• [2018/06/22]
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Characters Marie - Octoplasm

SvenZ

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New SA 2: Marie gains 5/7/10% MORTUARY charge when the opponent is applied a debuff. When using a Mortuary Charge inflict 3/4/5 stacks of SLIME for 15 seconds.
 
I think it's best to completely remove the element restriction. Here’s my suggestion (changed a bit from previous one)

Sig1: Gain 3/4/5% MORTUARY CHARGE every time when all teammates applies DEBUFF. Also, while she is alive, opponent’s DEBUFF duration increases by 5 seconds.

Sig2: When using MORTUARY CHARGE, reset all DEBUFF TIMER of the opponent and heal all teammates by 15/20/25%.
 
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I think it's best to completely remove the element restriction. Here’s my suggestion (changed a bit from previous one)

Sig1: Gain 3/4/5% MORTUARY CHARGE every time when all teammates applies DEBUFF. Also, while she is alive, opponent’s DEBUFF duration increases by 5 seconds.

Sig2: When using MORTUARY CHARGE, reset all DEBUFF TIMER of the opponent and heal all teammates by 15/20/25%.
Totally fixed, she is useful now!
tbh with remove the element limits she is fine enough.
 
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I think it's best to completely remove the element restriction. Here’s my suggestion (changed a bit from previous one)

Sig1: Gain 3/4/5% MORTUARY CHARGE every time when all teammates applies DEBUFF. Also, while she is alive, opponent’s DEBUFF duration increases by 5 seconds.

Sig2: When using MORTUARY CHARGE, reset all DEBUFF TIMER of the opponent and heal all teammates by 15/20/25%.
Maybe I wasn't clear on my post, but ally debuffs also trigger the mortuary charge gain effect.

Regardless, I like the rework proposal on SA2, but I don't agree with removing the downside on SA1. It becomes a 100% powercrept version of Sundae School's SA

Effects being similar is fine, but usually there's a twist which makes each variant useful in different situations. Take Rose Tinted and Modal Leader. Both have a debuff cleanse, with Leader being better by 5 seconds. However, she offers Armor while Rose offers Barrier, each providing different uses depending on the fight, be it offense or defense.

That's also why I don't mind SA1 not working on water filters. If you want that, just pick Sundae School
 
Maybe I wasn't clear on my post, but ally debuffs also trigger the mortuary charge gain effect.

Regardless, I like the rework proposal on SA2, but I don't agree with removing the downside on SA1. It becomes a 100% powercrept version of Sundae School's SA

Effects being similar is fine, but usually there's a twist which makes each variant useful in different situations. Take Rose Tinted and Modal Leader. Both have a debuff cleanse, with Leader being better by 5 seconds. However, she offers Armor while Rose offers Barrier, each providing different uses depending on the fight, be it offense or defense.

That's also why I don't mind SA1 not working on water filters. If you want that, just pick Sundae School
I want this power creep, the reason i don't use sundae is that 3 seconds is not enough, and DOUBLE.
Marie is just better because she is marie and she is a natural support.
 
Maybe I wasn't clear on my post, but ally debuffs also trigger the mortuary charge gain effect.

Regardless, I like the rework proposal on SA2, but I don't agree with removing the downside on SA1. It becomes a 100% powercrept version of Sundae School's SA

Effects being similar is fine, but usually there's a twist which makes each variant useful in different situations. Take Rose Tinted and Modal Leader. Both have a debuff cleanse, with Leader being better by 5 seconds. However, she offers Armor while Rose offers Barrier, each providing different uses depending on the fight, be it offense or defense.

That's also why I don't mind SA1 not working on water filters. If you want that, just pick Sundae School
Then the best solution in this case would be to make Sundae 5 sec or Octoplasm 3 sec.
 
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Then the best solution in this case would be to make Sundae 5 sec or Octoplasm 3 sec.
I think just keeping the old restriction is fine. There are plenty of non water type defenders