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Awoken Hollow
I've received lots of feedback about this unit from multiple sources, which led me to explore increasing its Rejuvenate effect. Generally speaking, if you have 30+ regen then the Hollow can beat Seraph regardless of this buff, but with the buff it can now actually threaten heavies if you ramp it fast enough. This makes the card substantially more attractive in more runs without really changing its boss-killing ability.
Ember Cache
A number of folks were testing this at the common level and found that the lack of an immediate effect caused it to be extremely underwhelming when it's forced into your run. I explored some options, such as adding an Excavated Ember to your hand, but most options like that resulted in too easily reaching an infinite. I ultimately settled on the Ember Cache "exploding" like its lore tooltip describes, doing some AOE damage with its consuming. This doesn't suddenly become a great backline plan given the Consume and 1 energy cost, but it gives it some immediate oomph to make it a worthwhile early take that does decently later.
Shadoweater
In practice, the biggest failings of this card in core are the inability for it to take Quick and the demand for Morsels every turn in order to do its job. Since Umbra is generally very Morsel-hungry for its mainline boss killing plans, Shadoweater vastly underperforms more often than not. By changing it to look a little closer a normal Gorge unit but with Sweep, it's able to both take Quick and ramp up to clearing backlines after just a few Morsels rather than needing to be constantly fed. In making this change and testing, I quickly felt that its original 2 Ember cost was warranted for its newfound value, so that came back as well. I increased his base health slightly to offset the fact that he isn't healing after getting punched by heavies any more, and this amount felt right in testing.
Also, 1 damage scaling per Gorge is far too weak to be a meaningful backline damage source and with that change he wouldn't be able to take shop upgrades meaningfully. I do agree with you about removing his sustain, however; you'll notice that he doesn't heal himself any more in the current version of the mod.
My current approach for this has a lot of advantages, though, that I want to make sure I clarify.
- He can actually get his healing from life steal morsels.
- He can be given Quick and use it effectively.
- He can eat Primordium and benefit from everything that Primordium offers.
- He benefits from Shroud Spike in a meaningful way.
- He doesn't require custom keywords/triggers and has simple card text.
Hm...all of that makes sense. I miss how unique his behavior felt and the ludonarrative synergy that created, but the mechanical upsides you mentioned outweigh the thematic interestingness he had before.