Unlike a lot of players out there, I am able to look past the risks this move has and see the kind of fun I can have with it. I use this move often just to see what I can do with it, and I don’t really mind getting hit out if it considering pips aren’t too hard to obtain, nor are they all that necessary to make the move work. I’ve seen clips of the move being used by PinkDiamond (no one else really) who makes it look really good.
However, like a lot of Maya players, these amazing moments of doing anything more than 30% off it (which is what I’d get for the same meter cost and a simple knockdown ender) are too few and far between. Because of it’s high risk and questionable reward (not gonna straight up claim that the reward sucks, there could always be something I’m missing) the developers have been balancing it to make it more easy to initiate. These changes were increasing your advantage upon activation, as well as making the first dagger hit much faster.
But while it’s nice they’re trying, I personally don’t think this is the right way to balance it.
Like I’ve mentioned, I’m not averse to taking high risks for sake of reaping potential enjoyment and rewards. But unfortunately, 99% of cases, I’m not getting much of the latter. Assuming I manage to get an opening, I start a combo where the daggers cause kv to skyrocket, heavy damage scaling and shadow linkers to be far easier to break. Assuming I spend a good amount of meter or do a ton of heavy manuals, I’m getting 40% max. And there are much easier ways of getting that damage with similar resource cost. I’m aware I could do a ton of resets to try and subvert the scaling, but by doing so I risk losing the dagger assault, and even with the fancy cross up stuff Maya’s not a reset god like Hisako or Thunder is.
However, while I believe this move could use some more appeal, I could also see how that could be very dangerous. Imagining a game where the daggers didn’t go away if Maya was hit is just a nightmare. One-way interaction out the window as players would be stuck as Maya hops over them over and over again unless a move hits.
You guys have been trying to make this move more appealing by lowering the risk. But I think what would be a better idea is increasing the reward instead.
Have the daggers scale less. Make them add less kv. Make them build more meter. Or maybe some other creative advantage to using it. I’m open to ideas.
I hope you guys consider this suggestion