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The basegame heros are much simpler to use. It gets closeds to the Jester, but the Jester is a stress healer first and a movement based fighter later.
The shieldbreaker is a movement based fighter all and all, pullend important targets, hitting them even if they are guarded, removing guard, defending herself.
It takes some work to make her fight well, you need a team that doesn't mind being moved around. Like a Leper or Abomination that has it's turn right after the shieldbreaker and can't use the skill you want because he got moved.
And even if you make it work - the reward is only a little above basegame performence. You do all this planning and feel great when you make it work - only to find out she is now almost as strong as the "i wip myself to kill bosses".
And that's the idea - the fun in this DLC is mastering the new battlesystem and getting it to work.
huge wasted opportunity
Stealthed enemies become a big thing in Champion level dungeons, since a lot of them are back ranks stress dealers that can cause ridiculous levels of stress before stealth wears off.
Where I think Shieldbreaker really shines, though, is in just being able to move around and cause damage at the same time, making party shuffles nearly meaningless.
Especially after nerfing flagellant's punish reach.
I really don't like that Punish thing, although it's hard to argue Flag wasn't OP.
I thought he was OP because he was immortal not because he could hit the 3rd row.
Hitting the third row is one of the main things I did with him. I guess there's still Rain of Sorrows, but that is a pretty sucky skill, really.
If serious- realy strong and versitile. You need a bit of game knowledge to utilize all of shieldrbeakers power.