I thought I’d already made a post somewhere asking about this, but I just checked and apparently only thought about making one, so here I am, actually making it.
Sorry for the length, wanted to cover my bases.
So I’d really like to see these two talents work together. I currently consider Blackouts to be kind of a dead blitz, although I could see them working with a ranged-focused Pickpocket build as ranged kills made in close range count towards regenerating them. They require a second talent investment to make them apply only three stacks of poison (making them by far the weakest Blitz option without this second talent investment), and have anti-synergy with any builds relying on bleeds or poisons to kill things, which oddly, coincidentally seems to be every melee-themed build I consider using them in (I am not exaggerating for effect, literally every build I’ve thought “Blackouts would work here” happens to also work around crit and either coated weaponry, a bleed blessing or both).
Just so we’re all on the same page, I’ll lay out what they do:
Coated Weaponry:
Melee Critical Strikes infect Enemies with 1 Stack(s) of Chem Toxin.”
Blackout:
“Quick to use Grenade that staggers enemies. Every 20 kills at close range generates one Grenade(s).”
To my knowledge, kills made with Chem Toxin (and regular bleeds) don’t count towards the kills required at close range to generate grenades.
I just tested it by using the booby-trapped Stimm Supply, and the alt-fire on MK II Needle Pistol (the blue AoE toxin) on two separate giant hordes of poxwalkers that I spawned in with Creature Spawner mod in the Psykhanium, and generated zero grenades. I did however regenerate the Stimm Supply instantly thanks to Sample Collector and Practiced Deployment.
That’s pretty much it. Every time I try to make a build using Blackout grenades I run into this issue. There’s some good synergy potential between currently off-meta build that would use Blackouts and Coated Weaponry (as well as the booby trapped Stimm Supply and bleeds), but I can never get them to work because of this anti-synergy.
So.. Why is it like this? Genuine question, I’m here to learn and talk about it.
The main reason I can imagine is that it would potentially be overpowered if the grenades regenerated from kills that they made (when used in conjunction with Pocket Toxin: "Blitz explosions infect enemies with stacks of Chem Toxin differently, depending on your chosen Blitz. Blackout: 3 stacks”).
And then on top of that you’ve got the potential for kills made with the Needle Pistol also regenerating them, but that’s already a topic of debate for balance, with Pickpocket. Spraying into a dense group of enemies with a regular non-poison ranged weapon does however rapidly regenerates Blackouts.
Is it possible to code the Chem toxin and bleeds applied by melee weapons or Blackouts to respectively count and not count towards regenerating the grenades? Or does that not matter and I’m over-complicating things?
Do people want these to synergize? I was hoping this would’ve already been patched but most of the discussions I’ve seen mentioning it get buried.
Edit: Added all of the things with anti-synergy with Blackout to the title. I originally left out the Bonesaw’s on hit Chem Toxin and never explicitly mentioned the Flesh Tearer blessing for the Combat Knife and Dual Shivs, or Flachette, Puncture, and Bloodletter.
