So, one thing that's bothered me on and off for awhile is that Demon has, balance-wise, been fairly heavily constrained by a certain collection of facts:
1) Wanting the player to have 3 AI controlled allies in addition to their main character
2) Wanting players and enemies to play by the same rules
3) Relatively good AI
4) Permadeath
Because of this group of facts, Demon has always had to tend towards relatively low impact individual abilities. To put it simply, if I allow a character to do more than 25% of your health in damage from a single attack, the combination of those three facts would basically mean a typical encounter group could walk up to you and one shot you.
Add in the existence of one-turn loss effects like Stun and Shock, and now you can't even really pass 12.5% safely. Add in the possibility of being weak to the attack element, and it gets even stickier.
But... I was kind of stuck. I consider all 4 of those to be key components of Demon: I wasn't willing to get rid of any of them. So, for awhile I simply balanced within these constraints. But, pretty much from the beginning, and never entirely dying off since, people who try Demon have sometimes (rightly) complained about how little impact abilities have, but unfortunately, there hasn't been much I could do about that due to those factors. And, due to the permadeath business, I had to balance things so that this pretty much never could happen, even though it's actually an extremely rare case for 4 demons to hit at full power on the same target, 2 turns in a row, with access to a Stun or Shock.
The main problem in all this has been the main character: the player's allies can be unsummoned if they are in danger, and even should they fall, it is possible (if a little expensive) to revive them. But, the main character's non-negotiable: if the main character dies, it's over.
It finally occurred to me to try drawing on an existing mechanic instead: maximum HP damage.
In brief: a Summoner (player or not) reduced to 1 HP will find that their Relic now rapidly drains their MaxHP to let them survive further damage. The draining is fairly severe: 2 MaxHP are drained to prevent 1 HP of damage. However, like all MaxHP loss, it can be recovered by gaining XP, using Pure Stones/Gems, or using MaxHP draining abilities.
That marks the first main change that will be explored in this experimental build.
The other change will of course be the re-balancing of damage/attacks that this new mechanic will allow me to do. The obvious effect will be significant increase in damage (and healing) across the board, but I will also be adjusting status effects to keep up: these will probably have higher success rates and/or more intense effects, but smaller durations. Some other adjustments may be made too if necessary, probably, to account for such things as the increased power a higher damage environment gives ranged attacks.
At any rate, that's the plan.

