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The reduction in stats on the two different spells are because they lead to very very powerful talents after, by reducing certain stats I can let the player get really high stats in other categories allowing a certain type of playstyle/build that can't be achieved with other weapons, but doesn't make you incredibly powerful.
More tweaks and balancing to the trees are always WIP! I try to do a lot of solo testing to make sure all the weapon options preform roughly the same but still shine in the areas I want them to shine in. With so many talent, weapon, and gear combos its really hard for me to test EVERYTHING, so watching the community and seeing what they run and don't run is really the way I balance many things.
The damage over time is also very strong, I don't remember how I did it but I was getting 20 damage burn ticks every second or so and solo'd the beetle boss
it's hard early game but late game its beyond busted. With the new reworks it also is a must have for groups, as you can get an instant revive if you build revive speed with trinkets and spell haste. That one expertise also gives you two full health revives per floor