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Pairs very well with the Fawn, Exterminator and other classes that inflict Dot upon the party.
His movement is actually set the way it is due to a technical problem related to him healing hp at the end of combat. I won't get into the specifics here, but due to some coding jank it has to be either 1 1, 2 2, or 3 3 or the game will break on combat. We chose 1 1 since that seemed the most balanced.
I brought Musketeer + Shieldbreaker + Shieldbreaker + Exanimate for Countess and despite some absolutely horrible crit RNG on the shieldbreaker attacks, resulting in the boss taking absolutely forever, it was still remarkably clean because even when pushed to the backline Exanimate can keep healing and even hand out blocks to stop other heroes from being nuked by the parasites.
Healing of this calibre is rare in this game in general, you either have to gamble with a squishy unreliable Occultist or use a Vestal who can't do much else reliably than heal. Exanimate opens up so many more comps.
https://pastebin.com/qsAcexBf
https://pastebin.com/8JNcF2KB
Happy holidays.
No.
One issue - in the source he take 10% hp damage from his regular attacks and 20% from deathless, right now this version take fixed amount of damage (which is okay, have it own pros n cons) and this damage usually exeed this 10-20%, especially early one. At lvl 0 he take 5 damage = 15% hp per attack, and 10 = 30% of max hp from deathless. Maybe nerf this damage early a bit? From 5 to 3 and from 10 to 7 (which is 10% and 20%). This is seems like not that much of the difference, but early he chunk himself faster enemies.
Also, his riposte doesn't activate when the enemy misses. Which is thematic, but kinda also annoying. Is that a feature as well?
Does the exanimate replace the current flagellant or do they exist in conjunction?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3001906175