I’ve been thinking a while about how Miko can be made more interesting as a character gameplay-wise, to make him more versatile and spice up some helixes he has. I got a few thoughts and I’d love to hear what you think of them and what you think could benefit Miko.
Before I get into it, I’d just like to point out however that I already love Miko’s current playstyle and I’ve said before that I think he’s one of the most well-balanced characters in the game, just slightly lacking in survivability. That said, the changes I’m proposing are primarily to allow different playstyles through helix choices which also explains why I’m not going to mention any values outside of helixes such as base health, damage etc. The changes will inevitably be buffing him, but I don’t think they’ll put him out of place and become an overpowered character.
When I’ve been thinking about this, my starting point have been his classifications; Combat and Healer. Miko may very well be the best healer, but he’s also the least combat-centric healer in the game. The “Combat” classification is more of a placeholder than anything else. And while I realise the classifications are not always accurate, I think they’re still a solid point to start from.
If Miko is ever to become more of a combat oriented healer, his AoE healing through Regenerative Aura needs to be brought up to be more of a carrying heal rather than an assisting heal in addition to actual damage increases. I don’t have anything specific here though like the others, for this I believe it’s primarily about buffing certain parts of his kit rather than helix/skill changes. I wanted to address this beforehand as my ideas have all been to virtually swap Combat with other classifications.
I will only list helixes which I deem would be changed effect-wise within that specific classification. They’re not many changes in any sense of the word, just one or two for the most part but should help putting Miko into a better position.
The three classifications I have in mind to replace Combat are Agile, Cleanser and Rescuer.
The changes are primarily from a PvP perspective, but works in PvE as well (Cleanser admittedly not as well as the others). The PvE aspect is the primary reason I never touched Swift Draw or Bladeslinger)
This feels like somewhat of a natural step. I’ve wanted to have an agile healer and think that Miko would fit it quite well. His small health pool combined with his big, open crit spot means he needs to constantly move in open areas to not take too much damage. The only healer now who’s got a helix which is otherwise granted to agile characters is Kid Ultra, where Retro Rockets allows him to propel himself backward. Giving Miko a similar ability would allow him to use certain maps to his advantage, granting him escape routes and shortcuts which are currently inaccessible to him in addition to helping him staying alive longer as he’ll be harder to pin down.
Level 1 - First Responder
- Biosynthesis now also increases Miko’s movement speed. +20%
This is straight forward. The main problem with First Responder now is that you need to be healing someone in addition to Biosynthesis being active. Removing that requirement would make the helix a lot more useful as it’ll help Miko be quicker and more responsive to the changes on the battlefield, be that to escape, rescue someone or taking an alternative route to your destination. After all, movement when healing someone is not necessarily a problem on its own as few characters outrun Miko. Also, added the additional 5% to slightly bump it up to make it slightly more viable but also more competitive with Breathe Deep.
Level 7 - Fight of Flight
For this I haven’t settled for what I believe to be best replacement as there are multiple acceptable alternatives. It could either be;
Increases the height of Miko’s jump. (Like Thorn’s or Pendles’)
Miko’s melee attack now propels him backwards. Can be used once every 3 seconds. (Like Mellka’s, Thorn’s)
Allows Miko to double-jump.
Giving Miko one of these abilities is, as mentioned above, to allow Miko to use the maps to his advantage and more easily manoeuvre enemies. The weakest option of these would be the backwards propulsion since it forces him to turn away his focus from the target he is healing unlike the other two options whereas the strongest one is arguably double-jump since it has an indefinite use and allows him to be unpredictable and stay on a target he is focusing on. Personally, I think double jump would benefit him the most due to those reasons which would grant a smoother experience as Miko as you do not need the increased height all the time which could potentially also make it more difficult to remain on target. But then again, it may be too powerful with a double jump as well, meaning that the other two options are better for balancing purposes.
This is may be the biggest outlier and the hardest one to come up with concrete suggestions for (or the values rather) as it currently doesn’t exist in the game. As of now, I can only think of Beatrix and Reyna having cleansing abilities. This I believe is worth expanding and it’d fit right into Miko’s overall kit and concept as a “pure healer”. I have virtually no experience of either at the moment and have never seen anyone discussing them, meaning that I have no clue as to how the game treats this as of now. As these are uncharted waters to me, I’m not too sure what would be overpowered and what would be balanced, but I’ll give it a go!
I’m going to have two terms in here that I want to clarify first though;
Cleanse – Remove all current debuffs the target is affected by, including stuns, slows, wounds, DoTs, damage amps and possibly other debuffs I’m missing.
Purify – Grants 50% CC reduction.
Level 4 - Sticky Spores
- All allies struck by Spore Cloud gets cleansed from all debuffs.
This would grant a new dynamic to Spore Cloud as it could now be used on allies instead of just enemies. As this is on Spore Cloud, it’d have a base cooldown of 17 (roughly 15 with Evolutionary Emergence) which means you can’t spam it willy-nilly. It’s also worth mentioning that it doesn’t grant any form of immunity or reduction to debuffs applied after the target’s been cleansed.
If you get struck by a CC straight afterwards, it’ll apply normally.
If you try to cleanse Montana while Beatrix is shooting him, the wound is going to reapply normally.
If you try to cleanse Phoebe while she’s in a Blight, she’ll still take damage as the DoT in that case is not applied to Phoebe specifically.
This would make for interesting plays and would be at least a start to some form of counter against CCs and damage amps. This may be overpowered in relation to Beatrix’s ultimate, but it’d take for Miko to either cleanse the first target straight away or for everyone to group up so everyone affected could get the cleanse.
Level 8 - Biosynergy
- Using the Healing beam while Biosynthesis is active purifies the target.
This would allow Miko to pair up with a tank/front-liner to try and make pushes without having to worry too much about getting struck by hard CCs. Since it’s a reduction and not immunity, such dives would remain interruptible as stuns and silences will still proc. Furthermore, this only applies to the target being healed by Healing Beam, not Miko himself. That could then allow for more tactical play – disrupt Miko before the tank so the tank can be focused properly. As this option is then competing with Residency, you can’t have this effect active for 10 seconds straight as you only have the original 5 seconds which means Miko will have to choose between being a better healer or “cleanser”.
Miko is already a fantastic rescuer, but to emphasise that role, he could use from form of burst healing which gives him an alternative way of doing what he does best as that’s the one form of healing he’s currently lacking.
Level 4 – Sticky Spores
- Spore Cloud now heals allies struck by it for twice the damage it deals.
I couldn’t come up with a good, concise sentence to describe that in which makes it misleading. What I’m meaning is that the healing scales off the damage Spore Cloud does to one target, not that an ally can stand amongst a minion wave and get a burst healing exceeding 1000 because the Spore Cloud hit more than 5 enemies. I’m still not sure whether it should be a fixed amount of whether it should scale, the main reason why I put it in a scale would be so it would synergise with Spore Strike which increases the damage by 15%.
With the current numbers, this base heal at level 4 when you can get this helix would then heal for 316.
The base heal at level 6 without Spore Strike would be 348.
The base heal at level 6 with Spore Strike would be roughly 400.
The base heal at level 10 with Spore Strike would be roughly 474.
One could think of this as Miko’s version of Alani’s healing geyser, except Miko’s is weaker until level 6 if he chooses to spec for Spore Strike and a smaller area (I think even with Spore Storm the area ever so slightly smaller, could be wrong though).
I don’t think any of these things are going to happen as Miko is in a good spot and thus doesn’t need a rework like other characters.
To round off to this post though, I’d just like to add a few things I think Miko (regardless of any of my proposed changes) could benefit from;
Smoother transitions between Kunai throwing and Healing using Healing Beam
Healing Beam can override reloads
Barkskin also increases the radius of Fungus Among Us (don’t know by how much, but not a large increase by any means)
Increased base health by roughly 150
Increases the self-healing granted by Biosynthesis by 25 (effectively making a build centred around Regenerative Aura more of a carrying heal as discussed at the start)
Reduce spread of the Kunais
Reduce the damage per second granted by Molecular Mycology by half, double the duration (2 to 4 seconds, the overall damage is unaffected, it’s purely for utility as Miko is not meant for DPS)
Increase the effectiveness of Toxic Transfusion so it heals for 40 each poison cycle (can’t combine it with Pandemic, the poison doesn’t stack or reset the duration on the same target so one would have to hit different things to stack the effect)
Change Biosynthesis to the way I proposed in Agile. (I think the points still stand and primarily put it in there as it was an agile centred ability)
I probably come off as a hypocrite now, saying Miko’s well balanced while still proposing these changes. But the buffs I listed above are all modest and would put him in a better position within the category of well-balanced characters as there’s a spectrum there as well. After all, well-balanced doesn’t mean it’s perfectly balanced!
Once again, would love what you have think about Miko yourselves and if I’m way off with all of this or not!