[idea] fix for Poison Explosion

[idea]
How to fix Poison Explosion skill.

[reason]
Poison Explosion skill is unplayable and Corpse Explosion is always a better skill to use.

[solution 1]
Radius should change preferably like Amplify Damage.

[solution 2]
Mana Cost taken from Corpse Explosion + Poison Explosion.
Casting Poison Explosion should trigger Corpse Explosion using same corpse (if available on character as a skill).

[solution 2 enhanced]
Mana Cost taken from Corpse Explosion + Poison Explosion.
Casting Poison Explosion should trigger Corpse Explosion using same corpse (if available on character as a skill) - with radius of Corpse Explosion

Poisons barely work on online play to begin with. Poison builds just are not good.
I wish the developers would instead concentrate on fixing bugs and issues the game has which have been ignored for years.

poison explosion is fine as it is. use it when you see an opportunity, but dont rely on it every time. thats how it is for all skills. if you max corpse explosion first thing you can do nothing outside of crowd fights. it has little to no use elsewhere. poison explosion is also way better against magical and rare enemies than corpse explosion. and a lot more cost efficient too should you use it against crowds. dont have to bombard all your equipment with mana boosts and mana per kill

Yes, Poison Explosion is not a main skill.
This is a secondary skill, dedicated to fight monsters.

Most of the time the Poison Nova is much better skill:

  • bigger AOE
  • similar damage per second applied in quicker period
  • do not require corpse to cast

Disadvantages of Poison Explosion:

  • small area of effect
  • requires a corpse
  • making a character that is effectively using that skill ends up using a single point invested in Corpse Explosion or Poison Nova

Idea behind the suggestion is to effectively use this supportive skill. Poison Explosion need a change.

I believe that there are more chances for tweaking a skill than rewriting the whole poison calculation mechanics.

alternative suggestion:
[suggestion 3 - fun]
Any minion killed (by damage or as by the limit of minions) automatically casts Poison Explosion on its corpse.

poison novas drawback is it costs a lot more to cast, only reaches half the potential base damage, has lower synergy gain, and has to be cast frequently if you want to kill with it

corpse explosions benefit is it costs very little for a mage, if it hits something it can work its magic and stop enemy regen for a full 9 seconds at max base level. you can cast it and let it do its thing while you cast other spells meanwhile

poison nova is useful against many crowds that spawn close to each other, poison dagger is more direct than poison explosion and more risky, and poison explosion is useful against tough small crowd aggressive targets. like frenzytaurs, blunderbores, thorned hulks. big and bulky that are easy to get caught in the poison. those you would otherwise shoot many poison novas against or have a hard time finding high hp corpses for with corpse explosion. poison explosion works well in combination with almost any skills, granted you spot the opportunity to use it. if it doesnt hit anything, it only cost you 8 mana for trying, and in turn you didnt spend a whole lot of mana using corpse explosion on an otherwise weak corpse

even if you put just one point into corpse explosion it is much more expensive, much harder to land hits, and limited by corpse hp. with poison explosion, you are guaranteed a decent amount of damage if it lands, or if you keep it low level and only work it up with boosters you at least get a few seconds of halted regen. if its a tough enemy you are then free to cast spells on them for for as long as the poison lasts without them regenerating the damage dealt back. i know there are sorceress mains out there that probably carries small amounts of ptsd from running into areas of enemies with double regen that cant be hurt with their spells despite them not resisting it. beetles, blunderbores, and thorned hulks are some of the monsters that have double regen that are made fragile by poison, that spellcasters otherwise dread having to chip down in hp. i personally just go the battlemage route so i can apply poison through attacks, but poison spells with high duration really should not be underestimated in how useful they can be to subdue high regen enemies, or that poison explosion specifically is able to kill many different types of targets in one cast. granted you are lucky. but thats the truth about all strong skills, they have obvious drawbacks with how they strike or debuffs they add

you would have to compare poison explosion to meteor against mobile targets, tornado in narrow areas, and blessed hammer against many small targets in how it functions. where its most useful is equivalent to meteor against still targets, tornado hitting spread out enemies perfectly, or blessed hammer or blizzard against large targets that cant slip past. pe is also cheap to deploy in comparison to these skills. our builds always got some weakness going on so not only our merc or teammates has reason to be there, but we also have reason to level more than one offensive skill or make solely offensive build if we want to account for all obstacles at expense of survivability

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hey i also forgot to add obvious drawback to corpse explosion, if enemy is fire immune or physical immune it can never kill them in one hit with same enemy corpse. lots of mana wasted using it in those situations. any rare monster with stone skin or fire enchanted will also tank through it if you use its minions against it. poison explosion will help a lot more there. i absolutely agree with pe is more circumstancial than ce, but the moment you use ce when its least useful it feels extra stupid than the other way around. even if you put a bunch of points into energy or carry high mana attributes it will tank your mana pool. not to mention ce gets significant nerf if players join