For AoE caster they should massively boost their Range.
I mean Sniper work the same as Caster, with (I’m pretty sure) about the same ASPD , which also apply to the AoE specific. So why the Sniper AoE should have massive range while the Caster one has ridiculous range ?
Never understood this logic… and I think having the same range would at least make them viable.
As for me:
I also think the Shift Pull Archetype would benefit of a new skill.
Like their range is a straight line and I find their damage not great (but maybe I’m wrong here since I don’t use them often). So their only use are for map with Hazard Hole to pull the enemies inside.
But not only it would require the map to actually give you this opportunity (because they pull , not push, so it would require the Hazard Hole to be between your ranged tile and the path the enemy use) but also to be in range of our healer if you want your Puller to survive.
I know you could use them for meme purpose (Crowslayer bully) but I don’t think that’s enough to compensate, does it ?
I also know Snowsant add a Slow debuff to the enemy, but since she Pull them, I think that pretty much negate the purpose (unless you M3 the S2 to achieve 3.5 sec of Slow… but then you can trigger this only every 17 seconds)
Plus FrostLeaf has a Slow Debuff for 2.5 second every 4 seconds (snowsant is 1second every 5 second, data are taken withOUT masteries) and she basicaly has the same range in Elite 1, and she doesn’t negate her slow debuff by pulling the enemy in front of her.
(which mean for Snowsant if you want to maximize the slow, you have to put her on the left/right of the enemy path, which is even trickier on maps, because you know healing and such…)
Cliffheart at the very least does True Damage and Stunt them + Has a wide range in S2.
So I guess this mainly concerne Rope and Snowsant.
I don’t count Gladiia since she isn’t in the Global game yet, plus one good example (a 6 * that is) doesn’t negate the other one
And before you ask, no I think Push archetype has it far better.
Most of them could be used as scuffed deffender, and Pushing is more beneficial/flexible because pushing enemies back “force them” to stay in a Sniper/Caster range, or delay their arrival on the objective, which isn’t the case with a Pull archetype (unless you want to pull a group faster close to you ?)
So I think the Pull archetype has it far worse.
What’s the idea ?
I think a Skill that allow them to Root the enemy could be cool.
So instead of having this skill that pull a group of enemy (which is a repetition of the 1st one tbh…) you could have Root a group of enemy, so when you activate the skill they throw their rope (or their net) at the feet of the enemies and they can’t move.
But the enemy can still take damage, so that would allow your Rope/Cliffheart/Snowsant to be deployed in the middle of your other Operator , in range of the Sniper/Caster for example, and Root a group of enemies , forcing them to take damage for 3-4 seconds.
I think that mechanic would make them viable and usefull (in other situation that the Hole Hazard that is) without making them O.P neither (since it’s a root and not a stunt)
As for their original S2 (i.e: the group pull):
Make it a S7 or Masteries.
So in short:
Skill 1 1-6 : Pull 1 enemy slightly/moderately
Skill 1 7: Pull 2 enemies moderately
Skill 1 M2: Pull 2 enemies largely
Skill 1 M3: Pull 3 enemies largely
Add the slow debuff for Snowsant and apply the proper x% Art damage
Add the proper x% Physical Damage for Rope
Skill 2 1-5: Root 1 enemy for x seconds
Skill 2 6-7: Root 2 enemies for x seconds
Skill 2 M3: Root 3 enemies for x seconds
Here it is.
I know it’s a bit scuffed, and that you could argue that True Damage is busted, and Snowsant does Slow Debuff, but again I feel it’s just not enought…
So maybe having a root could add more utility to them.
I have far less to say on her I promise
Well the main issue here IMO, is that her heal is trash… maybe I’m playing her wrong ? Maybe in Elite 2 she deploy her true potential ?
But as for now I feel like her heal is just not enough at all
I know she is a Supporter. BUT SHE DOESN’T ATTACK AT ALL.
Only her skill does something but here again, it’s every 45 seconds to get that Atk boost, even in M3.
What ? she has a skill 1 ? You mean the thing that make the enemy fall asleep and doesn’t take damage ? So it doesn’t do anything ? Right… that “skill”.
All joke aside (and probably miss usage) I just honestly think a boost in her heal would be great. So she doesn’t seems super conditional or super hard to use.
So Something like that:
Does not attack but restores HP of all allies within range, the HP restored per second is equal to 10% of Sora’s atk.
This effect increase by 10% every 10 seconds Sora is deployed until it reach 80%.
For refference, Healer does heal based on their Atk stat, which is why AoE Healer has less Atk than Solo Target healer.
I have Ptilopsis and Perfurmer at the same level as Sora (E1 Lvl35), and they basically have about the same Atk
So Sora has, technically, the same Healing proficiency has these AoE Healer, except it’s every seconds instead of every x second.
But I think 10% is just… far too little.
I mean she can’t even substain the life of the passive damage your opperators take in the Poison Haze of the Tough Siege stage. (i.e: the Poison Haze does more passive damage than she does passive heal, at the expected level)
I’m not advocating for making her a viable healer, but as she does not attack at all, I think a 10% heal is just absurdly bad and makes her viable only for her S2 Atk Boost (because again, the S1 make the enemy fall into sleep which prevent them for taking damage…)
If it’s not for the heal, maybe making her an ASPD boost ?
So Adding a talent at E1 that goes " Allies within range gain +25% ASPD" could also be viable… I mean at least it’s something.
But who knows, maybe I’m missusing her and her Elite 2 makes her busted.
That’s all for me.
Hope these two wall of text are readable and I’m not too far off of the truth/true usage of these character.