Solomon Balance Rant
Thoughts on items
gain more exp item
This option, in my opinion, is the most OP item in the game. In Solomon's Keep, there are limited amount of exp you can earn per run. Because of this, gaining more exp option(especially 100% more exp) basically gives more skill points than you normally would in each run. The powerful part of this item is that player keeps the free skill points earn from the item even after removing the item. This means that exp item basically gives player 1 to 3 item worth of advantage than other players who never got the exp items. If the new SK has an official exp farming method, on the other hand, it will be not as strong as it would because you don't need the exp item to get the exp that you would get from exp item.
pull orb item
This item option is the worthless option that frustrates players after a boss fight. Anything that relates to the orb is useless in the game because player generally does not rely on orbs at all (unless you are at the beginning). The worst part of this worthless item is that it appears too often that it makes players frustrate too much. Rather than being in the item pool and prevent players from getting any other useful item, this item option needs to be limited for player satisfaction.
Thoughts on spells
Fire
All fire related spell except the welded spells(except the worthless meteor swarm) tend to get weaker on late game due to inconsistent dps and lacking utility. To make sure the fire mages feels like what mage should(strong in late game), I have previously made suggestions of giving some utility to fire spells. After thinking about this for couple of months, I have realized that the answer to make fire better is not by giving utility but to give even more damage. Of all ideas to buff overall damage of fire spells, I have learned that buffing burn skill will solve the fire mage problem. Also, Firewalker is nearly unusable because it is difficult to hit enemy due to low duration. Of course, you can just double the duration to solve that problem. Here is my solution on how to change burn and some other skill:
Burn: damage (0,4,7,10,12,14,15,16,18); (1-1) stack; max level 3-> damage (0,2,3,5,8,10,12,14,16 + 2% of enemy max health); (1-5) stack; max level (5); burn applied by welding magic and leviathan deals 50% of the damage.
Ring of Fire: now applies max stack of burn to enemies.
Firewalker: Increase duration by 100% (to make this spell useful)
Ether
Ether is in good shape but I think the potent missile is sort of underwhelming. Sure missile speed and re-target are good but it does not make player feel strong compared to any other upgrades. Considering violent blast of ether can debuff enemies, I think it would be good idea to ad.d a skill that apply debuff that distort enemies and make them receive more damage. Another concern I have with Ether is that Call Leviathan. Call Leviathan has decent early to mid game but it sort of falls off in late game because of lack of damage. To compensate that, there must be an upgrade skill like magic storm has to make it viable in late game. Here are my solution for Ether:
(new)Distortion: magic missile now apply defense down(5%-20%) debuff to enemies. This can stack up to (1-3)times
Potent Missile: speed up(10,25,40,55,100,110,120,130,140,150); max level (5) -> speed up (25,50,75,100,150); max level (3)
(new)Elemental Adaptation: Leviathan now gain bonus damage based on your first primary spell and apply subskill related to that primary spell (works similar to ether+x welding spell)
Comments
Magic Missile
Yes, Potent Missiles should be reworked as a secondary. It's a skill that only ever needs 1 point and that's solely for the retarget function. I think retarget should be built into the skill and that a debuff should be applied instead. I think a better debuff rather than simply "defense down" (which doesn't make sense in the first place since the only character with damage reduction is you) make it "Target takes 1-2-3 damage for every magic missile that previously hit it."
This would grant it synergy with More Missiles while granting it a special utility versus bosses and make it weaker as an AOE ability.
For the purposes of Melded spells, it does the following:
Fire: 1 additional ember per missile that previously struck the target
Lightning: Chains also trigger the damage
Ice: Slow increased per stack (up to 90% movement speed reduction)