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 (“envenomated” or “not”) 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 “once every 10 seconds, when you hit a target affected by your debuff with a melee attack, you gain an overshield that lasts 10 seconds”. 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 “jouster” 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=“BenHoliday, post:29, topic:1554645”]
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.

Oh lol
Well, if you need to grab my attention for any reason, you can tag by using an @ symbol immediately followed by my name, e.g., @dante_d_silva :slight_smile:

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@ Then The user name. Like @ vagrantsun becomes @vagrantsun

I like the original idea, just don’t make Blade Launcher get the bonus damage.

I’m not sure how it’s any worse than Thorn’s Curse + Wrath, especially since Thorn’s Curse lasts longer and Wrath is way easier to hit with.

I don’t remember if Blade can get crits, but if you can, that +30% could get extremely nasty in combination, and you’d be in the perfect position to land it anyways since the enemy would be both slowed and directly below you. I’m not sure if many people would survive that combo, in retrospect.

Well, that’s why I’m just throwing out suggestions, in the end, not proposing a definitive solution.

I mainly want helixes to be something other than just numerical buffs: -20% cooldown, +15% damage, all these boring digit changes that don’t alter the way you play the character at all. Granted, there are some obvious exceptions, like Ghalt’s Engineer upgrade that makes him a tank-lite, but you should be excited to level up, it should give you something you didn’t have before.

In fact, I think that’s part of the reason I see so few people playing rath; from levels 5 to 9, he just gets little numerical bonuses that do functionally nothing to change the fact his job is run in, cut people, Catalyze > Crossblade, and maybe throw out a Dreadwind when he wants to feel disappointed. His gameplay doesn’t get more complex or more interesting at all after level 3, which is the biggest choice he gets offered: a double jump or a double spin.

Posting a topic with my working later, but the hotfix comes out right now to basically unchanged melee damage (0.5% or so less) and an 18% nerf to ranged damage overall.

It’s messed up. :confused:

Had this experience in a faceoff match with a Mellka who was pretty damn good at being evasive as confusing as all get out. But it was just a war of attrition, and one that i eventually won as Montana without my hp being too terribly low