- Joined
- Apr 10, 2024
- Messages
- 282
- Reaction score
- 150
- Points
- 43
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.
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)
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)
Last edited: