Hey Moogle!๐
I'm glad to hear that version .80 worked better for you.
"I will say that it doesn't currently feel like all units are balanced, but I am also thinking that is intentional and meant to drive the player towards opening up more creation slots and such in order to customize their loadout. If so, then my only negative thought about that is you can sometimes roll a pretty bad party before you start unlocking upgrades. But, it's not like there's a big failure penalty, so it might be fine."
Although the goal is to have balanced characters, there is also the idea of working with what you currenty have (which is not always the optimal team).
For rarer monsters, such as unlocked bosses, they do have slight boosts compared to other characters that you unlock. So that's a natural, intentional imbalance that's supposed to be a reward for having unlocked the boss.
Nonetheless, I would like to improve the balancing.
Do you have any examples of specific cases for this? (Usually I tend to think about characters with only 1-2 skills as a possible culprit for this imbalance).
Thanks so much for playing again Moogle! ๐
Viewing post in Rise of the Soulmancer jam comments
There's a series of units with what I believe to be gun/blaster based attacks, with one underwhelming damage skill and one support skill I don't recall being particularly useful. Felt like they were under-statted overall, though having a CD-based damage skill with more oomph might also help.
But to your point the units with only 2 skills generally feel worse than the units with 3 or 4, at least this early in.