Yamato Flying Slash Suggestion

SwagnumPI

New member
I have 386 games on Yamato and I have played every iteration of her from day 1 to now. The one thing that has always been awkward about her has been her (2). I enjoy the concept of the move and do not believe that it needs a complete overhaul.

My suggestion is that her (2), Flying Slash, should become a skill shot with a base range of 15m. The skill shot should function like a tether in the sense that it can be used on terrain which will allow for Yamato to have easier access to mobility (vertical and otherwise) and give her more skill expression.

If the skill shot lands, it just functions as it normally does. To compensate the loss of base range and the point-and-click aspect, I believe that the T3 should remain the same, but add damage to the move in the form of scaling spirit damage based on distance traveled. Similar to Lash, 2 base damage per meter traveled with a small scaling to it (.01 or so). This would generally result in an extra base damage of 70 or so (The times where she goes across the world would be interesting to see).

The distance traveled suggestion might not work as the interaction of the tether with other players is wonky, but even just adding 75 spirit damage with a scaling of .2 would do the same thing, just less fun.

This would fit her identity as a samurai ninja better and allow for her to feel less all-in opening up various build paths and use cases without changing her drastically.
 
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