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As for Death, I (for some reason, not sure why) got the impression that it was about setting up 'withered' and then blowing it up for big damages, not just the skills as they are. If I was correct in my interpretation, then the numbers for blowing up wither are absent. If I was seeing things that weren't there, then just the numbers from "whatever harmony's damage dealers turn into when using D" are weak. 2 or 3 times weaker than Harmony's, and they cost more, and they don't proc weapon elements. That's a very strong pass from me.
Really wish you don't gut Harmony, all that said. It's the other 2 that need help, in my uneducated o.
I reduced the damage that the move/terrify skill does slightly. It makes more sense to reduce the cost now that i made the harmony form skills work with wands and chew through magic armor. The damage on move was literally the exact same amount as the rupture tendons scoundrel skill.
The other status effect (remorse), is a hard coded skill in the editor. I did not make this skill, larian did. It looks like they had made the skill with the intention to implement it into the base game, but never did. As such, i cannot change the actual damage this status effect does. That said, on tactician difficulty, the AI almost always plays around it. I think in my entire playthrough during playtesting, they triggered the damage a total of around 2 times.
Death form is just meant to deal damage. There's only the one skill that blows up the withered effect. The withered effect is mostly there to reduce enemy damage slightly. I actually had to nerf the 3 SP death skill because it was doing entirely too much damage. The other skills mostly seem in line with other base game skills. It's tough because increasing the damage of a skill in the editor by "1" results in a 300+ damage increase to some of the skills in the end game because they scale off of constitution.