I've suggested this as well, though alongside the desire to see the mechanics refined a bit.I'd like to suggest renaming the Healer class to the Cleric. Healer is a pretty generic title; plus it gets its own damage type and weapons, so it does more than just heal. After all, you don't call the Bard class the music class.
Anyone gonna answerI don't want to be the first of the many complaining so I will say it befor anyone else does. WHY do you have the modded content hidden? I really enjoy your mod but 30% of the features are way too wack in my opinion (kinda ruins the experience). So can you make it unhidden so I could slice it apart to the features I enjoy (Note that credits to the team will be kept/added (It won't go public/be uploaded either)).
Got it. Thanks for the info! (^◡^)@amondohk the keys are simply currently bugged, they Basically go through another chance multiplier and a check for the AD before the normal check happens, which means that, for the modded keys that drop elsewhere other than the Depths, they literally can't drop. As for the AD biome key? Both biome checks work, but as I initially said, it goes through the drop rate Twice, so you end up with a key that has a drop rate of 1 in 6,250,000...
Just something that kinda went between the cracks with the update that added the keys and the patches afterward. They're fixed for the next update though, so don't worry. Just spawn yourself the keys for now it's fine.