How would YOU buff KOKOMI?
With the recent older character buffs, I'm curious what kind of kit changes/additions could we expect for Kokomi?
Remove the -100 crit rate? Make her jellyfish follow you? Let her walk on water with her E like Furina? Or do you think she doesn't need a buff at all?
Remove the -100 crit rate? Make her jellyfish follow you? Let her walk on water with her E like Furina? Or do you think she doesn't need a buff at all?
Commentaires
Not just Teyvat, but the Earth as well.
She will spawn so many that they will be forced out through the 4th wall.
Kokomi would both heal and debuff, I like those kind of support characters in RPGs.
Regardless, I think we lack on debuffing abilities. Applying corrosion ourselves would be great.
Her burst maybe can reposition the jellyfish where you're standing too
Additionally now her burst transforms her jellyfish to a powerful second state for 12 seconds. In this state jellyfish will heal more and apply permanent wet status to enemies in aoe
This gives her actual good teams and is unique identity
1. Make her current C1,2,4 and 6 baseline part of her Gameplay Kit, because the current most powerful Kokomi is so underpowered and outdated, that completely new Constellations need to be given to her to adapt her Gameplay.. its a full out Buff for everybody , that however effectively only the Whale Players will get to see and Dolphons with few constellations, while everbody profits of getting a full powers up former C6 Kokomi, that was maybe still powerful at pre 4.0 times, but by far not anymore at all by now, because the powercreep of the game compltely overshadows her current best possible Gameplay Kit totally.
2. Her C1 becomes now simply baseline of her Normal Attack with the Extra Fish dealing 30% of her Hp as DMG, that Fish is simply now part of her Attack String, updating it from 3 to maximum 4 Hits and the Standard Attack Rank increases now and affects the DMG of its HP Scaling by 2% per Rank, means 10 Rank = +20% more HP basedc DMG now from her new 4th baseline hit, so that players are incentivized to rank up her Standard Attack Talent for a more powerful oompf from the last hit.
3. Her C2 becomes merged with her 1st Passive now: If her Bake-Kurage is on field and you use her Burst, the Duration of the Jellfish gets refreshed and on refresh of the Jellyfish gains Kokomi increased Healing Bonus on Characters with 50% or less HP, that the Kurage heals 4,5% of Kokomis Max HP and her Burst heals 0,6% more of her Max HP each hit
4. Her C4 becomes part of her second Passive, which is already all about her Burst Skill to increase its power based on her HP, now it increases also her Attack Speed with the 10% increase being now baselien part of Kokomis Kit and her Attacks generatign per se baselien more Energy, than before.
5. Her C6, the laughable 4s of 40% more Hydro DMG become simply baseline integrated by upping all of her Skill DMG Numbers by 40%...so her Rank 10 pre-change E-Skill had for example Skill DMG of 196,54%.
After the change her Rank 10 E-Skill will have DMG% of 275,16% baseline
6. New C1, C2, C4 and C6 as Replacements added that buff and update Kokomi beyond former C6 niveau:
6.1: New C1: Kokomi's Max HP becomes increased by 25% and after using her Burst gains the Team 50% Crit DMG, as long the HP of the Characters are kept above 90% of their health. Extends also the Duration of her Burst Skill by 3s from 12s to now 15s
6.2: New C2: Kokomi can summon now 2 Bake-Kurages, before the Skill has to recharge, effectively doubling the Damage Output from her E-Skill and doubling the AoE Range of where Kokomi can heal on the field with their help
6.3: New C4: Using Kokomi's Burst will create now an Party based Hydro-Shield Effect, which renews itself also, when the Duration of a Bake-Kurage ends, while standing in its near, as the kurage turns itself with the last bit of its power into a Shield for Allies. based on Kokomi's Max HP.
6.4: New C6: Kokomi heals now whenever HP is healed also Stamina together with it for herself and Team Members, whenever Kokomi overheals either HP or Stamina for the Team in combat, for as long the battle lasts, will increase her Crit Rate at 5% and Crit DMG by 2,5%, means, should the battle last longer, than it takes for Kokomi to reach 20 overheals of either HP or Stamina in total, will Kokomi begin to become able to cause critical hits fast and gains continously a Crit DMG Boost... you successfully made Kokomi so angry, it bursts out of herself to overcome her own limits, so that the battle can end quicker, congrats :D Effectively even quicker, if you give her naturally Crit Rate with your Build
Her Q instead of extending the duration of the jellyfish if it exists, should just summon a new enhanced jellyfish (will be replaced with regular jellyfish if you use E again). The enhanced one will tick every 1.5s instead of 2s, and no ICD. It will heal a bit more than regular jellyfish. If it hits an enemy, it will lower their resistance to hydro related reactions when triggered by the team, and all elemental damage types involved in the reaction, lasting 8s.