@EdenSophia? I think you know more about that than I do.

Well, I read OP proposal as ā€œnot enough hitsā€ (so I replied like ā€œcombo already has like 3 hitsā€) not ā€œI want my knockack CC fasterā€. It’s just misunderstanding I guess.

Please don’t step on Kelvin’s toes, I sympathize but there’s surely a better solution than giving Mellka a ranged, superior version of Kelvin’s only damage skill.

I think it is, and with a slightly different arc - when I tested it on Attikus, he actually landed with his model glitched inside the ground. This only makes it all the worse for her though, as she can’t sustain melee, while she already has Air Stall if she wants to melee while gaining distance.

ā– ā– ā– ā–  it, the final hit should be a 0.5 second stun. It’s damn well hard enough to pull off without getting CC’d or knocked back anyway.

edit: although I really liked @vagrantsun thinking about using the final hit to consume/burst venom.

That’s why it was recommended to have the final hit be stronger as well.

It certainly needs to serve some purpose beyond thwarting her own plans. :disappointed:

Maybe make the knock up act as interrupt aswell so it can do things like knock Isic out of his ultimate (for example)

Mellka used to be able slay Most Tanks, as they have large bodies. Maybe she will need this more since Montana accuracy buff, but I think the venom was fine where it was.(18 damage per tick). Buff the venom back to normal, and Maybe make it last 5-6 seconds duration.

Yes plz.

I thought it did that… I asked @EdenSophia to test it for me,and she did on isic while ulting.

Brave melka.

Like I said earlier, and alternate attack needs utility over damage.

Rath’s alternate does extra damage to shields and has better range, Caldarius’ wounds, Attikus’ is great for initiation/chasing. Mellka gets nothing good out of her alternate.

Fixed that for you.

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Seriously. The lack of venom sustain has flatlined my ability to take out Monty, Kelvin, and Attikus. The bad ones will still lumber around and let you crit them silly, but the good ones just shrug you off.

The intent, as I see it, is for Mellka to be a character driven by 2 different states. Depending upon which state her opponent is in (ā€œenvenomatedā€ or ā€œnotā€) determines what tactics she is going to use.

Against an enemy that isn’t affected by her debuff (I’m going to stop calling it a DoT since it’s barely one atm and, in design terms, if it does too much damage, it won’t encourage changing states), her tactics revolve around applying the debuff. Ideally, this is a ranged centric tactic that, in my mind, should be the primary function of her pistol. Both the bullets and the canisters should apply the debuff, though the canister’s debuff should be stronger (slightly higher DoT) and/or longer (8 instead of 4 seconds). Access to other methods for applying the debuff should be limited to helix choices and come at the cost of being able to more effectively capitalize on it (e.g. Spike either deals double damage to debuffed targets or applies venom to them).

Against an enemy that is affected by her debuff, her tactics revolve around actually dealing damage in significant quantities. The primary methods for doing this should be melee; by default something like doubling damage against a debuffed target (and getting Deande grade melee DPS in the process) would be most appropriate.

Because her offensive tactics and goals revolve around applying a debuff at range and then capitalizing on the debuff in melee, she definitely needs extreme mobility and survivability that exists in the moderate (especially if ranged DPS is so low as to not be considered a viable kill strategy) to make melee a non-suicidal endeavor. Since extreme mobility + ranged == annoyingly difficult to kill, this means that she needs some kind of melee driven survivability mechanism by default (or, at the very least, extremely early). The simplest solution would be lifesteal with melee against debuffed targets (though I’m not sure how faction appropriate that is). Conversely, it could be something like ā€œonce every 10 seconds, when you hit a target affected by your debuff with a melee attack, you gain an overshield that lasts 10 secondsā€. Either way, the intent is to reward melee with increased survivability and increased damage such that ranged-only playstyle isn’t viable from a kill perspective.

I’m not intimately familiar with Mellka (her playstyle never really grokked with me and @EdenSophia is an active giver of advice and analysis so there was never much need or motivation for it) so I won’t provide specific recommendations, though I will say that, in general, her performance in melee (survivability and damage) against a debuffed target should be equal to that of the other assassins; at range, her damage should be decidedly sub-par (consider the difference between Deande and Phoebe’s damage dealing capabilities at range and in melee) since killing things at range should not be the intent.

The most important thing is to ensure that melee performance is safe enough to not be suicidal while being rewarding enough to actually encourage going in.

I’m currently imaging a rebuilt Mellka acting as a kind of ā€œjousterā€ character: her play tactic emphasizes safe but mediocre ranged play with short, extremely rewarding bouts of melee combat.

I’m not sure how current Mellka players feel about that, but that’s what I’m imagining her as, right now, at least.

Problem being, this would mess with some of her gear choices, as -shield cap would no longer be a viable choice for a flaw that doesn’t affect her.

I tend to agree with the rest of what you say. I’m no good in melee except in short bursts, so depending on how effective that melee is in short bursts I might be able to play the new Melka … or not. We’ll see I guess.

Yes, I am aware. I have plenty of people around that can say the salt of my messages was pouring everywhere when I found out. (Go read the first 50-150 BP 35 messages I put. )

Thanks for the italics. [quote=ā€œBenHoliday, post:29, topic:1554645ā€]
Used to be able to slay Most Tanks, as they have large bodies.
[/quote]

Either revert her venom or change to to a percentage of a characters max health

Melee damage +30/50% then? Flying elbows FTW? I agree that popping Spike > Blade would be excessive damage.

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I meant 3-5% over 8 seconds, which is deeply inferior to how much Kelvin can pop for, but I can see putting a cap on how much poison can tick for - say, 25 for argument’s sake? That’s 200 over 8 seconds.

Lol you trying to sneak by me? :wink: I see you name dropping sans-tags…

More like I don’t know how to directly tag somebody. I’ve never been a forum dweller or coder so the format is unfamiliar to me.