I've noticed a problem when looking at videos, and I've been guilty of it myself. People tend to choose a single skill and spam endlessly over anything else. They'll run around, hitting and running with it over trying to combo it with other skills or use their weapons / shields, particularly in arcade. They'll also just let summons kill everything for them, given the opportunity. I propose something similar to this, if not this exactly: Skill Fatigue. Every skill starts off at 100% energy, represented with a full blue background to it's icon. Using a skill, or having a skill function, results in a small fatigue of that skill. The higher the charge of that skill, the larger the fatigue - unless it's a summon. So you cast Fireball. It goes down a few %. You keep casting it, keeps going down. It hits 75%, that skill takes longer to charge and deals less damage. 50%, even longer, even less damage. 25%, again. 0%, it's non-functional. For summons, this would work by fatiguing the skill by some % every time they dealt damage until it hit 0%. This would make summons immediately de-summon, preventing any chance of AFK farming. So how do you get around it? Take a swipe at an enemy with a weapon, all skills recharge by 1%. Perfect guard an enemy attack, they all recharge by 5%. Maybe certian shields could raise that even higher. I also propose that plants act as semi-permanent stationary summons, instead of temporary effects - with a limit of how many you can have active dependant on every # of skillpoints you have in the skill, after which point summoning a new one would desummon the oldest one. It could be interesting to give them a healthbar as well, allowing enemies to target them while allowing them to be resummonable, unlike the snowman. I dunno if that would mess up the skill's balance entirely, though.