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As much as Charm in previous updates has been one of the more exploitative way to win fights, that current behaviour is yikes, indeed. The AI being able to revive the player's units without their consent and cause them to accrue more Injuries is pretty bad. Part of that sounds liike a general AI flaw - resurrecting units that don't have a reasonable chance of achieving AT, only for them to die again. It's a sandbagging gameplay style that, while not always a bad move, is usually just a null turn that draws out fight, and those AI units are usually going to be more impactful doing anything else unless the player just does something stupid out of frustration. When done by an AI ally (Charmed or otherwise) and combined with the Injury systems, however, it's so much worse than that. I also certainly hope something gets done about that. The AI not using its ressurection options much in previous updates sometimes lead it to making mistakes where ressurection was actually optimal but overall it lead to more good decisions than not and games not being drawn out needlessly.
It's important to remember, I think, when balancing AI revival - the player is punished (on most settings, anyway) for bad play and relying on resurrection loops to win, in either small or large ways. The AI isn't. Spammy revival use can not only lead to above issues but can also feel like the AI is exploiting the fact it doesn't contend with such considerations to shove units down the player's throat. It's a tight rope to walk, and despite being the guy who loves difficulty, I think it's a better overall experience if revival is underutilized rather than overutilized, as good fight design can compensate for underutilization in a number of ways, whereas overutilization just leads to bad experiences.
There's also one particular advantage the AI has when they're over-utilizing revival due to the above context, but I'll discuss it below.
Wrt Sniper Shot:
Sniper Shot is just that good. It probably just feels like a bigger issue because the AI at the difficulty levels you like to play at are more reliably getting the MP to fuel it. It's the one true advantage the AI gets over the player from having overly spammy heals - their big attacks get to charge up when they're forcing the player to micromanage a resurrection loop, until they can launch a big hit with it (or other big-damage moves like Righteous Blade or Assassinate, that do less base damage but are more likely to nail back/side hits to compensate) to take kills and flip the tempo in the other direction.
Part of it is definitely just the fights being dragged out and giving them more opportunities to fire off Sniper Shots and moves like it, but Sniper Shot is also just one of those moves that can't ever be allowed to resolve if playing on settings like Permadeath or Permanent Injury. Your party is probably a bit on the glassy side if everyone is getting oneshot by it, but surviving it is really something that only particularly tanky or buffed units can be expected to do.
Also, allied Templar guest units and even enemies, absolutely WASTE the move that sacrifices to cleanse debuffs.
great update tho
As long as we're on the subject, I also want to add I really feel like the monster enemies really shouldn't be using items at all. Not only is it quite silly, but in terms of gameplay, the whole point of monster enemies is to add variety. If both major enemy groups all use the same shared moveset, that's not great.
As a small clarification on this, note that only the “humanoid type monsters” should be able to use items, while “beasts” cannot, so not all enemies can use them.
The problem in that fight is that you have 2 IA fighters. I won't describe the scene too accurately to avoid spoilers, but let's state that one of these IAs is perma-berserk.
The situation is such that the fight itself forces babysitting. A lot of damage is done from an elevated area, and it simply takes one or two healers to keep the IA up.
Now the problem that I have in this fight is that you already have low dps to begin with due to the babysitting situation, and the fighting field is essentially split up in two area's (low / high) and it is difficult to manouver between them (traps / IA blocking stairs). Both area's have a reviver. The combination of these 4 parameters cause an impossible situation. Kill an enemy in the one field, and they re-appear in the other. Add to that life-font / leech enemies, and you have a fight of attrition that you simply can't win (in a any fun or fulfilling ways).
To me, this fight can be fixed quite easily, and perhaps needs to be set apart from the rest of this revival discussion. I think the setup of the fight is fun, but revival simply has no place in it. So I would switch out the units that can revive with other units.
As I'm an old guy that can't be bothered smashing his face against stacked odds trying to find ways to defeat it, I'll return when it is fixed.
Let me be clear, really looking forward to returning though!
With respect to the original points:
1.1 and 1.2 should be fixed in today's update.
2. There's already code in place to help with that. For example, if an enemy is missing 90HP, they will favor using a potion (100hp) rather than a Heavy Potion (200hp) for example. But, if they're missing 120HP, they might just favor the Heavy Potion since it will give them 120 rather a potion that will only give them 100.
Is it wasteful? A little. But at the same time, it's not an unreasonable choice either (many players might go for that). The issue is that if I start factoring "wasted healing" on the potions, it has the potential to break the 999HP potions and even the 500HP potions quite often since it's rare that someone will have that much HP.
I'm hoping it's in an OK state as it is, but we'll keep an eye on it.
Cabin fight: good point. I fixed that map by disabling revives for the AI fully on it (and a few other early maps).
I still have to look into Revives in general and see about reducing the freqency. That's probably going to be in next week's update though I think.
Thanks again!