I'm trying suggesting things for this target, in fact. And I've tried suggesting actively used by the player gameplay mechanics, too, for the same reasons you mentioned. You can stay, I was hostile to useless not-new-not-engaging mechanics, not against you. And I've tried using that hostile sprint to think something else to propose you all, trying to remove from your mind manually casted powerups. In my last suggestion, with the terrain controll, egg launcher could be something like x% obtaining egg, y% creating a 3x3 square of aoe damage plus dirty terrain (since the egg shattered), in which the enemies get some more debuff. Anyway I would like to tell everyone something: every skill tree must absolve a specific function, aside from having a flavour idea. This is something I've learned here. And the specific function isn't "combat" or "utility", those two are the supergroupes of every function in the game: a skill can kill your enemies OR help your other skills kill enemies faster. Combination from those two groupes can be possible, but should be taken with attention. Werediggle could be one of those combiantions, since its heavy loses. For instance, Golemancy is, flavor-wise, about creating golems and unnatural living beings, but its mechanics tend to represent a skill class that play chess with its opponents. It has 2 pets, but is not really a pet class, since those are needed to control the battle place. Like the walls, a dot debuff that STAYS on a place after afflicting enemies, wall dig and bladed single hit "mines". Promethean magic is similar, but more oriented to damage multiple enemies instead of blocking them or create escape routes for the character. And since werediggle has the invisibility and the wall dig, I thought that it could fit a similar role. The entire debuff thing was here for the same reason: giving werediggle mechanics fitting a specific role, instead of just wander through its characterization. This decision is a priority, and after that we can start discussing specific skills. And to make that, we must change its level progression as gog made it, since we all agree the werediggle doesn't work now. If it worked, I wasn't making this post or this thread, and we weren't discussing right now, we were playing it after giving it 3x more stats. So: how do you see the werediggle, what should he do IN GENERAL? (try answer this also if you want it to stay somewhat similar to its original design, it's helpful too) :edit: i'm asking to Daynab if he can warp this discussion to Suggestion forum.