We do not plan on adjusting the composition of characters from the Legendary Souls at this time.
Yeah, it looks like the matchmaking adjustments have worked quite well for some people, but for some others not as much. I think it might just be a matter of tuning the parameters we have, so I'll see if I can work out something better for the next update.
Grim Reaper Eddie can be a terror, but the crazy damage builds (typically all Holy Talismans) also means that he's really not all that durable, so he still has his answers. Definitely someone we'll be keeping an eye out for.
She (yes, she's a lady) does a lot of great defensive things, but we will have to see how things are after the tuning changes. She is intended to be a character with a lot of defensive utility, but she has plenty of counters that have already been discussed on the forums (permadeath other allies, block beneficial her and allies, remove the shield, etc), and we're adding more options with this tuning update for consistent removal of beneficial effects.
Unlike Mummy Eddie, Taunting is basically Sentinel Soulless Demon's only thing he really does (other than trying to stay alive even longer). We feel that the Eddie + Ally combinations of taunt not being as high plus much more consistent Immunity options should make answering strategies relying on taunting (and other CC) much more manageable to execute.
As I noted previously, the VP of players actively engaging with PVP has gone up on average over the last few weeks (and even those who are still being attacked more than they're attacking seem to be rising more this week), so this is continuing trend as expected.
Additionally, we're hoping that more players will find more interesting defensive setups that could cause their defensive holds to be higher than what they're seeing now... but of course, for someone to win, someone else has to lose.
His DEF/MR is intentionally low to account for the fact that his ATK/MAGIC is unusually high. Unlike many other Eddies, he really does demand a team built around him to maximize his usefulness. Realistically, most of a characters DEF/MR will usually come from talismans anyways, so we'd like to see what his usage is like after these tuning changes goes live.
Specifically no Siege taking effect before either team has taken any action. Siege will still kick in after the enemy team takes a turn.
For example, this makes Siege no longer a counter to the Warrior Troll Shield passive. However, the Warrior Troll Guard All will still be affected (instead of it defending for it's full 2 turns, it'll be reduced at least once and last only 1 turn in most scenarios).
It seems like talisman slot changes can be a bit contentious as to what is better, so we will proceed with a bit more caution regarding this, but we can look into it more.