For a sufficiently strong build, the fights need minimal tweaking between god battles, even at difficulty 10.
I was able to use basically the same build for all battles, with minor tweaks of swapping a trait or two out, or some spell gems.
I feel the stat adjustment at difficulty 10 is insufficient.
Going through the fights:
- Aoelian was very bugged for me - he eventually died to non-spell non-attack damage!
- Apocranox - I thought this was a good mechanic, though a sufficiently general overtunned stat stacking build makes it easy. I tried using some defensive trait combos, but they were bugged, and ended up just cheesing it instead.
- Aurum - A nice mechanic, v.good against stat stacking builds, I would imagine. Easy enough to work around, but a nice mechanic.
- Azural - seems rather simplistic, just tack some buffs onto a preexisting build. I simply switched specialization to Warden, and made no build changes
- Erebyss - great mechanic. I would make it at the start of every one of her turns, rather than every other.
- Friden - perhaps a bit heavy handed, but I really liked the mechanic. It forces you to at least somewhat adapt a build.
- Gonfurian - frustrating fight, and not that much too it. I went with stat stacking, and tacked on some more debuff capability. On balance, I do like it though
- Lister - I found that one defensive trait setup bugged for me. Again, Chrysoar’s Ambition does not always work, and I had no luck with the Tenebris Avatar trait working either… I tried spamming exhaustion, and timewalk, neither seemed to have any effect. Stat stacking would have probably worked fine, but I through together something defensive and waited it out
- Meraxis, nice mechanic. Again strong stat stacking makes it easy
- Mortem, just takes a long long time…
- Peridition, v.easy, for pretty much any strong build, as the god has nothing defensive, nor anything particularly challenging offensively
- Regalis, Nice mechanic, but easy to overcome with mass dispel or simply enough upfront damage
- Surathil, easy and no tweaking needed, thematically I like the mechanic though
- Tartarith, great mechanic, at least most builds will need some tweaking, easy tweaking to do but I still really like it.
- Tenebris, v.easy to overcome with buff removal, still I like it. It seemed bugged to me, though, as when I fought him, nobody seemed to go invisible!!
- Torun, steamrolled this fight, not actually sure what the mechanic is…
- Venedon, like Peridition, v.easy
- Vertraag, nice mechanic, no further comment
- Vulcanar, easy fight, and presumably v.easy to counter using an anti-resurrection trait. I think it could easily apply to all his creatures and not just him, and still be an easy god fight.
- Yseros, v.nice mechanic against spell based builds, v.easy for stat stacking builds
- Zonte, v.nice mechanic. I simply steam rolled it with a strong build, but it was touch and go for a bit.
The avatar traits:
- Aeolian - Great
- Apocranox - v.boring, and not very strong, at least i.m.o
- Aurum - one of my favorites. How an avatar should be
- Azural - boring, and not very strong, i.m.o, but I could well be wrong
- Erebyss - nice, not super strong, but I like it
- Friden - v.solid, I like it
- Gonfurian - hmm… interesting, not sure how it is useful, nor why it is an avatar level trait
- Lister - interesting, does time warp actually increase the turn taken amount?
- Meraxis - v.solid, and good - maybe also add “your creatures cannot be prevent from gaining stats”? as else the avatar can be completely countered by a single enemy trait.
- Mortem - boring, and not very strong. Does not seem like an avatar trait, i.m.o, but I could be missing something
- Perdition - v.interesting, I like it! However, it does not seem to work against bosses, and so it seems a bit lack luster… Unsure how to fix that, either it is lack luster, or OP…
- Regalis - not nearly as good, now that trait sharing via Golems is a thing… still decent, but it no longer even seems particularly avatar level. I would change it to: “Creatures of this creature’s class always have each other’s innate traits” So that it is an ongoing effect, and not a thing of temporary traits.
- Surathil - v.good
- Tartarith - again, I imagine it does not work against bosses, and so it seems rather lack luster… a bit useless; there are far easier ways to kill things than have them take repeated turns at high health…
- Tenebris - I really like this. Another great trait, like Aurum. Amazing, if it worked… seems to be bugged at the moment.
- Torun - a classic
- Venedon - I like it. good avatar level trait.
- Vertraag - unsure, I have not tested the ‘powerful’ spells.
- Vulcanar - I like it, decent avatar trait
- Yseros - very nice idea, I might buff it slightly to three gained traits… unsure… The thing is that planned trait combos are so so much stronger than random assortments
- Zonte - meh, really not much at all of a buff to spells, decidedly underwhelming. Amounts to like 30% more spell potency…
Note: atm you have to enter battle to see an Avatar’s Ultimate Spell gem, unless I am missing something. It would be nice if it appeared in the list of equipped spell gems, for inspection, when out of battle. Indeed, not having that ability is why I have not commented on their spells.
To summarize the avatar traits:
Tenebris and Aurum
Aeolian, Meraxis (but make stat gain unpreventable), Friden, Surathil, Torun, Venedon, Yseros (maybe buff?), Erebyss, and Vulcanar (seems good, but not sure)
I think these could do with possibly a rework:
Zonte, Tartarith, Apocranox, and Mortem
Perdition, Azural, Lister, Regalis, Vertraag, and Gonfurian