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The Quintar class's power scaling is kind of insane though. An imgur album with a selection of vanilla comparisons: https://imgur.com/a/Udlsela
Lil Punk costs 0 PP.
the Stinkbug's description (in Preservist abilities) refers to it as a Stingbug (minor typo) and also includes a block of text about the Golem pet (more of an issue)
Diabolist's Crimson Strings seems to have a targeting issue. It can only be cast on an ally, and applies an effect that makes the target attack an ally, so you're basically hurting your team to then make someone continue to hurt your team.
I don't know if it's meant to be a "burn health for an extra attack" thing or a "stop hitting yourself, stop hitting yourself" thing, but I don't think the current behavior is correct.
Opening hand will be fixed in the next update. As for Guardian Skin... Oops. I'll have it fixed in the next update too. Your the first one I know of that unlocked the Stone Warden, so I've never come across that. (To be fair, I never ended up unlocking it either 🤣 shows me to double check my work next time)
Thankfully the attack's weak enough it's not causing me any real issues.
This is a bit of a pain, but could have been an intentional balance choice due to the power of those spells. (combining The Tower with spell lifesteal is especially hilarious)
Also, unlocking the Warden unlocks the Guardian's Skin passive automatically, which reduces earth and non-crit damage taken. The issue is that the passive costs zero PP to equip even though it seems to be an unambiguous buff that's not a convenience feature (as with Learning) or cosmetic. Not sure if error or if there's a drawback I'm missing.
The Saboteur's Sick status effect makes enemy sprites almost invisible, in addition to having the (fully visible) thermometer effect. Is the transparency intentional?