okay im back. I tried her in practice mode and in a blind match (though my main focus was just trying to calculate damage output early on.)
with one of the builds I used that was highly recommend I found that her damage pre-6 is fairly gated. I like the 2 part ultimate that grants her a bonus in attack damage for the time she uses it. I do feel that her cooldown for that ability should be adjusted. I dont necessarily think that her R should lose it's execute. It feels kind of thematic to have it execute.
Instead I think that her cooldown should be longer if she earns a kill with it and instead of it granting her a flat 20% during the whole duration maybe it would be better and more thematic for it to grant her a charging damage bonus based on how long she has it active. Once it's been active for a certain duration it will either auto fire or it will collapse the blade and you lose the bonus. what do you people think?
she reminds me of cloud from super smash brothers. so i was thinking about how cloud's old charge mechanic worked where they changed it between smash for wii u and smash ultimate.
right now she feels stat stick inclined. you just buy attack damage on her because she has only 1 type of stat scaling. her cooldowns aren't really that effected by the cooldown reduction if you manage them right initially. her bounce mechanics allow her to avoid retaliation and enough time to auto attack typically. then her W stuns for 2 or so seconds which is more than enough time for her to get an auto attack off. And her E is a long range dash that can either reduce the initial exchange or can be used to retreat without taking additional damage. with these in mind one has to look at the ratios for the kit and to be honest... I dont think she's overpowered.
I do, however, think she has a lot of one note mechanics that dont really offer as much flexibility and mechanic skill as it appears on the surface.