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-Yareli can use Primary Weapons while on Merulina, but they have increased recoil and reload time (Say 1.2x longer reload time, you get the idea); just a negative to put less incentive towards using a primary over a secondary
-Number of sea snares scales with ability strength, doesn't have a cap on the total, better pathing to not crash into walls, and if no non-ensnared targets exist are near, they will attempt to ensnare the oldest targets to refresh the duration
-Damage reduction of Merulina is based on your ability strength, making it able to reach numbers somewhat near Mesa's Shatter Shield
-Aquablades now affects any enemies in the area from Yareli to the edge of the blades, like high-velocity water, allow the area to scale with ability range, and give the slash procs have better scaling (either more procs dealing greater damage, etc.) to allow it to be more viable at higher levels
-Riptide no longer spews enemies around like a geyser, but drops them in place, making it an effective grouping tool similar to Nidus Larva or Khora Ensnare. Additionally, make it so the duration enemies remain in the bubble actually scales with ability duration or sea snares if close to the riptide will extend the duration, making it an effective grouping tool, giving it synergy with your Aquablades and possibly Sea Snares
We love our gunslinger surfer girl, and just wanna see her shine; she's not doing too hot right now, and feels quite under-powered due to lack of strong synergy between abilities, alongside poor scaling and mechanics in my opinion. I love the addition of a dash while on Merulina, it looks amazing and feels like a step in the right direction, alongside the buffs to numbers; Thanks, and keep cool everyone!
moving in narrow tile sets on Merulina gets you stuck so often, could I suggest maybe reducing her size just a bit ?
Merulina's vertical mobility buffs are nice, but it's still clunky, floaty, unusable in most closed tilesets, and restricts weapon selection.
Increasing range, damage, and duration for Aqua Blades is cool, but doesn't fix how clunky it is, how useless it is against mobile enemies, the terrible scaling damage, or how little synergy it has with the rest of Yareli's kit.
25% more range puts Riptide at 15m, which is still less than what other nuke frames like Saryn or Equinox have while also costing too much, not working through walls or even partial cover, not properly pulling enemies that are either snared or more than 10 meters away, having too long a cast time, and having a terrible damage type for a nuke ability.
Buffs are nice, but this reads as a misunderstanding of the issues Yareli has. Any number tweaks short of making her overpowered won't fix her, her kit as it is now just doesn't work as a damage dealer at a fundamental level.
As for Merulina, please make it usable by doing something about it's hitbox/size bumping into everything.
As for Riptide, can we trade it in for an eye beam attack fired from her left eye?