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at Goldenglow.patches.ChooseTargetPatch$DamageAllEnemiesActionPatch.Insert(ChooseTargetPatch.java:194)
at com.megacrit.cardcrawl.actions.common.DamageAllEnemiesAction.update(DamageAllEnemiesAction.java:98)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
The feel of the character is nailed very well in terms of how the theme interacts with the ability set.
It doesn't feel outright broken; still, though, Target is very powerful for how easily you can access it right from the start of the run.
One genuine feelsbad moment I had was when realizing that the special card ability that counts as an extra card play only does so for cards themselves and not for things like Ink Bottle.
I understand that in its current form it would be broken and idk how easy it is to code but it really intuitively feels like it should work.
Not quite certain you need _all_ the new negative effects, but I suppose if the modding interface allows it, go to town. Bleeding and Target are interesting enough, and the former is definitely not replaceable by Poison without a big thematic shift. Blindsided, however, really feels like a knockoff Vulnerable 1, the main application of which is to overstack with said Vulnerable to break the game.