I waited for +/- your games for years so somewhat overfilled with ideas ^_^. Most of similar games I found previously were either jap (and grindy like hell) or futa/furry madness.Thank you for sharing your ideas. I always like the idea of players making meaningful choices that have advantages and drawbacks, so I like your "banner" idea and I'll keep it in mind.
So... we can hope for some gunslinger char, huh? Maybe even dwarven / gnome lady?The Pirate isn't meant to be a regular back-rank fighter, so Grapeshot is meant to be only situationally useful (mostly against plentiful low-armored opponents.)
But at least make basic post-combat recovery semi level-based. Something like 2 hp per turn since 4/5 lvl.Healing is more likely to be nerfed at this point than buffed, sorry.
In that case you're almost lack of choices (at least I never see anything else)I don't want any class to be absolutely essential, and right now I'm getting a lot of feedback that the priestess is close to essential. It's very difficult to have healing in a game, and not have it become something people won't do without, but I'm watching the balance and working on it.
- set up some hard limit on events per adventure (making healing less mandatory)
- throw healing around many chars
- nerf it into being useless
- leave as is
Or make priestess "heal" not real heal, but counter. For example - counter for poison (ofk it should became really cheap skill, plus maybe some tiny temporary buff if poison actually healed). Maybe for some other nasty (future) effects.