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.