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About the pull request
This PR:
Re-adds slowdown for hedge rav to about half what it used to be
Lowers the slash damage reduction by half
Makes it so small explosive stun resistance is tied to how many shards you have
If you have 150 shards (half) you gain small explosive stun resistance
If you are actively shielding you gain small explosive stun resistance
If you are locked from gaining shards (just shed) you gain small explosive stun resistance
This PR also sets up a system to allow for changing the sprite when you do have small explosive stun resistance so marines are more able to punish reckless play or low shard hedges.
Explain why it's good for the game
Previous changes went too far and so here we are with a nerf.
A role known for being stunnable as a weakness should be more apparent when they are not able to be stunned.
This should allow for a bit more counterplay.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑 Morrow
balance: Re-added slowdown for hedge rav to about half what it used to be
balance: Lowered the slash damage reduction by half for hedge ravs
balance: Hedge ravs now only have small explosive stun resist when they have recently shed, are shielded, or have greater than half shards
/:cl: