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One potion that doesn't heal anything pitched against a truckload of enemies who almost never miss and put a ♥♥♥♥♥♥♥♥ of DoT on you => yeah, of course it's a mess of a fight.
Timer is the least of the problems in therms of balance, game needs more tools to counter the danger. One potion OR one bandage is ridiculous.
After that, it'll be time to balance classes, damage output, armor system ... and also the UI.
Game's not finished, but i'm not blaming you devs, it's the typical mess left by nacon. (<_<)
The mission already starts with 4 crossbow mean, 2 crusaders and 2 fighters, then for reinforcements, another fighter with a sheild appears, buffing everyone, 2 rogues\scouts and a beastmaster with a bloody bear!
Even though it is a 3 turn timer, it appears as soon as i have started the mission, at least another 2-3 turns would make all the difference for an enjoyable battle.
I have tried all possible tactics and i cannot overcome it, and i cannot abandon the mission! so i am stuck.
A very easy thing to restore balance would be to give the alchemists real heal powers.
Like having a restock timer for the skill potions (heal and other).
Should not be too long and with the level up of alchemists that would make them a REAL heal class other than one-shot severely limited healers.
The low healing vs the massive damage especially the HP bloat, numbers of mobs and numbers of dot damage equipment on them with no max cap of the stacks for burning/bleeding/poison is a dire issue.
Adding 5 turns does not address the problem that you easily meet with a 5 person squad on a easy mission four 8 person mobs.
Even with 5 turn more the hp bloat and the large disparity of numbers make this not a full fix.
It is a fast stop-gap thing but there is plenty more to fix as for campaign and mission balance for the not-story missions.
And the unit spawn in buildings is a definitely need to fix thing as it can prevent you from getting the mission done with no ability to target the misplaced enemy while he shoots and slashes you like nothing is wrong.
Playing more opens more options to combat these issues - There are a handful of Abilities which allow you to specifically cure Poison/Bleed/Burn, and the Alchemist gets stronger at healing; Improving/Forging better Equipment provides more pockets, so more Blams and Debuff-cures per unit, no longer is it "one potion or bandage" but a whole inventory; Improving the Alchemy Lab opens more options behind better consumables, like stronger Balm's and Bandages/Antidotes which heal some.