ok, so I've run a bunch of fire drakes to level 15-20 on normal roguelike.
all suffer the same basic problem: damage barely scales at all off physical power and not at all off mind power, even for those talents whose description says "is a mindpower". The problem is that your dmg output gets less and less relative to the strength of the opponents you are attacking.
for example:
http://te4.org/characters/2460/tome/85e ... 193cc87bf4
breath of fire is maxed, it is a mind power but mindpower makes zero difference to its dmg (i checked many times). physical power was about 30-35 and talent is 5/5. yet the dmg is a measly 179, even though my will power is 50.
titanic roar is better at 4/5 and 269 dmg, but that's because it scales a wee bit off physical power, but nothing like normal talents.
You'll notice I don't have any points in helping drakelings. that's because after lots of runs, I realised if I put points in there, I can't make my character strong enough to survive, and the drakelings are so difficult to get to use talents, they are pretty much useless, even as meat shields. Also, the 10% global speed penatly is MASSIVE, because enemies get two hits on you before you get one on them in many cases. the penalty lasts until the next level, in which time almost always I had lost 1-3 drakelings! So I was permanently slowed with no drakelings, and when they were created, they take forever to level up, and they do barely any dmg etc.
so the balance of drakelings vs drake for dmg and survivability is no good. and this is on NORMAL, which I haven't played in years.
I suggest making penalty for drake creation have a cooldown, or just affect movement speed, not global speed, which is too important to penalise that much.
and make the critters level up faster. i have had runs when I invest heavily in drakelings, and they still die all the time, and barely use any talents.
It's no good saying invest in cunning, because drakes require investing in every stat except magic. this is another design issue. they need willpower to power, stregnth for power and to carry stuff, dexterity to hit things, constitution for drakelings, and cunning for drakeling talents!
I'd redesign them so you only need 3 main stats.
Finally, eagle eyes accuracy needs to go up mich higher and faster. accuracy is vital in this game and there are way too many things that you have to invest in before eagles eyes.
also, please make titanic roar shield last longer than 2 turns. what's the point of a two turn shield when there is so much DoT dmg in tome?
sturdy heart active talent needs to scale better. there is no real benefit beyond the first point. i only use it for the active talent.