Great mod btw. Been playing it a lot lately, however there are some balance issues with the champion classes I believe should be looked into.
General:
-Maybe it's a modding tool problem, but it seems all abilities are buffs. Flurry gives you 3 rounds instead of 3 attacks etc. (Which means faster refresh of abilities and buffs running as well)
- After using Flurry your champions is skipped a turn. (It is not mentioned in the tooltips if intended)
- Tooltips when choosing ability when leveling up is not the same as when inspecting it in combat.
- Playing kingdom it seemed to me a lot of starting champions had Air Affinity.
Assassin:
- All abilities that says it does normal damage does no damages at all.
- Reached level 18 in my latest game, never got specialize option after Deathdealer
- Too powerful. After level 10 could solo anything. (Had Sacrificial Dagger, damage 6 I believe)
- Lot of the abilities are not worth taking. Sweep, Gas Bomb, Trip, Cripple, Precision.
Archer:
- Goes from a zero to hero when getting Marksman and Explosive Shot. Needs some buff in the early game and probably a nerf in late game.
- Abilities like Blunt Tip and Explosive Error hit twice.
- Impulsive felt redundant because my Archer was first to act anyway.
Mage:
- The mages I've encountered in my playthroughs all had Air Affinity. (Which werent healers/clerics)
- Arcane Bolt does too much damage. Never used anything else.