Tox gas lasts too long and does too much for how little counterplay exists:
Tox Gas lasts so long a single Tox Bomber can layer three sets of bombs permanently. In HSTG+ you frequently get 3+ bombers active simultaneously, resulting in entire maps of gas. Why is the duration so long?
Tox Gas does high damage while simultaneously buffing enemies, why?
Tox Bombers make throws from behind cover, with bombs bouncing around walls with 0 ability to shoot said bomber in many cases. Why can they throw without line of sight (why can anything)?
Tox gas blocks tagging, making shooting said bomber impossible in multiple scenarios. Why actively prevent counterplay by players?
Tox Gas only blocks your sight, not enemies (that are now actively buffed). Why do enemies have permanent thermal vision?
I would still like to see Tox Bomber’s Radius or spread speed reduced. I think the gas being punishing is fine, I think it instantly spreading and being as big as it is is a bit much.
Regarding the gas and the issues - it has a huge radius and, as intended, forces you to move, obstructs visibility, and strengthens the enemies. Again, that was planned.
But if you’re having problems, equip yourself with amulets that provide corruption resistance, and you won’t care as much, or work towards achieving significant stamina regeneration. Generally, teammates cause more trouble than the bomber does)
Tox bombers are punishing, and I love them for that. I do think the way you have laid out your argument for why they are maybe too punishing is convincing. They’ve got a lot going for them.
I’m not sure I would make any changes to them or their bombs, except to increase the time between throws. And I would maybe want some checks on how many of them can spawn at once.
But I will say that not being able to tag through the gas is BRUTAL. On one hand, I like how mechanically different that makes the gas from flame grenades and flamethrowers. But also, I’d prefer if you could tag through the gas in the hope that maybe players would use the opportunity to tag more.
people have to learn to kill that guy first, because once he’s hidden inside his cloud, he can stand there and pepper you with bombs. i can deal with having low toughness and turbo enemies, but not being able to see and ping stuff is really badd.
I just tested this in a mission and with 60% damage resist against bombers, I was still losing all toughness in 3 ticks. That is equal to the number of ticks it takes me to lose all toughness in the psykarnium with 0% damage resist (on the exact same curios). Also in the pskyarnium, with 60% resist, it takes 5 hits for my toughness to break.
So it seems to me this does not work in live missions.
EDIT: also, it’s very hard to be sure from the footage I have, but it looks like I possibly took 8 corruption damage a tick in a mission with 60% DR while I take 10 per tick in the psyk.
It must be a pretty recent bug. I switch to bomber resist exactly because of toxbomber and even 2 curios it was incredibly noticeable on my glass-cannon Vet.
Wait, are you sure you were using the proper curios during the mission?
There is some fiddly stuff with loadouts not saving properly, and even with curios where you have to unequip+reequip them for some modifiers to actually work.
100% sure it’s the same ones. This was on my alt psyker where I only have a few and so I use the same ones on every loadout. I did not unequip/reequip them after adding the 20% bomber DR to each though.