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Varmoles should not have a cooldown when burrowing and should have the ability to burrow more seamlessly in order to make them able to use their ground pound more effectively. They should be able to burrow at the ground the same way the Merfolk are able to streamline through water(They are not able to attack when burrowing), and their pound active ability should be replaced by a swift dive in which they would accelerate rapidly toward the ground, releasing a shockwave that scales on the player's defense and speed upon impact. being immune to knockback while doing so and damaging enemies on the way. So they are able to reposition to the ground when they are airborne. To make up for this, they would have slower walking speed when on land, and gain endurance when burrowing since they literally have soil as a cover, and to help them with worm bosses such as Destroyer and EOW.
Splintered while they are very strong, should have more interactivity in their abilities. Especially with the annoying half health penalty it gives( a permanent thorns potion is not enough to justify this). You should give more incentive in sacrificing health and even your life just to thorn bosses and enemies by giving them something that makes them work beyond the grave. When dying they will become "unraveled" instead, with new abilities. The first ability will allow you to control the nails you have like a flying knife unto enemies. with each hit reducing your respawn timer by 1 second. the second ability will emit a pulse from yourself that hexes enemies and reduce your spawn timer by 1 second for each enemy hit. "Unraveled" is like spectator mode in which you are invisible and invincible to enemies and cannot use tools and weapons, but with gravity limitations and without the whole phasing through blocks allies of the same team can see you. When unraveled ends, the Splintered will spawn where they died last. has a cooldown of one day when the Splintered is a hardcore character. The first ability of the normal Splintered 's abilities will be replaced as well. With the first ability costing 20 health, the Splintered will stab itself, Healing the nearest ally by 60 health. If no ally gets near or everyone is at full health, the Splintered will heal itself by 60 instead. The second ability costs 20 health and release a hexing howl at the target direction, hexing and damaging enemies and drawing aggro towards you. Hexed enemies take 10% more damage and will always drop a heart. Bosses take 15% damage instead. Splintered should have increased life regen when at the graveyard biome, or when a blood moon or solar eclipse is happening. Splintered has less move speed in normal form but gets drastically faster when unraveled.
Let me know if you have any feedback on my suggestions.