Advice wanted for my RPG
I think what I'm going to end up doing is a mix of all of these, but in small amounts. I've increased the SP cost of spells, decreased it for skills, and increased the price to buy all skills and spells. I've reduced the SP gain per level for mages, and also slightly increased their EXP curve.
All of this was done to relatively minor degrees, so I'm hoping that it eases things a little bit. Mages have been a thorn in my side ever since the beginning of the project. They have always gone between being too weak and way too strong and it's been really hard to balance them. I'm hoping that this won't put them back into being too weak again but it's hard to say when I can't have a whole QA department testing this kind of shit. The game has been not only a monumental task to create, but also proven quite difficult to test. I mean, I'm on my 4th playthrough and I've got the biggest patch list so far. There will certainly be bugs still by the time it releases and it is really unfortunate that I won't be able to catch all of them, especially big ones like soft locks. I guess it sort of hearkens back to the NES days where you had like 5 people working on an entire JRPG and they forgot to test walking up stairs a bunch of times which just like warps you to the credits or some shit like that.
Every game I make from here on out is going to be much, much smaller. Or, at the very least, much more focused. It'd be easier to test a 50 hour long, linear, story-based game than a 25 hour long open world one.