Hey there!
Currently poison mons struggle a lot in the higher difficulty stages in the majority of PvE events (Island Challenge, Survival of the Fittest, Ultimate Challenge, Dungeon Challenge). This is an issue two-fold. For once, the variety of strategies is drastically reduced by taking poison out of the equation. Secondly, players who hatched mostly or even only legendary poison mons, as opposed to e.g. sleepers or death sentencers, struggle a lot harder in these events and all because of their egg hatch luck/badluck, which is understandably simply frustrating.
When thinking about scaling poison damage, however, a few things should be considered:
- in early stages of PvE events poison is still great and just generally buffing the damage would make those sections completely trivial
- the game is already hard to learn with 1000+ monsters and it should be avoided to make poisoners work completely different in PvE and PvP, as that would require people to remember two different versions per poison mon
So here’s my suggestion on how to tackle that:
For all PvE events poison damage abilities in the vein of Poison Eater and Poison Massacre should deal some enemy max. HP percentage-based damage _in addition to _regular damage.
For example:
Poison Eater now deals it’s regular damage + 20% of targets max HP
Poison Massacre now deals it’s regular damage + 10% of targets max HP
This method wouldn’t change much about the earlier PvE stages where an additional 20% max HP damage doesn’t mean a lot when you already one-shot the enemy anyways. Meanwhile the more you transition towards the later, scaling levels, the more relevant this percentage based damage becomes.
What’s also nice about this is that you now got a place style that doesn’t resolve around sleep locking enemies, as that’s not possible with poisoned targets after all. Even if you keep 3 other mons sleep locked, at least the target that gets damaged cannot be held like that. Also mixing sleep + poisoners means you’re a bit slot starved and getting the right set up for this wouldn’t be too easy. In short, more gameplay variety which is undoubtedly a good thing.
This sort of mechanic also wouldn’t add too much complexity as these changes would apply globally to all PvE events. Arguably one could even add these changes to PvE so there’s no difference whatsoever. With some nice number tweaking (maybe reduce regular damage a bit when adding the HP percentage based one) the balance might just work out well, however, that’s another discussion. For now this idea focusing on PvE without any PvP balance in mind.
So yeh, let’s discuss. Please keep in mind that this is about the idea itself primarily, not the the actual damage numbers as those can be tweaked to whatever seems best.