Exploding Penguin -> RE: What if MoB/BC Affected Poison? (11/20/2015 2:13:40)
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@SSM: The problem is all poison skills actually just straight up cumulatively outdamage pretty much every other skill in the game, while being insanely energy cost-efficient at the same time. If the opponent uses field medic after turn 2 of a 3-turn poison most of the time the skill ends up being just about on-par with other skills as well. And even then other builds counter tank builds arguably better, mainly the ones that generate rage very quickly and use the rage ignore to shred through tanks who can't keep up with the consistent damage, IE strength builds. From my experience, I would more like say that poison skills basically force a field medic otherwise they reap incredible benefits for the person who applied it. Since they also scale off of strike damage they never really drop off in effectiveness against squishy builds either. Overall, my point is poison skills don't really fit the purpose of tank-killing. They're effective no matter who you use it against in general, and are pretty much just "cleanse the poison or suffer a ton." IMO they need to get varied up a bit so that the duration is sometimes 2 turns, sometimes 5 turns, etc... It would also help if they don't scale off of strike damage since that ruins the whole purpose of them being more effective against tanks compared to squishy targets.
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