Can we talk about how oppressive poison has become

Oh you mean put Orca in fl?

Lmao

lol the way I deal with some poison frontlines is if they have freezecobra as their only stun protection for their first six monsters, I’ll let them kill the first half of my team then get a stun lock and try to kill the other 15 monsters in their team. It’s actually worked a few times but it’s not enjoyable.

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Ive always thought poison tick in HG is right the way it’s meant to be, as a matter of fact, it’s pretty logical it to delay roaring entrance, and not just that, but also delaying the entrance of any monster. I can’t remember the times I conveniently killed two monsters, one of then poisoned and with HG, in order to delay the entrance of the second one and do not have two new threads on the field at the same time

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Orca doesn’t always work

Yeah, but those teams are not built correctly. Best users run scorpiongeist 6th or other stun protection

I think the guy I did it against got top 10 or top 20 :duck:

:scream:

I played that he is always lucky with rng :roll_eyes:

lmao he got top 7 last month. It was super stressful bc I had to kill 15 monsters with only my endgame and a single mistake would mean I lose. It was quite funny at the end tho. He had around a ten monster lead on me then for the rest of the game he only made one more turn which was load mortar with bloom.

but only when he plays against you

Nicely done. Don’t remember who the 7th was, but looks like he deserved to be stunned to oblivion

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Well this is the only scenario when the roaring entrance monster doesn’t gets it’s turn so in the meanwhile you should change the passive skill description as well saying ā€œthis monster will ALWAYS get a turnā€
Sarcasm aside i think this is abad decision starting with the fact that it’s not even a bug because for a monster to die from Poison Tick a turn most pass so the next monster in line gets a turn before the roaring entrance monster enters the field so this looks perfectly fine according to this game mechanics imo and in top of that this mechanic it’s what allows us to have some kind of control over roaring entrance monsters and without it the only real counter for them would be Bastia…

I’ve raised this issue just a few days back when I was told i made that topic cos I lost to poison ( :joy::joy: ) .
The main issue is not poison but the toxic entrances that require almost no setup at high speed .

It’s all a loop basically .

Poison gas is countered by purify . And it’s necessary for everyone to include purifiers in their team . But the only viable front line purify monster with sleep immunity is susceptible to stun . So stun needs to be fixed ( vkc said more aggressive stun counters will be released ) . So if toxic entrances are restricted , poison can be brought back in line that needs some team building . With this , poison can retain it’s speed and players can anticipate toxic entrances while planning their team .

Ps: if poison and stun get nerfed , cynthia - nefariadon will become insanely dominant ! I’m calling it already . So I wouldn’t recommend any changes to both stun and poison unless nefariadon is either fixed / tweaked to kill one random marked monster .

Obviously Gorgo is better, otherwise people would run Scorpiogeist already, but that doesn’t change the fact that he’d be used the moment you nerf Gorgo, changing nothing in the meta.

Also you’re underestimating the usefulness of Stun Converter in this scenario. Remember that Gorgo’s version of the front line only has Freezecobra as stun protection. In my testing I found Scorpio’s extra stun protection very useful.

Single target sweeping is already done by Nectareon, Polaboss and Freezecobra to keep your double sweeping going, so again, not a problem.

The only real threat Scorpiogeist needs to worry about that Gorgo doesn’t is Searguard really.

He’s more than worthy as a replacement, I assure you.

Oh I kind of liked it. It always felt like a high level play and it was a nice counter to roaring. I was just pointing out it’s another thing poison counters.

On a different note, I made a joke yesterday but I think it makes sense. What does everyone think about poison tick not removing Stealth? It doesn’t trigger overwatch. I guess it would subtly nerf poison and buff stealth, but it’s easy enough to remove stealth with a poison gas.

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Toxic became really powerful the day detox moves were introduced because it made purify fairly redundant

I’m also not a fan of this change. The instant moves buff was great, but Roaring Entrace could still use the extra counters.

Uh and, if you guys end up putting a tu restriction on Toxic Entrace, can we get a couple more Chance Toxic Entrance monsters for teambuilding?

Because a stealth team can use Skeleviathan to give the opponent permanent deadweight.

It makes sense for sneak attack to ignore protection, overall it requires the most setup and can be stopped by removing stealth. With the new True Hit mechanics, it doesn’t make sense anymore that RAW attacks should ignore it (it never really did in the first place).

I think poison FL is counterable,we have glaciaron,padrinorca and scarleguard.they are very common at FL.I think this thread made bcoz ppl always spam stun protection and ignore how strong poison

It still completely nullifies 2 archetypes in the game. Sleep and Stealth teams. (Sleep rightly so because it would be OP otherwise) Then it also counters shielding, HG, Prevents Overwatch, delays Roaring Entrance and a few other things. Also, knowing some of the players who made/ commented on the thread, they’re probably comfortable with dealing with poison, they’re posting for the sake of balance… like all things should be… #BuffStealth

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