Demon Splitter goes to r6.
Quote from Invertex;655851:
2. I don't think having a buffed Golem will actually help the core of Scythe Evie's problems. Her problems, as you have stated, are the slow start up times in order to do any noticeable damage. Buffing Golem does not help her at all with this. Using Colru as an example, having a Golem as the target of his aggro will still keep his large hitboxes, which means her main problem is still there.
Honestly, if they want to fix up Scythe Evie, they need to uncap a lot of her skills (aren't most still capped at A?) and speed them up a bit. Buffing Golem wouldn't help Scythes at all, but pretty much serve to make Staff even more versatile.
Agreed.
What I would really
love for DevCat to do (but they won't do it since they're lazy and/or understaffed) is to return scythe Evie to her "bag of tricks" status. Before revamp staff Evie, scythe Evie was really the only character that had the ability to do unique things other than deal damage to a single target. She could pull multiple enemies together, target enemies that are nowhere near her (especially vertically), summon something to fight with her, and regen Stamina for the entire team. As the game has progressed, only one of these traits is of any real use anymore, and even then, sometimes it's entirely more beneficial to forgo stamina regen and go for DPS with Reverse Gravity. The only useful "trick" that does more than deal straight damage anymore is with staff Evie now, and that's freezing things.
Really though, what they should do is give scythe Evie a way of dealing burst damage away from burst damage, if that makes any sense. For instance, buff her Spirit Bind by adding levels of "charge" to it, ie: if you use Spirit Bind once (without snapping), you get a level 1 Bind. If you do it again, you can get a level 2 Bind, all the way up to 3. If you snap at level 1 Bind, you get the weakest wisp, snap at 2 gets you a stronger one, then 3 gives you the strongest one. Then from there, buff up Mark of Death by giving it a damage boost depending on whether or not you have a wisp out, and the stronger the wisp you have, the stronger the increase in damage for Mark of Death. If this makes scythe Evie/MoD too strong, they could always balance it out by making MoD snaps kill the wisp, or it takes away a portion of your Wisp's life.
And then to make it real interesting, they should buff up Demon Splitter so it takes less time to do (it's slow as hell, we all know that) and make it so that Life Drain not only heals Evie, but it also heals the Evie's wisp. Of course, it would have to heal a lot more to the wisp than it does the Evie, but they could do that with simple numbers and modifiers. I think that would make scythe Evie a lot more dynamic, since then her wisp summon isn't something she just throws out and forgets about, but rather something she is able to actually maintain during battle and makes her an overall better fight. And they could make an HP bar pop up for the wisp somewhere on the screen to make it easier to tell when it needs healing.
At that point, if they did both of those, then for theoretical damage against a meatbag, Bloody Thread could still be the go-to move if they made its r9 -> r6 bonuses large enough so that it can beat out Spirit Bind -> MoD spamming, but at the same time, in a realistic fight, Spirit Bind -> MoD would be good for bursts, while Bloody Thread would be good for times when you can consistently get off Invisible Looms.
But this is all neither here nor there since it's not gonna happen. I would like it to, though, since the main disappointment I have with how characters fight right now is that all of their moves lack synergy. Attacking a boss is way to formulaic, and I think scythe Evie is the perfect character that has the potential to mix things up. Blaster Karok might shake things up a bit, but ultimately I don't think it'll amount to much since he seems just like a less survivable Pillar Karok in exchange for attack speed.