hốt được cái này trên 4rum NA thấy cũng đúng nên đem về post cho những ai đang chơi và muốn chơi evie scy
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[/SPOIL]Is Scythe UP?
Well, sort of.
DISCLAIMER: Pretty long rant incoming, likely going to step on some toes with it too.
The first issue is the reason why she has a higher skill REQUIREMENT (_not_ cap) than any other character/weapon combo in the game.
She can only all-in, and does not have the ability to directly convert defensive stats into offensive stats while doing so.
The only superarmor that Scythie has is on her pulls, which are at the very end of a combo unit (the E in L(1-4)RE). Because of this, she has to evade for the entire duration of the windup. Unfortunately for her, all of her "quick" smashes (LLR, LR, R, Blade Shift) have pitiful damage ratios compared to a simple Thread+MoD combo. This basically means you are pigeonholed into doing the long smashes to get off any damage, and you have to evade while you wind up.
This is why bosses like Keaghan, Iset, and hell, even Elchu are such pains in the ass for Scythe. The first two have very quick "Crazy Ivan" attacks, the third all but never holds still. Those two properties (short-reaction 180-degree attacks and constant quick movement) are literal counters to her kit's design.
Other classes have access to some form of superarmor, allowing them to reliably use their face (if they desire) and get off their damage anyways.
Many other classes have access to quick combos that have respectable damage outputs.
Many other classes have access to more responsive combo interruptions, and DB Vella specifically gets to keep her combo when she evades with it.
The second issue is her supposedly "free" stuff.
Mana Shield is actually extremely OP... early on. The reason is it's a gigantic health bar with no defense. Early game content is balanced around the idea that you would have nearly no defense to begin with, so it effectively doubles or even triples your health, while also making a large chunk of it regenerate on its own.
The problem is late game. When things start expecting you to have at least 6k def or so, the 0-def-huge-bar nature of Mana Shield becomes a bad thing. Most bosses will hit your mana shield for 70% or more almost every time they hit it. Its only saving grace in higher level fights is its gated nature (you must finish destroying mana shield before you can get to the squishy HP-based center of the Evie using it) allowing it to soak that 70%+ hit fully even at 1%. Of course, this doesn't work when you get critted, as there's a "glitch" that has been around since the dawn of time (making many people (like me) believe it's actually a misfeature) which causes crits to oneshot you (skip the gate, apply full damage to your health as well but as though you had your Mana Shield's 0 defense; might be a multiplier in there too, dunno).
Magic Mastery gives free matk! Excellent, means we easily will have more attack score than everyone else, right?
Wrong.
Besides Str->Atk being better than Int->Matk (something close to 2.7:1 (iirc) vs exactly 2:1) being a thing that almost single-handedly makes up for this difference...
Besides the majority of str armors having def values leaps and bounds above int armors (once again, remember the part above about defense -> offense?)...
There is no high-matk prefix enchant. Divine Punishment opposes Maelstrom, but nothing opposes Explosive. While it is not always ideal to use Explosive due to other stats actually being worth more than simply raw attack stat (people seem to forget this quite often except when it's convenient to their own arguments), Evie doesn't even have the option.
So while at lower gear levels, Mag Mastery is great, when you're sitting at endgame it lags behind.
All of Evie's free stuff is amazing until you get close to or reach endgame. At endgame, your freebies turn into weights, as your combat model was balanced around having those freebies.
It's the same reason why Paladin is better than Dark Knight in the long run. When you first get access to them, and for a long, long while after, DK is the massively better choice. When maxed, it's more than +10k atk and matk in second trans, meaning it literally hits the old cap of 10k breaking (nobody I've asked has been able to tell me if there's still a 10k cap ever since they made defense not a flat reduction) simply by having broken defense in the first place.
But then you reach endgame, where you're naturally over defense by at least 5k on the vast majority of enemies (or you're merely fighting Keaghan who has less than 4k defense). Being a Paladin would mean your trans gives you ridiculous facetanking powers, in addition to increasing your attack stats by enough to cap on a few things. Being a Dark Knight? You get a little bit of bal and crit. That's about it. And Paladins get the exact same crit boost.
All of this is not to say Scythie is impossible to play against certain things. It is not to say she needs massive buffs- she already got those in Ignition and the start of Season 2.
What it is to say is that she is actually quite weak compared to the other characters at endgame.
The biggest thing that needs to happen is Mana Shield needs to be reworked somehow. It needs a purpose at endgame rather than an almost-free soak that takes 15 seconds to come back up. Something that makes going longer than 15 seconds worth something. Something that makes DoT effects and gigantic AoEs less ridiculously strong against her.
Hopefully some of you will actually understand this post. But I'm not holding my breath.







*cười lộn ruột*



