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The thing about random elements is that as long as you can save and load, you can savescum. Even if it's inconvenient, like having to travel from the nearest save point, it's something players will do, even if it's not fun, just to get that extra stat point out of it.

And a general opinion, while I've not used that many classes that focus on TP abilities, I feel like you get too few points to use. It feels closer to charging an ultimate or limit break with how slowly you get the points, but the abilities that use TP are often not strong enough for how rarely they can be used.

A lot of the spells feel samey as well. There are many single target spells that differ only slightly on damage and mana cost. If there are other differences, it's hard to tell. Granted, two of the characters in my party are Unkindled (Pyro and Astra), who focus on that, but each of those have six spells in three paths that are basically the same. And other than element, there's little difference between them as well. The stated differences like damage, crit, counter, evasion, etc. don't come into play much. I don't think this is super important, since they're still overall fun to play (otherwise I'd pick other classes), but it's something to think about.

Hmmm, yeah, I don't want people to savescum it just to try and maximize. Maybe every 4th coin you could choose a stimulant then. Or maybe I'll just change what you get from him entirely and have the tonics and stimulants be special rewards elsewhere. 

For TP are you trying out different TP modes and still finding it to be underwhelming? Or have you not met with the TP dealer? I feel like there's definitely some TP modes that shouldn't be making it feel underwhelming. Like starting with max TP or having TP carry over between battles. I can also buff the damage of the skills as well, but I don't want to make them too overpowered.

As far as many spells feeling samey, yeah I get you on that. There's only so much I can do to make them different and I tried to do what I could but inevitably some are going to feel similar. I'm going to edit the skills and balance eventually, i just haven't messed with it much since I finally got it to a place that's decent. I'm also not trying to make it so every class is equally good, there's going to be some that are plain better or worse. When I do edit it all I'll try and see about having the skills within a class at least feel like they have different purposes.

I think him just selling stimulants (or tonic; either or) works fine. Something else could also work. I think it's more important that the reward for a resources like those rare coins is static. Unless there are ways, at least theoretically if impractically, to farm those.

Nope, not met the TP dealer. Or rather, I hadn't. Now I have, at the sign at the road through the forest. The descriptions are a bit odd with the %1 notations, which seems like a formatting issue since it just disappears once you buy the items and use them. First impression is that most are still rather weak, but there are some stand-outs. Charger gives little at the start of a battle, but if it goes on long enough you have more or less unlimited. Didn't see any that gives max TP at the start. I also didn't see anywhere where it says what natural TP regen is, since a few of them rely on that.

It might be an idea if classes that rely on TP have some passive skill to increase TP regen, or some other means of getting more. I've not looked through all classes, though, so I don't know if that exists.

Also just noticed that the buff from Heart Palpitations is just 10%, which is barely worth using a turn for, let alone 40 TP. It's better to just attack. I think it lasts four turns, so you get 40% more damage and defence for the cost of 100% damage and 40 TP. For that cost, I'd expect an extra 150%-200% damage over those four turns, so a 35%-50% buff. That said, I think magic for Unkindled is very strong as it is, so the buff isn't needed for that reason as well. But 10% is what I generally classify as "not a number" unless it's permanent.

To make spells more varied, you can add things like partially ignoring magic defence, elemental resistance, or reflection; tweak hit rates (strong that often misses, or weaker that always hits); have semi-multi attacks in various ways, like the main target takes full damage and other enemies take partial damage, a few hits on random enemies, or first hit on target and one or two on random secondary targets; or add chances of causing various afflictions.

Looks like I need to buff some of the TP modes then and maybe add some. At one point at least there was a TP mode where you would start with 80 TP but I guess I removed it or changed it cause it was too strong. There are some classes that can get more TP regen as passives or innately have some, it's different for each class. Each 1% increase to TP regen is 1 extra TP regenerated passively each turn. There's also TP charge rate, which I don't remember if I use anywhere, but that affects how much TP you get from basic attacks.  So for an example, a pyromancer gets 6 TP for each attack plus whatever TP mode they have.

 I'll also buff each of the Diviners (the  ___mancer's) special buffs since they look underwhelming. As far as the variety of spells, most of what you mentioned are in the game, it's just that the variety is spread out across all the classes. The only thing that I didn't use is having abilities with hit rates that depend on damage. Might be something I use but it would be something that I'd add to a specific class as a quirk/gimmick.