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Characters Marie - Octoplasm [ Rework ]

SvenZ

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Overview
Octoplasm feels like she was designed as a defender, however her reliance on using a Mortuary Charge and her dependency on having Water Element allies and also NOT have Water Element Opponents, severely cripple her. The goal of this remake is to keep her as a defender, but be more flexible.

NEW Signature Ability 1

Marie gains 10% MORTUARY CHARGE for every 40/30/20% HEALTH lost by an ally. DEBUFFS applied by SKELETAL SUMMONS have their duration increased by 3/4/5 seconds (excluding STUN).​


NEW Signature Ability 2

Using a MORTUARY CHARGE grants all allies HEAVY REGEN for 20 seconds and inflicts 1/3/5 stacks of permanent SLIME on the opponent.​


Pros and Cons for SA 1 changes:
Pros:

1. For each ally death, Marie will gain 50% Mortuary Charge, allowing her to immediately tag in with a ready Mortuary Charge if both allies have died. This will make her an excellent revival character of defense, and will force players to use outtakes in order to take her down fast.
2. Marie will gain Mortuary Charge % if she herself also loses health, so that can be quite useful even if she's the active fighter.
3. Debuff duration increase is now limited to Marie's Skeletal Summons. This may seem odd, but keep in mind that Marie can apply some pretty impactful debuffs, mainly Reverse Polarity with her Tier3.
4. Debuff increase is also applied to Water Element teammates.
5. Her current SA is a bit redundant, as it's the same as that of Sundae School, with the major downside of NOT affecting water fighters. This will encourage more players to utilize Sundae School.


Cons:

1. Debuffs duration increase is not universal. So debuffs applied by allies or fight modifiers will no longer be increased.

Pros and Cons for SA 2 changes:
Pros:

1. We remove the completely unnecessary redundancy of QUIETUS. A debuff Marie has tons of ways of accessing.
2. The Heavy Regen is no longer limited to Water Fighters! However, it's now at a fixed duration of 15 seconds.
3. The permanent SLIME can be pretty powerful. Combined with allies who can easily apply SLIME, certain variants will melt in seconds.

Cons:

1. Water Fighters no longer gain permanent Heavy Regen
2. Marie no longer clears opponent buffs (pretty situational benefit)
 
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Sig1 is a big nerf. Her sig1 already had some utility, removing it completely would be criticized by many players...
Also, permanent 5 Slimes can be incredibly powerful in some situations, but it is undeniable that it lacks Versatility in offense. Imo Octoplasm is a fighter that can be more powerful in offensive situations.

Here’s my suggestion.

Sig1 - Gain 1/2/3% MORTUARY CHARGE every time any teammate inflicts DEBUFF. Also, When Marie is alive, Opponent’s DEBUFF duration increases by /1/1.5/2 seconds.

Sig2 - When using MORTUARY CHARGE, Remove all DEBUFF from self, immediately HEAL 20% of all teammate’s health and grant them MIASMA for 20/30/35 seconds.

- With this change, she will gain a charge whenever a teammate, including herself inflicts a debuff. This will allow her sig2 to be activated more quickly. Also, the debuff extension will now be activated on water opponents, but considering about Sundae, the duration has been reduced.

- Instead, I've significantly buffed sig2! With this change, she will no longer be able to remove buffs or activate quietus, but instead she will gain instant heal, remove debuffs for herself, and grant miasma, with no restrictions! This will greatly improve her strength as an offensive supporter, but it can be expected that she can play a certain amount of defensive role as well.


- Speaking of miasma, Hell's Bell has an ability that grant it to teammates, but it's mainly about evasion stacks, and miasma is tend to be treated as just a bonus. So I removed the heavy regen and switched to instant heal, making it an ability that emphasizes miasma. This allows her to provide a different type of miasma support than Bell.
 
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Hey how y'all doing, I checked both of your reworks and here is what I think.

SvenZ:
I really like the idea behind the SA1. If you were to put her at the last slot she would work like a Kill Joy or any Valentine with prestige. But she would still lack compared to them. Kill Joy still works even when only one ally is dead, this one requires both of them to be dead to be immediately able to revive and in similar places so when she activates her mortuary charge to revive them she can get them both revived. Also I don't think I have ever seen an opponent using mortuary charge ever, maybe I didn't let them use it at all but yeah xd. Perma slime is pretty cool, but I'm not exactly sure how is it supposed to help her defensively. Take a look at Reimaged, she immediately converts an enemy buff to a random debuff at the first taken hit, but you can easily beat her by utilizing characters not using buffs. Pretty much the same solution if she ever gets to use her mortuary charge, but probably not as far as my experience goes with enemy Marie AI. Also we have Megalomaniac as a decent Water Marie last slot, dunno if you really want to make her contest with her for the last slot as they are both Water and Marie.

Aoskull:
This one definitely feels more faithful to the original concept. But her mortuary charge rate is really abysmal. You would need to utilize a Chaos Double to even fill that reliably. Dunno if reducing her debuff extension is the correct choice as Sundae is currently quite weak considering her niche, so making it weaker than hers just so it doesn't powercreep her makes her way SA1 incredibly weak. That said, I can see her being an alright support to a Chaos Double, not that Chaos Doubles need more duration on their debuffs but yeah. Immediate heal on her SA2 is pretty good, but why remove debuffs from self when she already has a way stronger tool, Bellows Blast which can even transfer Hex which hinders her debuff clear on her SA2. Considering how useful Bellows Blast is, removing debuffs from self can be considered as a nerf, compared to her removing enemy buffs. Miasma is definitely a stronger buff than Heavy Regen, but just one stack with long duration? Dunno if it would ever help, I wouldn't even say it would be powerful if you had made it permanent.

Overall, not a big fan of these changes. Ideas are good, but their practicality and functionality lacks in my opinion.
 
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Thank you for your feedbacks! The current iteration I proposed is definitely not strong enough. I still would like to keep the concept of gaining Mortuary Charge on ally Health reduction, but several things will need to change. I'll sleep on this for a bit before making any changes