Okay. So here's what I'm thinking about for further changes to classes:
- Shaman's ability is changed to 'Anthropomancy': Whenever this character lands the final blow on an enemy, they gain +10 to Evade and Dodge and +3 to Damage Reduction. Every turn one third of the bonus is removed, starting with Damage Reduction, then Evade and finally Dodge. This ability does not stack with itself. I obviously preferred the combat sacrifice idea over the self-sacrifice one (Anthropomancy is the divination of the future from human sacrifices after all). Hopefully the lack of offensive boosts keep it from being too easy to maintain/chain.
- Hospitalier (Holy Guard) is staying the same for now because fuck if I know how to do a better healing skill.
- Inquisitor gets to mess with attack/evade rolls 3 times per battle with no way to recharge. It brings them into line with the changes I made to Triangle Attack, just with hit/evade instead of crits. Though I should probably drop Triangle Attack down because even 3 crits per battle is a bit much.
- Mage Knight now gets 'Redirect Magic': If an enemy attacks this character with an Anima, Light or Dark attack and misses, that unit loses an amount of HP equal to a third of that attack's damage. Is this more acceptable? Does it sound useful and interesting? Or does it need more adjustment?
- Wyvern Hunter gets Pierce back, though without the 2 Defence ignoring or the +Half Luck chance to activate. Just (Skill)% chance to ruin someone's day. I kinda misread their original ability, which is why I confused it for Luna. So that's sorted out. Would adding some kind of anti-flyer skill to it be a good idea or is it fine now?
- Wyvern Knight loses Armoured. Didn't realise it had it in the first place, honestly. Having both that and extra defence from Dragon Heart is kinda overpowered, yeah.
Have I missed anything? Did any other classes which I forgot need improvements or nerfs?