>>14222
It can be a bit tough right after the big choice, but TRTR did say you're expected to use the new characters until your old favorites catch up. My main strategy consisted of
opening with gravity magic with haste to chunk them for a huge HP% and hopefully debuff them while at it, surprising how many mob characters were vulnerable to gravity.
>>14223
That's kind of what happened with part 1 and 2, all the weapon passives and conditional damage bonuses were added in a late part 2 patch, but all the content released up to that point remained unchanged, I kind of wish there is some sort of definitive edition or some crazy person makes a mod that properly rebalances the early game, but that's wishful thinking.
>But the new stuff is so absurdly strong that making full use of them is like playing a different game.
There was this one time where I was testing a character I had just recruited when I went up against a certain boss fight with multiple enemies. The character's trait was focused around increasing the damage from guns, which deals extra damage against buffed enemies, and I equipped that ability where if at the end of turn there is any enemy with a buff, they'll get blasted with a massive dispel bullet.
One of the enemy adds casts a team wide buff on turn 1, and said character had so many passive stat buffs and damage enhancers she just fucking one-shot everyone while I was still setting up.