I have what could be considered an infinite depth team, and I want to give some feedback about things that I believe shouldn’t work the way they currently do.
First of all, it’s incredibly easy to survive until your turn comes around even if 6 enemies that outlevel you by thousands of levels outspeed you.
How? You just need to have the Stifle trait and have the whole party start the battle with Invisible (artifact enchantment, Pariah or War Forged), Shell (artifact enchanment or War Forged) and optionally Protect (artifact enchantment or War Forged) + Fih Rune. The enemy will usually cast a buff or debuff, maybe an AoE spell if they’re lucky. If you have Protect + Fih Rune (only possible with War Forged), or In Flames + Poison Inoculation you don’t care about Volcano or Poison spells. Then your Stifle trait activates and silences them. The only things than can kill you are Pit Worm Tunnelers (only if the enemy cast a damaging AoE spell or if there is more than one worm) and Delusion Occultists if they get lucky with spell gems.
Second, once you get a turn and no Pit Worm Tunnelers are in the field, you’ve won the battle.
Why? Because of several things. The main offender, I think, is the spell Snowstorm. You can give that to your slowest monster, and get infinite turns that way. It doesn’t help that Chaos Mages can have Nature creatures use the Haste spell as well. The spell Judgment, when multicasted, does the same thing.
But won’t you run out of mana eventually? No. Ever since the patch that made HP cost gems essentially free-to-cast spells, the Mana stat no longer means anything. You can stay all day casting buffs and Hasting your Snowstorm user until your stats are enough to oneshot the enemy party, no matter their level or Gene Strength.
What happens if anything goes wrong? You can always have a creature (normally a Nether) with Secret Ingredient + Chastity. He’ll just buff himself until he wins, because he is virtually unkillable.
There are many other ways to break the game, but these are the ones I’ve found. Another trait that should be looked at is Midnight Feast.
[ul][li]Make HP-Cost gems either kill the user as they used to (in this case, make it so that enemies can’t have them or won’t use them if it’ll kill them) or rebalance them so that you actually need to have the HP in order to cast them.[/li]
[li]Change the Snowstorm and Judgment spells so that they do something completely different.[/li]
[li]A War Forged nerf would make me cry, and still wouldn’t solve anything, but this trait may be too strong at the moment.[/li]
[li]Do something about Secret Ingredient and/or Chastity. Both traits are way too strong, and when combined make it almost impossible to kill a creature.[/li]
[li]Remove the “Cast on additional target” trait from the Haste and Rabid Dementia spell gems. [/li]
[li]Take a look at some of the other main offenders, like Midnight Feast and Channeling. I know Channeling was already nerfed, but it’s still stupidly powerful. It shouldn’t stack, even if it goes back to 15%. [/li][/ul]
Other people can contribute by sharing other game-breaking combos. I know this isn’t a PVP game, but something that allows you to always win or to have infinite turns shouldn’t be allowed.