I am talking about common stars which give flat stat gains, like "Empowered persistance" (60~120 hp, L), "Night Time" (2~8 AP, D), "Agagressive Stance" (2~8 AD, D) etc. those are miniscule gains, comparable to a common chaos, and i dont know why anyone would ever choose these stars over ones that consistently increase stats with level ups, giving multiple times the stat increase those stars provide. just taking double chaos is more profitable after just activating 2 times, and far more useful in the long run.
My suggestion: greatly increase the gain, but keep it under the per-level-gain to balance it out.
For example, comparing "Empowered Persistance (EP)" to "Steel Refinment (SR)" in the life tree, assuming highest level.
(i am using EP as an example because it is imo balanced the best compared to for example destruction-equivalents gaining a mere 14 AP over 20 levels which is ridiculous).
EP offers 120 HP from the start, while SR increases HP by 24/lvl. This results in SR equaling EP after just 5 Levels, which can easily be reached in just the first one to two worlds. after that, SR is just plain better, increasing HP further up to a 720 HP increase after 30 levels, overshadowing EP by 600%.
An idea for balancing would be for example (this would require testing) EP increasing the HP by roughly what a player would gain in the first loop/first few worlds, means maybe (these are examples and estimations, as i have never paid attention when i leveld up) 10 levels worth of SR from the get go (means at least doubeling or even tripeling the current effect from 120 to 240 or 360 HP/5 to 10 or 15 lvl).
Overall, some stars feel bland, and uninteresting, and there is not really any incitive to take them over literally anything else.
Apart from that and the horrendous performance in later loops, i absolutely love the game, and demo progress transfer is really good.
Thank you Lizard Smoothie for this amazing game 