This quote is originally
from the story feedback thread. I thought I'd copy it here because I'm only gonna touch the combat points.
Troyen wrote:Another thing that frustrates me is there are apparently different rules for mobs and players, and the UI isn't always truthful about that. I had no idea stagger wasn't actually reducing enemy stats until yayswords pointed it out, because the tooltip said it might and it definitely reduces stats on my characters!
I don't know what exactly goes on with stagger, but sometimes staggering an enemy will push him down on the turn roster...without any other debuffs inflicted on them. That I've seen multiple times. Other effects I'm less sure of right now, but I think I generally receive less dmg from a staggered enemy than before the stagger effect. Does the possibly reduced attack power show on his stats..that I don't know. These are a bit tricky to replicate since often the enemy staggered is also an enemy with other debuffs. So anyway, what is supposed to happen on an enemy, apart from some skills becoming active, when you stagger one? I'm a bit in the dark as well, to be honest.
Troyen wrote:And Riley's SP burn skill doesn't even work on normal mobs when their SP hits a certain %, which makes it a pretty weak skill, since you burn SP to prevent heals/resurrects.)
Yeah. The problem with Riley's Mana Burn is built on several things, imo:
a) in the start of the fight, you'll probably want to slow/debuff the enemies or buff your crew. So no mana burn used at the first turn. Or, the enemies move before you...
b) ...so, either way, before you get your second turn with Riley, the enemy spell casters (if they are not bosses) have already hit their most-mana-consuming skills and their SP is pretty close to the %25 threshold, anyway...
c) ... if we are talking about a Boss, it's more than likely that they are at their 50% threshold before you can touch them with mana burn
Allowing Mana Burn to burn Boss SP down lower than 50% might be too troublesome a change right now, but would it mess the system up if with non-Boss enemies you could torch the SP to zero? Considering this:
1)A lot of the critters have ways of recovering mana,
2) they have ridiculously low skill SP cost,
3) the skill has 12 delay on Riley, so he can't really spam it
4) it only burns 25% per one strike
5)and in many cases you have more than just 1 mana-user against you
...so maybe removing the 25% limit from regular critters wouldn't be such a balance-devastating idea? And leave the Boss restriction as it is. At this late of a stage, I do get that it might be too risky for the balance or too late, so this can of course be left as it is for SotW (Riley has plenty of other uses

) Maybe take this as something to consider for future games, should such a skill be reused?
(EDIT: Or it could in the future be a skill that gives a static SP DoT.

)