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Ты понял, что плоть слаба, но деяния вечны и усилил свои слабые стороны. Достойно, сука, уважения
As he is right now he is just a melee frontline Occultist with buff instead of healing. Not exactly worth installing. With suggestions above you could make him terrifying long combat character for especially tough encounters, like bosses, Shambler, or even casual Weald or Farmstead 2+ size killer. I feel like that kind of characters is underpresented with mods.
1) Hes an arachnid, right? What do spiders do? Spiderwebs. Remove or rework his "Own territory" into skill that basically makes him build spidernest. This skill would enhance his stun and pull chances, which have to be abysmal at first (like 80-90% at rank 5), but this buff would stack it infinitely, as long as battle is going. Also minor dodge\speed buff for the entire battle. Maybe a stealth if skill is stacked enough.
2) To synergize with previous point, "Catch" should have just slight move chance, and almost no stun chance at all, stacking with each spiderweb stack (from 70% to +30% per stack?)
3) "Dark Ritual" makes no sense considering his character. It could be changed to something like a finisher move with not great damage, but very high blight damage (+5 blight per stack of web?) for 2 turns.
Класс выглядит очень клёво, но вот исправление проблем и баланс тут бы не помешал.
Or should be fixed...
just came here to see if this is a bug or is not yet inplemented but, when the arachnid crits, the buff doesnt appear.
I am thinking that the crash may be due to Darkest Dungeon not handling a large number of class mods well. I plan to start debugging all of the error messages I am seeing for all of the classes I am using, one at a time.