I can’t be the first to say this needs to be adjusted, can I? This setup seems like such a glaring imbalance that needs to be addressed. In case you’ve been living under Aganos, Mira can combo a wall splat ender into a guaranteed Embrace command grab. The health regained is equal to the amount regained that she gets for an Embrace in neutral, which is equal to that of a level 4 Embrace ender.
Let’s look at the numbers. For these, I only did heavy autodoubles and light linkers (off of a light Reaping opener)…
Level 4 enders:
Embrace: 25% damage, maximum health regained (enough for 2 heavy, 1 medium Blood Magic moves).
Wall splat into Embrace: 33% damage, also maximum health regained.
On the other end of the spectrum (one light autodouble)…
Level 1 enders:
Embrace: 11% damage, enough health regained for 1 medium Blood Magic move.
Wall splat into Embrace: 11% damage, still maximum health regained.
It doesn’t make sense to me at all that she reaps the full benefit of a level 4 Embrace ender for any level of wall splat, in addition to getting equal or more damage than the corresponding Embrace ender. The difference in damage only gets worse if she uses heavy linkers, which now have less risk behind them, since she’s guaranteed maximum health regain after the big white life cashout.
This is like early S2 Spinal who got resources and/or unbreakable meter steal and/or decent damage off of the same ender, or any of Thunder’s enders in S2 (not including Sammamish, which was worthless). It was pretty clear that at the beginning of S3 there was a point to get rid of these “dual purpose” enders. I’d say one exception that remains is when Jago does a fireball ender into healing while in Instinct, but I feel that one is fairly reasonable.
What does Mira give up by doing this? By doing Embrace after the wall splat, does she forgo some really good reset potential that could be better than the maximum life gain that she receives? For a character with this much offense, I don’t think so. Is her corner carry so terrible that it’s a just reward for actually getting your opponent to the corner? Not likely.
Ideally, I think she should be able to do Embrace off of a wall splat, but with the health regain scaled somehow, just like how the damage is scaled for other wall splat > command grab setups. Right now, I feel it’s a pretty braindead setup where going for the health regain is always the best option, effectively defeating the purpose of having a separate, low damage “resource” ender in the first place.