Bumping this post because there are quite a few classes that have underpowered abilities and I'm not aware of any decision being made on the topic. Personally I am interested in the Initiate abilities being buffed. This will largely be a rehash of what Thales said above but I feel a thought out response would hold more weight than replying "+1." First is remote defense boost. This ability in its current form is bordering on completely useless. The only time I could see myself using this is in an all monk survival run. However, because nobody uses initiates outside of their builder and the ability does not buff the caster, this isn't an option. And as Thales mentioned above, it competes with buff beams, so it would only really be valuable on builds without buff beams, which are rare at best. Suggestion: -The ability should buff the caster's towers. This will give the ability some use, and perhaps allow for some experimenting with hybrids. -As Thales mentioned, compete with Tower boost instead of buff beams and guardians. Secondly, Enemy drain. This is a really cool ability that only needs some simple changes to be effective and balanced. At the moment, it doesn't work on bosses, and monks are still preferable to bring against regular mobs because they have both tower and hero boost to help clear trash. Lastly, it is very expensive to use. Like Thales said, it should cost roughly the same as hero boost. Suggestion: -Allow enemy drain to increase damage taken by bosses, the same way it affects regular mobs. -Reduce the cost of the ability. -Alternatively, allow it to slightly reduce damage dealt by bosses instead of increasing their damage taken. Not enough to make difficult fights easy, but enough to provide increased survivability to your team in boss fights. I would personally prefer it to increase damage taken, but if the community isn't on board with that, I feel the alternative suggestion would be acceptable.