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@GhostSeeker
If you are interested in it, pls contact me
1. His shoulder pad phases through his arm
2. His neck looks like it’s broken when he interacts with curios
3. The fact that he holds his rifle like an Arbalests crossbow instead of a rifle is very awkward to look at
Yeah, I get you about Cowering Fire. It would make more sense considering its usefulness. It would set him up as being more of a houndmaster/maa cross over. Ranged attack and guard/ripost with a couple of buffs. My only thought would be to change the buff he has. If you're in 4th position then you'd be limited once you've got your one-time buffs off. Perhaps lowering how strong it is in favour of multi use, or even giving it an extra charge?
Lastly, i made Cowering Fire used from position 4, because of it's power. Not only you guard your ally, but also get riposte, which is pretty good, other classes guard skills doesn't have this feature.
This is why requirements for this skill is kind of brutal: you need to place him behind everyone even characters with low max HP, like healers or antiquarian.
I also made a slight change to 'Stand and Deliver'. I've nerfed the dam modifier to -20%. This just makes 'Aimed Shot' more competative against the front units, as there's no reason you wouldn't use SaD always in that position.
The only other small change I made was letting 'Cowering Fire' be used from both position 3 & 4. It just helped get more use when considering his position with, more often than not, my healer.
What do you think? I don't want to deviate too much from your core design of the class. :)
I was also thinking about changing 'Buckshot' completely myself, as it feels very similar to 'Hound's Harry'. Here's what I thought..
Low Acc, Decent Dam, Bleed. Move Back 1 - Launch 1,2,3 Target 1&2
Would give him more options for escaping the frontline in conjunction with his other move back skill, or when wanting to switch from possition 3 to use your guard ability if needed. The low Acc would also synergize well with his crit buff +Acc. I did consider a low probability stun chance instead of bleed, like 65% base, which would also work well with your other mod class - Butcher. The skill itself also looks more solid thematically speaking in terms of targeting and what buckshot represent.
Just an idea ^_^
I did actually do my own minor change to one of the skill 'Buckshot' to have much less crit chance (-5% lvl1) just to keep it balanced with the base classes. I do this with nearly every class mod aoe skill I install though, as they all tend to be super high. I also lowered his health points across the board because they too were a little high imo :)
Great job o/
i mean look at his abilitys and his trinkets
I encounter errors upon enabling this mod
"Effect:Take Aim 1 does not have on_hit or on_miss defined"