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  1. #1
    Player
    Aravell's Avatar
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    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,991
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    We could also make Toxikon not a glorified mobility button and make it actually something interesting and worth generating, but I know I'm a big meanie for suggesting something so transformative on a tool commonly considered inoffensive.
    I'm inclined to agree that Toxikon could be a unique button, given that SGE does not really need a Ruin II equivalent (but worse). I'm not against the idea of changing it at all, I'm only against the idea of just lazily making it damage neutral just because Afflatus Misery is damage neutral.
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  2. #2
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Aravell View Post
    I'm inclined to agree that Toxikon could be a unique button, given that SGE does not really need a Ruin II equivalent (but worse). I'm not against the idea of changing it at all, I'm only against the idea of just lazily making it damage neutral just because Afflatus Misery is damage neutral.
    For clarity, I wasn't specifically trying to call you out or anything, just that I've been met with resistance to changing Toxikon in the past because "It's fine the way it is, we just need Rhizomata to grant 1 Addersting and BAM! Perfect game design."
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  3. #3
    Player
    Aravell's Avatar
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    Aug 2017
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    Limsa Lominsa
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    1,991
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    For clarity, I wasn't specifically trying to call you out or anything, just that I've been met with resistance to changing Toxikon in the past because "It's fine the way it is, we just need Rhizomata to grant 1 Addersting and BAM! Perfect game design."
    Oh don't worry, I assumed you weren't targetting that at me because I've never called you a meanie or any such things.

    Quote Originally Posted by ForsakenRoe View Post
    Needless to say, regardless of opinions on what I'd do to it, Toxicon right now is just underwhelming as a skill. A mobility option that only lets you have 3 uses unless you restore some by losing damage. A 'damage refund' that refunds only 50%. It's just weird, and honestly just feels to me like they went 'SCH has Ruin 2, how do we make Ruin 2, again, but with a twist so it's different'
    I'm not much of a theorycrafter, but an idea off the top of my head is to make Rhizomata also grant an addersting, which allows the use of Toxikon, and then Toxikon will buff the next Phlegma to, say, 750 potency, and you can hold 2 charges of Toxikon. This will turn it into a soft combo of sorts, allowing you to stock for a burst window as well.
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  4. #4
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aravell View Post
    I'm inclined to agree that Toxikon could be a unique button, given that SGE does not really need a Ruin II equivalent (but worse). I'm not against the idea of changing it at all, I'm only against the idea of just lazily making it damage neutral just because Afflatus Misery is damage neutral.
    And that's why I went for 'Breaking Diagnosis/Prognosis shields in any way (so yes Pepsis, but not timing out) grants {buff name}, allowing one use of Phlegma without cost or regard to it's cooldown. If Phlegma is already ready, the cooldown is consumed before the buff (alignment reasons)'. This way, it's a 60p loss to do it, but it can maybe be made up for with raidbuffs (ala pooling a Dark Arts on DRK for the 2min), and it gives you the opportunity to get two GCDs for mobility for that price (one being the shield, one being the Phlegma refunded). I agree that having it be 100% damage refunded (or worse, more as with Misery-in-raidbuffs gameplay) is not great, because then the gameplay becomes 'constantly put up Diagnosis shields on tank, then Toxicon on every other GCD', as if tank survivability needed any help. Rather, I'd like to think that the opportunity cost I have here, of 60p, is small enough to make 'sac some damage for safety' not be a moral dilemma for people, and yet big enough to make people think twice about spamming shields carelessly

    And ofc, this also frees up Toxicon to be something more than 'scuffed Ruin 2'. My solution for that would take too long to explain, being as I reworked Addersting into a 0-100 gauge and etc. Needless to say, regardless of opinions on what I'd do to it, Toxicon right now is just underwhelming as a skill. A mobility option that only lets you have 3 uses unless you restore some by losing damage. A 'damage refund' that refunds only 50%. It's just weird, and honestly just feels to me like they went 'SCH has Ruin 2, how do we make Ruin 2, again, but with a twist so it's different'
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    Last edited by ForsakenRoe; 06-19-2023 at 07:08 PM.