According to some threads or in-game chat, it seems that some people think Megalomaniac needs rework. Actually, same things happen in JP community, there are some comments about her like “not as strong as I thought”, “can't play an active role in offensive side” or “created just for the purpose of rift defense” in JP wiki. So I made a suggestion of reworked abilities.
Megalomaniac
Sig1- When Marie is alive, she gains permanent ARMOR for every 35/30/25% health lost by any teammates. 1 stack of ARMOR is removed when her opponent uses BB.
Sig2 - When Marie is active fighter and has at least 3 stacks of ARMOR, she deals damage every 15 seconds equal to 10/12/15% of opponent’s MAX HEALTH and inflicts STUN for 3 seconds.
•Yes, I totally agree with the comments of wiki. She can be strong in multiple-character node in rift with armor rating or frost armor, but because of armor removing effects, there is a part that she relies too much on catalysts. Therefore, for opponent, it is easy to counter her by curse, hex, buff removing etc. Weaker than rift in prize defense.
For offense, she becomes worse. Unlike other variants, she can’t use BB casually because of her self armor removal effect, makes her very indecisive. Also, her “weight of our will” has strong BB gauge reduce effect, but since it’s BB, this is really putting the cart before the horse.
• There's no point in strangling yourself, so I think it's a good adjustment to remove the self armor removal effect of sig1. This will allow her to use BB in the same way as other variants. Also, I made 30% to 25%. In this way, she can get 4 stacks of armor if one of her teammate is defeated, making her opponent to use 1 extra BB to reduce her armor by 2 stacks. It allows her to making it easier to activate sig2 on her own.
•I made a change with her sig2 too. This change makes her really useful especially in offense of high-difficulty mode. Also, it has no dependence on ATK, you can invest options other than ATK to make her more comfortable to use. If you managed to maintain 3 armors by 1 minutes, she can reduce 60% of opponent’s health! (Unholy is 40% by 20 seconds, so maybe not OP compared to her…)
Megalomaniac
Sig1- When Marie is alive, she gains permanent ARMOR for every 35/30/25% health lost by any teammates. 1 stack of ARMOR is removed when her opponent uses BB.
Sig2 - When Marie is active fighter and has at least 3 stacks of ARMOR, she deals damage every 15 seconds equal to 10/12/15% of opponent’s MAX HEALTH and inflicts STUN for 3 seconds.
•Yes, I totally agree with the comments of wiki. She can be strong in multiple-character node in rift with armor rating or frost armor, but because of armor removing effects, there is a part that she relies too much on catalysts. Therefore, for opponent, it is easy to counter her by curse, hex, buff removing etc. Weaker than rift in prize defense.
For offense, she becomes worse. Unlike other variants, she can’t use BB casually because of her self armor removal effect, makes her very indecisive. Also, her “weight of our will” has strong BB gauge reduce effect, but since it’s BB, this is really putting the cart before the horse.
• There's no point in strangling yourself, so I think it's a good adjustment to remove the self armor removal effect of sig1. This will allow her to use BB in the same way as other variants. Also, I made 30% to 25%. In this way, she can get 4 stacks of armor if one of her teammate is defeated, making her opponent to use 1 extra BB to reduce her armor by 2 stacks. It allows her to making it easier to activate sig2 on her own.
•I made a change with her sig2 too. This change makes her really useful especially in offense of high-difficulty mode. Also, it has no dependence on ATK, you can invest options other than ATK to make her more comfortable to use. If you managed to maintain 3 armors by 1 minutes, she can reduce 60% of opponent’s health! (Unholy is 40% by 20 seconds, so maybe not OP compared to her…)