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I like the idea, but the design and balance sadly make the mod a tad bit hard to actually play with.
All in all very interesting and fun to play with!
I like how all the stances do radically different things but I feel as if there are two clear stand-outs in terms of power level. The block/weak stance is very powerful in the early game both in letting you conserve health and getting in extra attacks. The draw/energy stance on the other hand is often a nobrainer choice starting from act 2 as it feeds itself with energy for the draws and draws for more energy, while going infinite is not that easy you can often just go with a big enough finite that it deals with most encounters. I find myself rarely switching off the stance at all in most encounters.
I've certainly made some strong plays with her; real heavy-hitting shit right out of the ironclad playbook on occasion xD. But I was getting the vibe that those felt far too much like "lightning in a bottle" moments. I loved it when I had the chance to Deep Pull into a Magnhild Strike or something, but more often I felt I was only doing a lot of "plink damage" in lieu of the rare opportunities for big damage turns, so fights dragged. Perhaps I had problems making the scaling options work for her?
But, unlike some other mods I've tried, I'm not as confident in saying she's under-tuned vs. me just playing like ass...at least, not yet xD
As far as the subthemes, they were mostly added as ways to weave the core concepts into interesting combos - and agreed entirely that they don't line up entirely with the source canon of her character. (I connected Strikes and card-draw as sort of "drawing on her photographic memory" and Strikes as "utilizing the many different kinds of attacks she's seen over time", but Debuffs is kinda left field for sure, and was mostly something I was mechanically itching to try out.) I'll definitely be playing & tuning more over time to hopefully keep the gameplay fun while aligning ideas better. Thanks a bunch for your feedback!!
I'm definitely going to keep my eye on this, and will try it again after updates and see if it gels with me more.
I love her three core concepts of changing weapons, the Camera cards, and the split upgrade paths, but it feels like all of her subthemes [debuffs, Strikes, card-draw-relevance, etc] feel tacked on and fit neither flavorfully or mechanically. I can sort of see the card-draw as her photographic memory Semblance kicking in, but that's better represented with tutoring cards, copying enemy attacks/skills, or more weapon changing/acquisition, I feel.
I can't seem to get past act 2 with her yet but at least she's interesting to play. The boss energy relic that makes you lose 2 random weapons seems to be bugged tho (I only lost one of them).