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thanks for your suggestion
Secondly, if you're open to a suggestion or two, here's my two cents.
1) Invert the values for your stress. Have On Hit: Stress +10 , then add On Monster Kill: Stress -20. This would incentivize players to be more tactical with what character gets the killing blow; it could even encourage them to do some speed manipulation, with quirks/trinkets/skills, to make sure that character goes last.
2) On trinkets with +Melee DMG, take out the general DMG up; instead, bulk up the Melee DMG and put in an equal Ranged DMG debuff. Same but reverse for Ranged DMG trinkets. This will give the trinkets more class/build identity, while also being a negative for characters with mixed DMG type skillsets.
One question, why making some of them just less good than others?
Like Lustrous Lazor is the same as Abyss Surges but with less crit and less damage... The round difference isn't worth imo. Same for Emerald of Genesis and Static Mist.
More variation would be better.