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All of those changes regarding enemy abilities are definetly not intentional, including the Mole fight (I did very little edits to that fight other than the sprite work, still need to make a new burrowed sprite), and I'll look into reverting them.
And yes, the new difficulty mode is a modified hard mode (mainly because I wasn't going to edit every enemy one by one), where enemies get a little bit less health, but gain on other stats to make fights less "bullet sponge" and more "exploit enemy weaknesses to win", I'll even add a fourth difficulty mode that will make the same thing, increase hp a little bit, but boost other stats that will encourage optimizing strategies and equipment choices.
Of course, post as much feedback and ideas as you want, I'd love to read them all, and thanks for trying out the mod.
The build I specifically used for the screenshot had a bunch of stuff. Breaking it down into parts.
My weapon was the Tachi (thunder katana) and I had a Water Necklace for double elements. Since as you've already mentioned Malicious Prayer and the elemental debuffs are op, so I was using the fact melee can get multiple elements to benefit from multiple of them at once, and double Malicious Prayer's already strong boost. The sword and necklace I don't think are OP, they just happen to exploit the OP debuffs.
The skill I was using was Piercethrough, since it was only Katana skill in my setup. It also had 50% defense ignoring and got extra damage from every debuff. I think you already nerfed the debuff bonus damage on this compared to 0.1. Also I think this skill should also have the sleep ignoring removed, since that's a very strong bonus that is super easy to abuse.
Then I had the two low HP +damage passives from both Warrior and Death Knight, the latter of which is particularly huge. Given you nerfed the former and removed the later I assume you also thought they were OP. I'm not sure if +50% is still too high, but it's certainly a lot more reasonable than before. I also had blindside which I think just needs to be bumped to 3PP for it to be balanced.
The last step was my crit, I used Thick as Thieves to get 100% crit, then used Fencer's crit bonus and the rock elemental debuff for even more crit, and Fencer's Tonal Resonance for yet more crit damage. Fencer's innate passive is fine, the rock debuff you already mentioned will be nerfed, and I think Thick as Thieves should have it's effect changed. +100% crit for the entire party for 3 turns is really really strong, and it gives you +400% gold on top of that. I think changing it to a smaller crit and gold bonus would be good, since the effect feels on brand for rouge, just too strong. Tonal Resonance I think needs to have both a duration added and less crit damage bonus, since +60%(or was it +50%?) forever for only 12 AP is really strong.
As for my notes on the classes I'll post them once I get the time to make them less rambly. Hopefully you can get some useful info out of them!