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« on: May 14, 2015, 06:19:13 PM »
Nerfing the amount of XP gained would help somewhat, but optimal play shouldn't be boring and riskless.
Near the end of most untimed scenarios, the assassin can simply activate the levitator for 1 energy, turn on awareness for 1 energy, and sit to regain 5 energy. Similarly, the bronze golem can self-heal for 3, increase speed for 1, and sit to regain energy. Fighters can pull an ally into a wall(cost: 0, XP: 20), and Sabrina can drop an iron jaw trap for 5 and sit to regain the energy.
What's really odd is that the Mentalist levitate skill doesn't seem to give XP, but using the levitator item does. Having the golem increase speed gives XP, but sprinting doesn't. These seem inconsistent.