesting everything.
A2: Same thing, but instead of mindpower, base it off the caster's maximum Life. Interesting way to diverge it from Fungus-you don't need Mindpower. Perhaps the regen could be a flatrate 2% of the caster's maximum life in regen to himself and everyone else, for 5 turns. Potentially quite entertaining.
A3: Have Healing Nexus grant a chance to siphon off any beneficial effects applied during its duration and give them to you. Say, (5 base, 25 TL5, 35 cap)% chance if someone uses any beneficial effect during its duration.
I am sure this is rife with abuse, but it's also rife with hilarious and highly tactical abuse, and I recieved the criticism that the original suggestion makes Healing Nexus feel less clever to use properly(as it essentially uses its self properly), which was a valid criticism. So here's another option that feels very much in character.
B: Have One With Nature, in addition to its current effect, generate a five barrier for (3+TL*3)% of your MHP. This should never be a huge barrier unless you're a Berserker, but it's pretty notable as the only fully instant AM-compatible barrier in the game. It does take decent investment to leverage, though.
B2: If this is seen as too athematic for AM, an interesting alternative is to have it grant temporary all damage armor. Say, (10 base, 30 TL5, 50 cap) for (3 base, 7 TL5, 10 cap) turns? Wouldn't help it much on higher difficulties, though, so I like this option somewhat less.
Foreseen niche: Better arcane build competition for melee types-you no longer have to lose out on Arcane to get high investment healing/support, your healing options are merely quirkier/weaker. And it doesn't really change the nature of the game for the Gift classes that get it anyways.
Hexes: Again, sort of bad at sidegradeing builds. Or...getting much interest at all.
Thoughts: What it should be doing is encouraging players to put heavy Generic investment in it for debilitation of crowds-granting you ways to slow down large areas of enemies easily.
Instead, it encourages extremely light investment. Burning Hex is definitely on the right track, and Pacification Hex is good in that there should be some low investment spells with a lot of kick, but the last two have real niche issues, and Empathic Hex is in the running for worst spell in the game for the player. (While still being really useful for enemies, more is the pity...)
Solutions:
A: Pacification Hex and Burning Hex, while good, could use more kick. Radius boost from (2 at all TL) to (2+TL/2, cap at 5). This is some of the largest area debilitation in the game, which really helps define their niche, and requires investment.
B: Remove Empathic Hex-Martyrdom is a better example of this niche concept anyways. Replace with Lethargic Hex, a Hex that inflicts (10 base, L5 25, cap at 35)% Slow over (2+TL/2, cap at 5) radius. With a 20 turn duration like the other Hexes, this is pretty amazing as a long term debilitating effect for a large crowd, and probably less dangerous to not notice than Empathic Hex was for the player(though not much!).
C: Give Domination Hex a "blast radius" low power confusion around the target of the same duration as the Domination Hex and the same 2+TL/2 cap at 5 radius as the other Hexes. Suggested power is (5% base, 20% L5, cap at 30%). This gives the spell interesting uses if the target is Instakill immune(as that confuse effect can still hit the target), and makes for a good area debilitation spell.
Foreseen niche: Well, Corruptors and Reavers get a bit better and more versatile, but I don't think 5 points for a 25% slow or 20% Confusion will break any records for usage, no matter how big the blast is or how long they last. The big thing is that this gives defensive mages-the types that often least need Celestial/Light-a very good mage option in universal generic, and gives Celestial/Light an offensive alternative for the more mixed mages. I don't forsee Arcane Blades or Archmages taking it over Celestial/Light, but I think it'll lead to some interesting builds.
Vile Life: Only in trunk, looks good so far though, very much in the vein of a category designed for undead and such that can't use Harmony, good stuff.
Escorts:
Conditioning: Buffed in trunk, Vitality is now a pretty good talent. Unflinching Resolve was always a good status healing option, and honestly is better than running up a pure magic tree for undead in my opinion. Still could use a bit more of a niche, and Daunting Presence is pretty awful. Adrenaline Surge is pretty narrow for its niche... there's a way to buff it that's hilarious, though, to widen the niche...
A: Give Daunting Presence's intimidation a (5 base, 15 TL5, 30 cap)% to cause those effected by it to fail complex actions. It's already a four turn status, you have to be hit to trigger it, and it has to pass a fear check and a save check... I think this is safe.
B: Have Adrenaline Surge work on Hate as well as Stamina. Totally thematic and awesome, and very psychologically appealing.
Foreseen niche: Probably same as it is now, undead melee fighters. Probably more of them than before, though, as it grants much more notable advantages.
Divination: Not... bad... but there's no reason to take the category, because you get handed three of the four options and only Arcane Eye scales all that well. Hmm. Premonition is, as it stands, one of the best reasons not to go AM, so I don't want to change its high base power. Arcane Eye is a big deal on higher difficulties. Let's work on the other two.
Solutions:
A: Remove Vision as a talent option from Sage escorts. No need for it-Arcane Eye and Premonition is enough.
B: Have Vision grant one turn of All ESP for the caster at TL3. At TL5, have it be distance targettable, and show all enemies in the area for two turns(probably easiest done with a status).
C: Have Keen Senses impact all critical rates, not just magical. This makes sense in general.
D: Increase Premonition cost to 200, but have it additionally grant a (10 base, 20 at TL5, 25 cap) flat rate physical evasion rate while sustained.
Foreseen Niche: Arcane non-Mana users, humorously enough. AM gets the slugfest, but Arcanes get excellent scouting options. Premonition's higher cost should balance out the higher utility for its core audience-I think it's better for Archmages now, but they never use it much anyways, that I've seen. Vision is a great way to know what's going on in the area for a very short time after leveling, whereas Arcane Eye is a great way to know what's going on in a small area for a long time after leveling, which is great parity.
Wildgift/Call: Pretty good for its narrow niche. Perhaps a little widening would help? Should be easy.
Solutions:
A: Have Meditation grant an amount of Psi regeneration equal to its Equilibrium regeneration, both while activated and at rest. Greatly thematic and gives Psi classes an interesting reason to buy the category.
B: Allow Nature's Balance to work on Stamina and Psi talents as well. It isn't much of a mental stretch(How does it work to begin with? I don't know!).
Foreseen Niche: Good all-rounder category for AM that want something that's not straight up healing. More resources and more scouting, as well as CD resetting. Not optimal per se, it's still a little weak, but this is pretty good for some very fast changes.
Stone Alchemy: Very good, gets taken a fair deal as a generalized category without being dominating at it. The only problem is how bad the rewards are outside of the category. They could use something a little more useful for general characters for their talent grants.
Solutions:
A: Remove the gem requirement from Gem Portal, change it to Earthen Passage or something. Doesn't really need to be there, Stone Touch doesn't need gems and it doesn't use any special gem properties.
B: Add Gem Portal/Earthen Passage/whatever to Alchemist escorts.
Foreseen Niche: Hey, it's a limited teleport. On escorts! That AM can't take! They have Dream Walk, they'll live.
Survival:
Technically an escort category, but no one can take it because it's so universal, IIRC. Not actually in a bad spot, but sorta low impact. I'm uncertain of what to do about this though, and IIRC Shibari was remarking on buffing Heightened Senses, so I'll just let this one slide on by for now.
Chants:
Recently buffed in trunk. Looks like it's very, very good now as a fighter/mage support category, at a glance. Should be fine for now.
Mobility:
Well, the good news is that it enables a sidegrade build. The bad news is that only a few characters-mostly Stealth users and Brawlers-care at all, and now Brawlers come with Mobility even. However, buffing Mobile Defense more seems... off, as it is very legitimately good on Defense builds.
Also, every other talent in the category is basically nearly or definitely the worst of its type in the game. So, that's a problem.
Solutions:
A: I'm legitimately not sure what to do with Hack'n'back. I suggested a large power boost and large self-knockback boost the last time I suggested a round of buffs, but I admit that's a little overly simple. (1.4, 2.2 and 3, 7 would be good for those.) If anyone has a more interesting idea, I'd like to hear it.
B: Combine Strider and Light of Foot(into Strider), then raise the movement speed bonus from 2% per level, to 8% per level(cap at 50%). It's now one talent that does a lot of things! It's fatigue lowering, movement speed boosting, and generally fun, and is a good core reason to take the tree besides Mobile Defense. Now that movement speed boosts don't stack multiplacatively, there's not a lot of danger here.
B2: Oh, and change the escort reward from Light of Foot to Strider, obviously.
C: New talent, "Split Second". Instant, moderate Stamina cost, grants two turns of (20 base, 50 at 100 Dex/TL5, 75 cap) Global Speed and (200 base, 400 at 100 Dex/TL5, 600 cap) Movement speed. 15 CD. Can be used as an extra hit, or a way to close a small gap without losing damage, or as an escape, all in one-but really needs investment to be much of anything, particularly in Dexterity.
Foreseen Niche: Rogues, still, and Brawlers, still, but now it's a general escape and mobility option for everyone, with a lot of real value in general even if you aren't going for Mobile Defense. Might be a bit strong, but it can always be nerfed later if it's dominating, and I doubt it will.
Light:
Is why I made this ... in a good way. Doesn't need any changes, has a very solid niche that might be a little too good, but I'm not too worried about that.
Field Control:
Well, Slow Motion is solid, and Track is the go-to scouting skill for many. Otherwise this is very lack-lustre at its job-namely, controlling the battlefield and giving you escapes and mobility options. And Slow Motion could probably stand to be a bit better, given that it is a sustain and requires purchasing the category for... even people that get the category for free don't buy up to that a lot.
Solutions:
A: Increase Disengage's self-knockback by 2, and its range to 10. Have the (currently 12) CD lower by 1 per TL, minimum of 6. At TL5, allow people a second Disengage target at the end of the first one(that they can cancel out of if they wish). Suddenly, you can go around corners with it! If there's an enemy around the corner, anyways.
B: Have Heave attempt to Stun enemies, if the Knockback succeeds, for (2+TL/2) turns. Universally grabbable Stun!... that requires two save checks and two different status checks to work, but hey. It's a lot better this way, and it's neat because Stunning lowers the heck out of movement speed, so they'll take forever to get back up to you.
C: Have Slow Motion raise Defense by (10, 25 at TL5/100 Dex, 40 cap). Decent Defense boosts never go out of style, and at 80 Stamina this is a reasonable help to its general usefulness.
Foreseen Niche: More generalized version of Mobility that is worse, but doesn't take Light Armor and has some differing ups and downs. I think it'll be good.
Chronomancy:
Edge is talking about retooling this category already, so no need to bother with suggestions here right now.
Dreaming:
Actually, on reflection, looks pretty good, much like the Mindpower equivalent of Hexes but more flexible. Dream Prison's sorta a weird talent that could use more kick, but that's a general thing-perhaps it could have a random chance, every sustained turn, to apply some sort of sleep status, like Nightmare? Then that status would suspend effects until you release Prison, making it a mass status spell as well as an area control.
Loremasters:
Well, Mind Sear is an excellent option for mind characters. The other two options, not so much. What about some new stuff along the same lines as Mind Sear? Good, class-based niche talents?
Solutions:
A: Add Sun Flare to Loremasters. A good magical Blind in a small radius seems perfect.
B: Remove Spit Poison. No one really runs it.
C: Change Disarm to Cripple, a nice, generally useful physical talent.
D: Add in Call Shadows. This is the perfect way to handle a universal pet skill-a single, very weak, very hard to control universal pet off a resource that can be hard to maintain on an off class, as well as a token Cursed universal talent. It's really cool, without being very strong.
Foreseen Niche: Everything! Everyone will like seeing a Loremaster. It won't change your run, but it'll make you happy.
Phew, that's a lot of suggestions. So, any thoughts?
Took a liberty of hilighting stuff for easier reading. ~Faeryan