Limiting is probably the way to go.
I wouldn't mind a huge super damage skill honestly, if it had a lengthy CD, I think. But right now its just super spamable with a very high damage output that partly puts invocations to shame. But I am not sure how to exactly balance that.
Probably the not self damaging ones with a higher CD per seed, and the trade of for damaging yourself is slightly more spam? I could see that being considered then. Cause at the end of the day, dealing 530 raw damage every other turn is just too much. If it were like every 6 turns It wouldn't be all that bad.
Another idea is increasing momentum costs +1 per damaging seed, but that might be ew.
Just spitballing ideas how the different lines of seeds could distinguish themselves a little more outside of just a bit more damage and how self damage would become a valid choice.
I think Autumn has the right of it at the end, that it probably needs to be limited one way or another. Its for certain the easiest solution.
I wouldn't mind a huge super damage skill honestly, if it had a lengthy CD, I think. But right now its just super spamable with a very high damage output that partly puts invocations to shame. But I am not sure how to exactly balance that.
Probably the not self damaging ones with a higher CD per seed, and the trade of for damaging yourself is slightly more spam? I could see that being considered then. Cause at the end of the day, dealing 530 raw damage every other turn is just too much. If it were like every 6 turns It wouldn't be all that bad.
Another idea is increasing momentum costs +1 per damaging seed, but that might be ew.
Just spitballing ideas how the different lines of seeds could distinguish themselves a little more outside of just a bit more damage and how self damage would become a valid choice.
I think Autumn has the right of it at the end, that it probably needs to be limited one way or another. Its for certain the easiest solution.