Really love the detailed feedback!
- The idea behind cone versus burst was based around potentially different utilities, whether for buffs or debuffs/attacks, and so that the player isn't forced into choosing the feat in which they can select those affected by different spell effects. Since everything about the spell is constructed in the moment, there are no automatic qualifiers for "only allies" or "only enemies" (without that feat), so the thinking was the cone would allow directional area effects if needed. I do see what you're saying, that bursts may need to progress at a slower rate than cones, just to make sure that cones do offer something of a benefit in some circumstances.
- Not the intention for the Instigator! The typo you noticed in an earlier post was supposed to make it clear they get the same proficiency increase at 11th level, and at other weapon proficiency increases.
- The balance around the damage is a big area we know needs fine-tuning. Damage output needs to stay in a range so that the game doesn't break, for sure. The idea with actions here would be that all three actions could be spent for the 3-action single-type damage output (with that damage riding on a single attack roll), or, with the feat that allows breaking the actions into separate casts in that turn, three 1-action casts (which could have different damage types, and would be affected by the multiple attack penalty), or a 2-action and a 1-action (also affected by the same). The issue here for the Incanter would be having to spend actions to gain range, if not using touch attacks (there are some feats that help with this action economy, though).
- I echo the same thought about persistent damage scaling here as for the damage calculations as a whole. Finding the balance with this will be key, and while a lot of math looking at typical spell damage per level went into these numbers, we're hoping we find some good resources to correct out damage balancing issues in the future releases of the class.
- I initially felt worried about the limitations for Abjuration, but when I was playing, I found some really cool unexpected flexibility for the Incanter in being able to access support-type spell effects for the party when needed. Combining a burst with energy resistance to affect the whole party for a turn was pretty amazing when facing an enemy with elemental damage. I did have to spend an action each turn when I wanted to keep it going, but on turns with an Arcana success I had another action left over to use for other purposes (which gave a lot of fun flexibility). You're right about type of bonus! The idea for all of these is status bonus (including those that would in the spell list be an item bonus, as a way to balance out the detriment inherent in the limited duration).
Truly appreciate the feedback and thoughts. We intend to put in the work balancing and integrating fixes to problems found, now that we've released it, so thanks again!
Would love to hear your thoughts about feats too, once you get a chance.