I wanted a vine flank, but this is not really my thing, here are some of my thoughts about it.
I can't really see it as a flank, its just grover with slightly more damage potential, and a fairly wonk ult tbh. I preferred OB flank/tank grover TBH.
The Dive move feels rigid, clunkier then terminus shatterfall to combo with vine, its design limits hit potential.
Dive move requires mobility move to compensate for range, however the basic vine ability is not all that favourable design without some flank class endurance stance upon casting.
A literal copy and paste ability (with a slight premature cancel) is not going to amend the design issues that this mobility has.
Vine is not instantaneous, it will have issues on a fast passed role such as flank.
I would have gone with ethereal vine as the champ design, and worked from there as the only endurance state needed to get around safely.
Currently this clunky maeve with less air potential, reactive mobility, less range, firepower is not all that grand of a kit to play if you ask me.
With no base endurance or ethereal state to prevent fatal damage before opting into dive or a safe escape move, the character gets a fairly sluggish mobility compared to other flanks with more reactive dash moves or defence states. Its mobility is good for distance and long engagements while its attacks say otherwise, I would say it has issues with aerial foes, snipers and anything with a common burst&defence design.
They made her damage feel pretty soft, but allowed for a fast attack speed.
The way each hit applies its own damage over time value just does not feel right for getting an average feel for attack damage in a single target fight.
She could have the zhin treatment where certain attacks in the combo pierce targets for additional potential damage, therefore she becomes a character to flank pressure a group from an off angle, rather then stay focused on single target fighting.
Her stacking feature...
The abilities that use the stacks are underwhelming with and without stack charges.
Dynamically they provide very little other then poke and bruise damage.
The talents for the stack abilities seem like base kit features.
Double vine though is strong mobility, but with no impact elsewhere other then poke and opportunity frag dives, the character is not all that enjoyable to endure a game while others have more sway in battle.
Personally DoT should be listed as bleeding of some kind in addition to the general burn and Poison...
Its pretty much a poison in its current state, being mitigated by Direct Hit DR.
I currently have no clue how it interacts with abilities that shed debuff damage like koga and mals mobility can.
I somewhat wanted sterilise (reduce Dot Damage) to comeback from early beta so all Dot effects would be mitigated by this value instead of just Direct and Area DR.
But all in all, I would like an improvement to the sustained damage over time system as well as damage debuffs.