Toxic Shouldn't explode like Gunpowder
In current skill design. Toxic can explode when meet fire. it's weird.
GGG should design a new skill type: GunPowder, which will explode when meet fire. Toxic should only reduce enemy health like ignite, and slow down enemy. Dernier bump le 10 févr. 2025 05:34:10
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Here are two aspects of this mechanic that in combination make it questionable:
1. This interaction is forced. Here is no way for player to control it. I don't know why it isn't a support "gas clouds deal no poison damage but explode instead". But even in a current state, a support "gas clouds do not explode" will help greatly. 2. This interaction isn't purely beneficial. It not only adds an effect (explosion), but also removes an effect (poison). I don't think extra fire damage bothers anyone. But the loss of poison sometimes is undesirable. It should be either purely beneficial or toggleable. My build (skele archers) suffers from not being able to have both gas clouds and ignite. |
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from a logical POV the explosion should only happen after certain size of the cloud is reached to respect the stochiometry, whihc would ameliorate the drawback to a tolerable level
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Strictly speaking, detonating the cloud doesn't remove the poison, just the source of the poison.
With that said, I would say that the way the skills that create gas clouds currently work is fine with one exception- the idea behind them is that you can choose to use the skills either to apply poison, or as fire aoe skills, or if you time it right, both- I think that's good design, having multiple ways to use skills so they can work in completely different types of builds. The exception I mentioned is the fact that too many things that are outside of the player's control can detonate them. Monsters that create burning ground, for instance, or an ignited enemy, makes them essentially unusable for poison damage. What I would personally like to see happen is to make them only detonate if you use a detonator skill on them. The existing implementation is far too open for premature detonation outside of the player's control, as well as anti-synergy with itself when you have ignited enemies preventing the clouds from reaching their maximum size. This also results in builds focused on the explosions tending to prefer finding a way to force ignites on enemies in order to detonate the clouds immediately and repeatedly, which kind of defeats the purpose of having dedicated "detonator" skills in the first place. |
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