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https://drive.google.com/drive/folders/1hcV-wh7obb3WKHbJ-89zdEvvtRKRabfd?usp=drive_link
https://drive.google.com/drive/folders/17sBbXEBEc3LnPL4rzxFRISOpekwrox67?usp=drive_link
So I changed the ruler with the duelist and its pretty good a little risky and the combo Is a little harder to pull but really good.
In any case the guard mechanic can be pretty broken with mods... So I tried with highwayman and Man at arms even that was good not broken but not weak a really well done and balanced mod.
About the art Is pretty nice it merges really well with the game it isnt that out of place.
About the trinkets idk still i didnt get one.
But overall a good mod.
Overall, really good healer. I might make a video of her very soon.
Here is a video of someone playing it.
https://www.youtube.com/watch?v=Tlsev6ZepqE
@Tikotitok: I assume you suggest that because you have problems using her as a main party healer reliably but if the skill gets changed to party heal on kill, that would make her completely useless as a healer in certain situations, like fighting a boss that doesn't summon adds.
So while I'm against changing the skill like that the idea is kinda neat, so I wouldn't mind a trinket that fulfills the same purpose.
Some feedback on Leechbolt: It's team heal part is potentially quite nice and feels satisfying to get. Yet, it being random and having no control over how such a neat bonus is triggered severely holds it back. Would it be possible to change it so that the heal no longer occurs randomly, but landing a killing blow with Leechbolt always triggers a team heal? This would play into the unique "ranged killer/healer" hook Guqin has going on, and bring a unique healing trick into the roster. The team heal on an offensive skill should not be a "bonus", it has such a great potential to be s much more. I say make the kill-for-teamheal an integral part of the ability. This would make it easier to balance, too, since you have some idea of how often and reliably it will trigger.
That doesn't mean I dislike all the changes, I like the ability to have her force guard, which makes her more compatible with other characters. Also, Harpoon is still kinda boring.
And lastly, this is a hastily slapped together update that I hope will address some of the class' gameplay issues put forward by your comments. Thanks guys, you all rock!
@Rianjp - It is updated now!
Her healing is just weaker in general than a Vestral or Occultist and she doesn't offer much else, currently.
The art style is good, although I think that the outlines could still be a little bit stronger. She doesn't really stick out between the default heroes, but when compared to other class mods, I think it isn't 100% there yet.
Still, i had a lot of fun with this!
Keep up the good work!
The way the size rule works is that you gain the buffs vs any enemy that is that size and anything that is bigger. So vs size 1 means vs any size monsters, and vs size 2 means the buff works against monsters that are sizes 2-4.