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I'll keep reporting bugs as I find them. Really like a lot of the changes made to this character
Is this meant to be a cardname gag or is it a bug after all?
A rare iirc.
Don't have the easy way to check the mod myself, and the images in the description don't have that one.
1. Rising tide seems too strong. It's basically an AOE poison that stacks +1 each turn instead of -1. Flood is almost an auto-pick for me because of how strong it is. I think if you changed it to not +1 each turn and just kept it constant, that would still be very strong. Then flood is like a mercury hourglass.
2. The character starts off a little under powered. Of the two starting class cards, one exhausts and the other has a pretty significant self-debuff. Most characters have a class card that is the first thing you upgrade pre first elite because it's good, but I find myself hoping for other cards in the first few hallway fights or else I don't have a strong upgrade. If I get a card that gives me negative conscript then I can upgrade muddy waters, but lil hit could lose exhaust to fix this
I thought Strangled strike would be affected based on the targeted enemy not based on my constricting. Then it factors negative constricting. Avoided that card too.
When fighting Nemesis, Constrict always just deals 1 Damage.
In the turn when he doesn't have intangible, he applies the intangible Buff on himself before the Constrict Damage ticks --> 1 Damage
In the next turn, the intangible only wears off AFTER the constrict damage ticks --> 1 Damage.
Maybe this is intended so this enemy counters the mechanic, but it would be more "Normal" to the other mechanics of the game if the constrict also made it's full damage every other turn.
Otherwise great character, loved it :)
Like it so far!