I'm busy right now but I must say I needed some mod healer to leveling up another mod classes, so I'll try him out when I can and I can tell you what I think about him. Since its your first mod, the first one is the one you have the most interest and illusion, so just saying he seems quite interesting.
The only thing I can tell from his kit without playing the class is about the camping skills, so take this feedback lightly for now: - Camp hygiene: I love the concept of this one, I mean... this skills goals is to combo with another camp skills and that quite creative. Personally its strongest part is the stress buff, which could imply that the team comp could be a comp without stress healers and then stress heal camp all way which is nice (the heal buff its just a plus to me, but not the strongest). So it could be a lifesaver and a motivator for running a comp. without stress healers with him in the party. Its cost is good, wort the time tbh.
- Swan's teaching: Its not too expensive, it could be a nice help if the player feels the group need more healing power while in combat. But overall I'll say there's others betters skills out there.
- Acupuncture: The removing MD is the best appealing and I'll use it right away if someone has the MD. The disease is a nice plus and maybe I'll use it for this if I've more rest points to spend. The stress is just a plus. Not too expensive, maybe cheap but its fine.
- Convalescence: there's two problem with this skills: is a % healing skill and its a healing camp skill in a healer class. I don't mind this if the "Swan's teaching" weren't his situational skill, but having this one and being that expensive will make this class having two-three of four situational skills (one of which cost 1/3 of rest points). Fist things first, the % healing is considerated worst than raw healing (the flag is a exception mainly because he's not a healer and his heal is a lifesaver), the 70% is tentative but I'll prefer to save my rest point for the next reason: I've already a healer in my party. Thats the second point, if the healer (and the player) is good enough, the party should not be needed in HP terms, so if the class is played correctly and works as intended, this skills will be unnecessary almost always. It's not a bad idea tough, fits the concept but inGame could be not that useful.
Don't take me too seriously (mainly because I haven't played it yet), but if you ask me directly right now I'll say change Swan's teaching or Convalescence (possibly the Swan's teaching because Convalescence could be theoretically a better life saver if really-really you have the healer and another member in really bad state, while if the monk healing is good enough he should not need the healing buff) to another effect more offensive one (so the players have more options in within offensive and sustain options). Don't know, maybe a party buff which increase the dmg against marked target (even for those who doesn't have marking dmg buffs themself) so everyone can benefit from his marks and he could have an unique camp skill.
I'll comment something in the future if you are pleased with this kind of feedback!
Thank you setanagato, for your valuable thoughts! I've read what you wrote with great interest, especially your reasoning on why two of the camping skills are weak.
First off, I'm really glad that you gave Camp Hygiene and Acupuncture your approval! I'm constantly fidgeting about slapping the most balanced number I can muster onto a skill but when an experienced modder like you tells me they look fine, I breathe easier :>
Ok, as for a healer class not needing a healing buff, I find myself agreeing to it the more I think about it. My original plan was to stick to a defensive theme as other classes (vanilla & modded) have ample offensive coverage, and that it is the only skill of this type in case the player runs with two healers. But I'm really liking your idea so I'll be making a camp skill buff with '+DMG vs Marked' (for the caster and one companion, keeping in line with the original idea) as an optional download to override the +Healing skill, until I can have enough testing done this weekend to decide whether the change warrants a version update.
On Convalescence's lack of usefulness, I agree for the most part. It certainly is another candidate for skill overhaul, but like you said it is a "life saver if him and another member is in a really bad state", and I've been in such bad states myself! Had several occurrences in the champion dungeons where my low life party was brought back thanks to emergency camping and Convalescence, but that was when my numbers are more like 50% heal each, haha. I'm currently in favour of keeping this skill but numbers will certainly be tweaked (again!).
Thank you for spending time to write your feedback, I enjoyed reading and replying to it!
Ah, yeah. The old balancing struggle :knowthatfeelbro: My advise about that is just simply don't worry too much and just focus in create something you enjoy playing with (the balancing will come later), and somehow everything becomes easier. Obviously all feedback is a fresh breath, but I think in the end the best thing it should be that you liked what you have made.
Now you have commented about your original concept, I'm quite interested in try him along side another class with healing capacities (maybe PD or Crusader). Forcing new playstyles is something I enjoy quite well. About the changes about the skills, just let them like that, I could find those skill useful once inGame. But if you want anyways make some changes (and now knowing a little more about your class intentions) I can give an alternative to "increase pure raw numbers" and that's giving bigger "mechanical window"/utility (which is more interesting in design itself imo). I can give you as example my healer class (you can use the same mechanic or doing something else, but tbh I think it fits more in your class than mine) and her capacity to buff the ally dmg/crit when he's almost max HP (in my case 90% HP). What implications this can bring to your class?: - It gives more motivation for those high HP allies to use this skill even if you overheal them, mainly because the buff is so good that you may use it anyways - HP conditionals are very situational and only works well with teams with healers. Which re-enforce the idea of bringing another healer since one healer could not maintain that %HP condition. - Helps in the lacking aspect of having less damage dealers. Nevertheless to say it will help and fit the subrole of your class as dps. - Indirect buff to Camp hygiene, swan's teaching and another healing skills since overheals are now a must have. - It remains the life saver function of its % healing and when reached the max HP in the next fights regains the second effect. - Oh s***, hidden mechanics! - Heal and buff for 4 time rest is nice (depends on numbers and that kind of stuff) - If instead of raw damage, make it like +10129fa9sa02129fasfajsad00% damage against marked it will reinforce even more the marking factor of your class - Or everything you can think about it. - This one is for free. - And this one too.
What I mean, your class has a quite potential as you can see and I'm pretty sure about that. PS: I love support/healers class, that why I'm interested in this in particular and I'm feel more confident to any who loves them as well (?)
Brilliant stuff seta, thank you~ You idea of having hp at certain % condition got my brain juices flowing on the various possibilities it can give. I'm looking into: 1. Buff effect if target at certain % HP, or.. 2. Buff only castable if caster at certain % HP. I'll try to keep complexity to a minimum as HP fluctuates greatly in champion dungeons. Currently doing more testing and playing with your daughter mods xD
- - After patch 1.1 - - Well, I tried him in a new play-through along side some pre-made comp. (which are 2 vanilla + 1 mod class, so I can test him in both ambit) but I didn't get that far mainly because I'm still busy... so no champions runs for now, but I did found out some behaviors you might want to know (but don't take it too seriously since I didn't tested him too much).
At first I was aiming to let him be in rank1 so arbalest and PD could be in the backline, while my Second Daughter could be the stress healer. The idea was interesting because I could run 1 dps + 2 sub-dps + 1 dotd / 1 healer + 2 sub-healers (1 with cure) / 1 strong stuner + suppot stunner / 1 stress healer, but since the Disciple is ineffective in rank1 this was discarded after two dungeons.
Afterwards the reset, I tried with [ PD + Jester + Disciple + First/Leper (I know, Leper is quite bad class, but he seems in love with the disciple and Ill tell you why later)] and I must say his sweet spot is rank2 and thats basically because he has the best single (double?) healing skill, at least for his role in this comp, in game (not broken imo). His role I could say is a "damage reliever", if he receive part of the damage like the pos1 does as well, he excels in stalls phase when only enemies 12 are alive (and those are the ones who deals the highest damage but don't stress), so rank 34 aren't that good for him since he need to take damage to do his full healing (if he's in full hp, his main heal became a lot weaker). Why his heal is better than the Vestal one if the numbers are the same (or Occultist)? Double heal means crits heals (within both of them) and lest cases where overheals happens (and double DD recovery), but since he needs to receive damage and is less powerful in order to "save" from DD other team members his heal falls in another role than "pure raw heal". The occultist's heal basically is highly inconsistent and there's nothing worse than not getting a heal when its most needed (and getting bleed in worst case > Instant death), so his powerful heal its not worth it imo (hes good for others reasons).
Personally he fits more with guards/tanks than other healers imo.
Well, now with his skills. It could sound quite hard, beware of IRL stress(?): - Sweep the Yard: this skill is his best skill, but not in a good way maybe. Not only debuff 2 targets at same time for speed (which is the most valuable stat inGame), but can shuffle/push those targets as well. The situations of sending someone from back to front with this skills were so common that in first rounds I basically spammed this skill. This skills is the reason why Leper loves him, so he can hits backline targets in early rounds. The damage is not that high, but overall this skill have everything with no downside (the back move isn't that bad for him since he can perform well in 34 too). I'll prefer taking something from it or giving more risking aspects.
- Patch the Tools: Double buff is cool, but his self-buff has the same "self-buff syndrome" others has: why should I spent 1 round in buffing if I can actually do something else? The only reason why I should use a buff skill is because I cant do anything else or the situations requires it (which is uncommon). But the problem is not the lack of cases but the effects isnt useful itself. Dodge is basically the worst stat inGame (excluding trap, maybe?) and crit doesn't fit his role that well. The additional acc. vs marked is almost forgettable since marks are overall bad, even with +damage, having this or not doesn't change much. To be honest, I don't know how to make this skill actually appealing, since the only ones who likes this skill are those who has high crits and/or dodge... and the Disciple isn't one of them, since he's no that dps and his job is healing half the time to actually buffing the party.
- Beat the Gong: I'm using this skill for repositioning after the sweep. I do not like that much marking but the damage is a great plus after the sweep, but I'm not gonna use this skill as a main damage dealer for sure (even with First who can free mark targets I'll not) because I don't want him in rank1. The good thing is its quite versatile and makes him mobile without being too powerful. To be honest I'll let it be in level 1 to save some money in early game and maybe level it up in late game if I've a huge piles of gold.
- Recite the Tenets: I love this skill with a good frontline. If I manage to kill the backline in time, the Disciple makes the stall phase highly easier than others healers since he only require focus in 1(and himself) target, while others healers requires normally to aim 2 targets at once. So heal and stress heal while he's supporting the main tank/guarder is an easy job (specially with someone who can perform guard himself so you can manage the damage with the guard)
- Harvest the Wheat: After the sweep and reposition, this skills is his main damage dealer. Not for the damage itself, but for more consistency within damage and heal (for its buff). It hits rank 123 which is nice and without dealing too much damage. I rather prefer increasing the buff effect than the acc + crit per lvl, so his role as a damage reliever is more clear and makes his job as a healer more easy, but it falls in you hands.
- Quench the Desire: its a mark and normally marks are ineffective. Marks has the same problem with self-buff and the only case where it can be useful is in mark theme comp. There's some controversy with "if the marks/ mark teams are good or not" and I'm with those who doesn't like that much the marking (and thats why First does inverse marking(?)). This can be different for another player who likes marks, so it's just a personal opinion... I cant tell if this skill is good enough or not. As a debuffer is not that bad (the -acc is useless in champion, DD or PBD I think), but I'll prefer to kill or stun the target instead.
- Guard the Temple: I think this skill is great and I can see you made this skill as a powerful life saver. But in my comp. this skill was actually quite bad. The reason were basically the frontline were taking all the damage and the rank 34 normally were quite healthy (if it wasn't the case, normally with spamming healing were enough and hoping the frontline could manage the damage while saving the backline). Its HR debuff made me stop using it in my fronline since I couldn't heal properly those targets. I don't know if someone else can tell its potential, but personally I'll not use this skill having his main heal instead.
So, as you can see I've using Sweep, Beat, Recite & Harvest mainly because I couldn't figure out when I can use the other ones instead. His damage wasn't a big deal for me, so I guess his damage capacities are outshines for his utility (in a good way). I had bad luck with his camping skill and got Acupuncture and Convalescence, which I couldn't use yet.
Thats all for now. PS: Almost forgot... My results with this comp. were normally almost HP> 70% and stress < 30% in the end of every dungeon. Which is really good. Take it as a another data if you wish.
Brilliant feedback as always, thank you! I read this 2-3 times to make sure all your points registered on me.
I liked that you felt he is better up front than the back (I felt the same way), though it is my hope that players can find him useful at the back if he is in a marking comp. I also like your stall phase tactics <3 He should perform ok against many champion bosses; i recently picked him as a backline for the Vvulf fight and he with a bounty hunter made it look easy. I'm constantly testing him in champion dungeons to isolate blatant OP-ness and weaknesses but I'm for the most part ok with how he is at this moment and will refrain from tweaking too much again unless i'm going for a total rework. My current play-through is with the four daughters and I hope I can provide as detailed a feedback soon!
Now for your breakdown of skills: - Is Sweep really so strong? It is the biggest of my recent change and I hope I didn't go overboard. Will think more about this, thank you. - The double buff have been my biggest headache of all 7 skills, believe me! It has gone through numerous changes and it still lacked synergy, as you pointed out. Urgh. - I guess Recite and Beat the Gong are working as intended :) - I have tested a version with Harvest giving more +healing buff as it levels up and it felt too strong. Currently, I'm more in favor of having higher healing from Recite and Guard benefiting off Harvest, than making Harvest the main multiplier for stronger heals. - I think Quench ok for now :) On a side note you should play more Mark comps, even vanilla ones. You might just change your mind one day haha! - Although Guard looks good on paper, in reality I prefer Recite, like you. I do sometimes find myself equipping Guard for the next battle if someone hp's drops too low.
I forgot something really important about your mod (not the class) and is something its not explained anywhere even being so important. Basically your .xml doesn't have the "PublishedFileId" tag, without it the mod will have some incompatibilities (normally with the localization files). To fix this just: - Paste <PublishedFileId>somerandomnumber</PublishedFileId> inside your .xml file - Change the somerandomnumber for the number you think no one else have (this number is unique for this mod and you can't use it for any another mod of yours) - Recompile again and everything should be fine
I've this issue with some of my other mods and this wasn't explained anywhere, so now I've some issues with my mod only for this thing. Normally this publishedfielid is auto inserted when the mod is uploaded to the steamworkshop, but doing this in local without the uploading method doesn't change/add this files so it cause a lot of problem within other mods.
And well, about the Sweep... yeah, it is quite strong, but not broken in the disciple hands (in another class this could be terrible powerful). My only "complain" as a individual skill (not as a part of his kit) it was only the lack of downsides with all its effects. But honestly changing it could be a huge nerf to him I think, so until he receive a huge change I prefer to let it the way is right now.
excuse me but, how do you make custom sprites without that weird white thing on the sprite in-game? i tried to make a skin for the leper but every time i change the sprite i have some weird white thing around the sprite in-game
Hi, simply go to the official modding page on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=819597757), under the topic "Important Information for Artists", download those two programs: -Trim Mask Program -Alpha Layer Remover Then drag and drop your PNG onto both programs and you're done, no more weird white things! :)
16 comments
The only thing I can tell from his kit without playing the class is about the camping skills, so take this feedback lightly for now:
- Camp hygiene: I love the concept of this one, I mean... this skills goals is to combo with another camp skills and that quite creative. Personally its strongest part is the stress buff, which could imply that the team comp could be a comp without stress healers and then stress heal camp all way which is nice (the heal buff its just a plus to me, but not the strongest). So it could be a lifesaver and a motivator for running a comp. without stress healers with him in the party. Its cost is good, wort the time tbh.
- Swan's teaching: Its not too expensive, it could be a nice help if the player feels the group need more healing power while in combat. But overall I'll say there's others betters skills out there.
- Acupuncture: The removing MD is the best appealing and I'll use it right away if someone has the MD. The disease is a nice plus and maybe I'll use it for this if I've more rest points to spend. The stress is just a plus. Not too expensive, maybe cheap but its fine.
- Convalescence: there's two problem with this skills: is a % healing skill and its a healing camp skill in a healer class. I don't mind this if the "Swan's teaching" weren't his situational skill, but having this one and being that expensive will make this class having two-three of four situational skills (one of which cost 1/3 of rest points). Fist things first, the % healing is considerated worst than raw healing (the flag is a exception mainly because he's not a healer and his heal is a lifesaver), the 70% is tentative but I'll prefer to save my rest point for the next reason: I've already a healer in my party. Thats the second point, if the healer (and the player) is good enough, the party should not be needed in HP terms, so if the class is played correctly and works as intended, this skills will be unnecessary almost always. It's not a bad idea tough, fits the concept but inGame could be not that useful.
Don't take me too seriously (mainly because I haven't played it yet), but if you ask me directly right now I'll say change Swan's teaching or Convalescence (possibly the Swan's teaching because Convalescence could be theoretically a better life saver if really-really you have the healer and another member in really bad state, while if the monk healing is good enough he should not need the healing buff) to another effect more offensive one (so the players have more options in within offensive and sustain options). Don't know, maybe a party buff which increase the dmg against marked target (even for those who doesn't have marking dmg buffs themself) so everyone can benefit from his marks and he could have an unique camp skill.
I'll comment something in the future if you are pleased with this kind of feedback!
First off, I'm really glad that you gave Camp Hygiene and Acupuncture your approval! I'm constantly fidgeting about slapping the most balanced number I can muster onto a skill but when an experienced modder like you tells me they look fine, I breathe easier :>
Ok, as for a healer class not needing a healing buff, I find myself agreeing to it the more I think about it. My original plan was to stick to a defensive theme as other classes (vanilla & modded) have ample offensive coverage, and that it is the only skill of this type in case the player runs with two healers. But I'm really liking your idea so I'll be making a camp skill buff with '+DMG vs Marked' (for the caster and one companion, keeping in line with the original idea) as an optional download to override the +Healing skill, until I can have enough testing done this weekend to decide whether the change warrants a version update.
On Convalescence's lack of usefulness, I agree for the most part. It certainly is another candidate for skill overhaul, but like you said it is a "life saver if him and another member is in a really bad state", and I've been in such bad states myself! Had several occurrences in the champion dungeons where my low life party was brought back thanks to emergency camping and Convalescence, but that was when my numbers are more like 50% heal each, haha. I'm currently in favour of keeping this skill but numbers will certainly be tweaked (again!).
Thank you for spending time to write your feedback, I enjoyed reading and replying to it!
Now you have commented about your original concept, I'm quite interested in try him along side another class with healing capacities (maybe PD or Crusader). Forcing new playstyles is something I enjoy quite well.
About the changes about the skills, just let them like that, I could find those skill useful once inGame. But if you want anyways make some changes (and now knowing a little more about your class intentions) I can give an alternative to "increase pure raw numbers" and that's giving bigger "mechanical window"/utility (which is more interesting in design itself imo). I can give you as example my healer class (you can use the same mechanic or doing something else, but tbh I think it fits more in your class than mine) and her capacity to buff the ally dmg/crit when he's almost max HP (in my case 90% HP). What implications this can bring to your class?:
- It gives more motivation for those high HP allies to use this skill even if you overheal them, mainly because the buff is so good that you may use it anyways
- HP conditionals are very situational and only works well with teams with healers. Which re-enforce the idea of bringing another healer since one healer could not maintain that %HP condition.
- Helps in the lacking aspect of having less damage dealers. Nevertheless to say it will help and fit the subrole of your class as dps.
- Indirect buff to Camp hygiene, swan's teaching and another healing skills since overheals are now a must have.
- It remains the life saver function of its % healing and when reached the max HP in the next fights regains the second effect.
- Oh s***, hidden mechanics!
- Heal and buff for 4 time rest is nice (depends on numbers and that kind of stuff)
- If instead of raw damage, make it like +10129fa9sa02129fasfajsad00% damage against marked it will reinforce even more the marking factor of your class
- Or everything you can think about it.
- This one is for free.
- And this one too.
What I mean, your class has a quite potential as you can see and I'm pretty sure about that.
PS: I love support/healers class, that why I'm interested in this in particular and I'm feel more confident to any who loves them as well (?)
I'm looking into:
1. Buff effect if target at certain % HP, or..
2. Buff only castable if caster at certain % HP.
I'll try to keep complexity to a minimum as HP fluctuates greatly in champion dungeons. Currently doing more testing and playing with your daughter mods xD
Well, I tried him in a new play-through along side some pre-made comp. (which are 2 vanilla + 1 mod class, so I can test him in both ambit) but I didn't get that far mainly because I'm still busy... so no champions runs for now, but I did found out some behaviors you might want to know (but don't take it too seriously since I didn't tested him too much).
At first I was aiming to let him be in rank1 so arbalest and PD could be in the backline, while my Second Daughter could be the stress healer. The idea was interesting because I could run 1 dps + 2 sub-dps + 1 dotd / 1 healer + 2 sub-healers (1 with cure) / 1 strong stuner + suppot stunner / 1 stress healer, but since the Disciple is ineffective in rank1 this was discarded after two dungeons.
Afterwards the reset, I tried with [ PD + Jester + Disciple + First/Leper (I know, Leper is quite bad class, but he seems in love with the disciple and Ill tell you why later)] and I must say his sweet spot is rank2 and thats basically because he has the best single (double?) healing skill, at least for his role in this comp, in game (not broken imo). His role I could say is a "damage reliever", if he receive part of the damage like the pos1 does as well, he excels in stalls phase when only enemies 12 are alive (and those are the ones who deals the highest damage but don't stress), so rank 34 aren't that good for him since he need to take damage to do his full healing (if he's in full hp, his main heal became a lot weaker).
Why his heal is better than the Vestal one if the numbers are the same (or Occultist)? Double heal means crits heals (within both of them) and lest cases where overheals happens (and double DD recovery), but since he needs to receive damage and is less powerful in order to "save" from DD other team members his heal falls in another role than "pure raw heal". The occultist's heal basically is highly inconsistent and there's nothing worse than not getting a heal when its most needed (and getting bleed in worst case > Instant death), so his powerful heal its not worth it imo (hes good for others reasons).
Personally he fits more with guards/tanks than other healers imo.
Well, now with his skills. It could sound quite hard, beware of IRL stress(?):
- Sweep the Yard: this skill is his best skill, but not in a good way maybe. Not only debuff 2 targets at same time for speed (which is the most valuable stat inGame), but can shuffle/push those targets as well. The situations of sending someone from back to front with this skills were so common that in first rounds I basically spammed this skill. This skills is the reason why Leper loves him, so he can hits backline targets in early rounds. The damage is not that high, but overall this skill have everything with no downside (the back move isn't that bad for him since he can perform well in 34 too). I'll prefer taking something from it or giving more risking aspects.
- Patch the Tools: Double buff is cool, but his self-buff has the same "self-buff syndrome" others has: why should I spent 1 round in buffing if I can actually do something else? The only reason why I should use a buff skill is because I cant do anything else or the situations requires it (which is uncommon). But the problem is not the lack of cases but the effects isnt useful itself. Dodge is basically the worst stat inGame (excluding trap, maybe?) and crit doesn't fit his role that well. The additional acc. vs marked is almost forgettable since marks are overall bad, even with +damage, having this or not doesn't change much. To be honest, I don't know how to make this skill actually appealing, since the only ones who likes this skill are those who has high crits and/or dodge... and the Disciple isn't one of them, since he's no that dps and his job is healing half the time to actually buffing the party.
- Beat the Gong: I'm using this skill for repositioning after the sweep. I do not like that much marking but the damage is a great plus after the sweep, but I'm not gonna use this skill as a main damage dealer for sure (even with First who can free mark targets I'll not) because I don't want him in rank1. The good thing is its quite versatile and makes him mobile without being too powerful. To be honest I'll let it be in level 1 to save some money in early game and maybe level it up in late game if I've a huge piles of gold.
- Recite the Tenets: I love this skill with a good frontline. If I manage to kill the backline in time, the Disciple makes the stall phase highly easier than others healers since he only require focus in 1(and himself) target, while others healers requires normally to aim 2 targets at once. So heal and stress heal while he's supporting the main tank/guarder is an easy job (specially with someone who can perform guard himself so you can manage the damage with the guard)
- Harvest the Wheat: After the sweep and reposition, this skills is his main damage dealer. Not for the damage itself, but for more consistency within damage and heal (for its buff). It hits rank 123 which is nice and without dealing too much damage. I rather prefer increasing the buff effect than the acc + crit per lvl, so his role as a damage reliever is more clear and makes his job as a healer more easy, but it falls in you hands.
- Quench the Desire: its a mark and normally marks are ineffective. Marks has the same problem with self-buff and the only case where it can be useful is in mark theme comp. There's some controversy with "if the marks/ mark teams are good or not" and I'm with those who doesn't like that much the marking (and thats why First does inverse marking(?)). This can be different for another player who likes marks, so it's just a personal opinion... I cant tell if this skill is good enough or not. As a debuffer is not that bad (the -acc is useless in champion, DD or PBD I think), but I'll prefer to kill or stun the target instead.
- Guard the Temple: I think this skill is great and I can see you made this skill as a powerful life saver. But in my comp. this skill was actually quite bad. The reason were basically the frontline were taking all the damage and the rank 34 normally were quite healthy (if it wasn't the case, normally with spamming healing were enough and hoping the frontline could manage the damage while saving the backline). Its HR debuff made me stop using it in my fronline since I couldn't heal properly those targets. I don't know if someone else can tell its potential, but personally I'll not use this skill having his main heal instead.
So, as you can see I've using Sweep, Beat, Recite & Harvest mainly because I couldn't figure out when I can use the other ones instead.
His damage wasn't a big deal for me, so I guess his damage capacities are outshines for his utility (in a good way).
I had bad luck with his camping skill and got Acupuncture and Convalescence, which I couldn't use yet.
Thats all for now.
PS:
Almost forgot...
My results with this comp. were normally almost HP> 70% and stress < 30% in the end of every dungeon. Which is really good. Take it as a another data if you wish.
I liked that you felt he is better up front than the back (I felt the same way), though it is my hope that players can find him useful at the back if he is in a marking comp. I also like your stall phase tactics <3 He should perform ok against many champion bosses; i recently picked him as a backline for the Vvulf fight and he with a bounty hunter made it look easy. I'm constantly testing him in champion dungeons to isolate blatant OP-ness and weaknesses but I'm for the most part ok with how he is at this moment and will refrain from tweaking too much again unless i'm going for a total rework. My current play-through is with the four daughters and I hope I can provide as detailed a feedback soon!
Now for your breakdown of skills:
- Is Sweep really so strong? It is the biggest of my recent change and I hope I didn't go overboard. Will think more about this, thank you.
- The double buff have been my biggest headache of all 7 skills, believe me! It has gone through numerous changes and it still lacked synergy, as you pointed out. Urgh.
- I guess Recite and Beat the Gong are working as intended :)
- I have tested a version with Harvest giving more +healing buff as it levels up and it felt too strong. Currently, I'm more in favor of having higher healing from Recite and Guard benefiting off Harvest, than making Harvest the main multiplier for stronger heals.
- I think Quench ok for now :) On a side note you should play more Mark comps, even vanilla ones. You might just change your mind one day haha!
- Although Guard looks good on paper, in reality I prefer Recite, like you. I do sometimes find myself equipping Guard for the next battle if someone hp's drops too low.
- Paste <PublishedFileId>somerandomnumber</PublishedFileId> inside your .xml file
- Change the somerandomnumber for the number you think no one else have (this number is unique for this mod and you can't use it for any another mod of yours)
- Recompile again and everything should be fine
I've this issue with some of my other mods and this wasn't explained anywhere, so now I've some issues with my mod only for this thing.
Normally this publishedfielid is auto inserted when the mod is uploaded to the steamworkshop, but doing this in local without the uploading method doesn't change/add this files so it cause a lot of problem within other mods.
And well, about the Sweep... yeah, it is quite strong, but not broken in the disciple hands (in another class this could be terrible powerful). My only "complain" as a individual skill (not as a part of his kit) it was only the lack of downsides with all its effects. But honestly changing it could be a huge nerf to him I think, so until he receive a huge change I prefer to let it the way is right now.
-Trim Mask Program
-Alpha Layer Remover
Then drag and drop your PNG onto both programs and you're done, no more weird white things! :)