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-Party Stress Heal lowered from [16-20] to 15 at all ranks
I think It could be 10 stress and 5 healstress on turning back on level 0, advancing +2 on each level.
Why? On lower levels (on game start) stress is something not easy to manage becouse od trinket lacks and random skills on some characters, gold is an issue etc.
Also, lvl 0 characters start with 10% stress on lvl 1 missions, most rank 3-4 stress dealing enemies are much faster than all Your team, so giving 20 stress on transformation might be hard to manage in fight.
This is something that I need to check in practise.
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I understand how Your thought process on the Leper yet... I can't find a place for him on Trash fights, he is GOOD even AMAZING in some places like Shambler fights, when he doen's get shuffled... Leper even there, needs a powerfull move resist trinket. And without scouting You do well... nothing.
Lore base, You got a point!
" The leper has two great dps abilities, chop and hew can't hit backline but can from time to time get rid of nasty frontliners"
You need to be 100% sure to 1 hit a fronliner, insted You give them an action, witch is bad.
Leper 2/2/3/3/4, Hellion speed is 4/4/5/5/6, MAA 3/3/4/4/5 both of them are faster than the Leper and they can stun rank 1-2 until the rest kills the nasty backline.
Stun = no action taken, no damage, no dots, no stress, no debuffs.
-1 Leper :(
Purge (and Iron Swan), I rarely use Iron Swan now, becouse the powerfull dots in Heros Reborn kills rank 3 enemies and rank 4 moves to rank 3, so I found out that on 10 fights I use it... maybe 2-3 times. Good thing the Hellion can attack rank 3.
But with this You can go on bosses like Prophet/Hag/Fanatic/Shrieker
+1 Leper!
So what left is Intimidate. Knockback and - %dmg vs MAA/Hellion/Crusader's stun.
It's usefull when there are 4 enemies, but usless when there are 2 enemies size 2.
Some sieze 2 enemies are best to keep in front lines (Boars), and some just doesn't give a damn about % damage (crabs).
Knockbacked enemies can still attack, can still do damage, can still crit and do stress.
Stunned cannot.
-1 Leper.
He's... ok on his own but still he does nothing someone else can do better.
Stuns are just so powerfull in this way the game combat is designed.
Cheers!
My biggest concern is the number of bread-and-butter abilities that have a damage mod of over 100% (Things like collect bounty and sniper shot which are pretty much the 'default' attack of a class). This looks like inherent power creep to me, and will make the game significantly easier, which isn't a stated design intention of the mod.
I'd be very wary of having any attack with a damage modifier over 100% that doesn't have real inherent limitations (usually positioning/self move or debuffs). So lunge and point blank shot having modifiers over 100% seems fair enough, but giving most heroes a spammable attack that does over their 'listed' damage is just increasing hero damage across the board with no down sides.