I would say that balance is nearly always an ongoing process, except in games where balance simply never occurs after release.
When they reduced cratfting EXP, that seemed like a decent balance. Increasing coblyn HP is likely helpful, although I'd guess they are still a fairly fun enemy to kill. When thay took away the ability to change to THM for one second and use Exaltation to refill MP, that was balance, further balanced by the addition of MP regen. Same goes for PUG and Second Wind. Punsihing Barbs was reduced, still kicks **** though. Reduced SP on Local Leves (barely noticable) right along side a HUGE improvement to Local Leve crafting speed (repeat synth).
just trying to round out the game a little more.
Still needed: Impish Incantions
should not wipe a party on 3 Star difficulty when the mobs give ~200 SP. Where's the Risk vs. Reward there? Can't Silence, can't Shield Bash. It's TP based so maybe (Siphon TP) would be helpful.
The Raiders on "Securing Horizon". A bit overpowered for the same SP reward as every other leve mob.
I don't want them easier, I want a sufficient reward for the higher risk. I would prefer to have some extra-challenging things remain as-is, stuff that kills you the first time because you just didn't know. If I figure out how to safely tank and kill Imps (Siphon TP?) then I want a decent reward. 200 -> 250 please. Just a tad more.
BTW, Where is my (Stun) move for tanking? Hmm, I just thouhgt of something, surely some
class has one.
*Runs off to the Ability database*
EDIT: Not a one. Pug can stun after a parry, won't do for a GLD though. Shock Spikes is probably the best bet. Imagine the stun-lock that could be accomplished if (Stun) was a normal spell, considering the Armoury system. Edited, Mar 4th 2011 6:45pm by SmashingtonWho