Exploding Penguin -> Poison Change (6/1/2013 20:35:34)
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This is a change to poison because the poison bots are much stronger compared to the other bots, and toxic grenade/venom strike are pathetically weak since they can easily be healed out of the turn or the 2nd turn after the poison effect was placed, reducing the skill's effectiveness by an easy 1/3-2/3. Basically, make it so that the poison does its normal poison damage on turn 1, 2 less of the original on turn 2, 2 less than turn 2 on turn 3, etc... until a player either heals out of it with field medic or the poison reaches 0 damage. For example, if I used venom strike and it applies poison DoT at 12 damage, this is what would happen: Turn 1: 12 poison damage Turn 2: 10 poison damage Turn 3: 8 poison damage Turn 4: 6 poison damage etc... This would apply to the botanical hazards too, making their effects in fights much weaker. However, to counteract a severe nerf to the poison effect, the poison spores damage will be brought up from 65% to 75%. Poison effects can also stack, but it will never go higher than 15 poison damage per turn. So, if the opponent was currently poisoned and the next turn they would take 6 poison damage, and I poison them again for 12 poison damage from venom strike, the next turn they would take 15 poison damage. Field medic will heal out of poison as usual, and using the assault bot's cleanse will reduce the poison's current effect by 65% of its value. This should buff skills like venom strike and toxic grenade which cost too much energy and could easily be healed out of and made useless, while nerfing the botanical hazards whose special was doing too much total damage over time, even if the opponent healed by the 3rd turn and removed the 4th turn of poison.
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