Class Design: Syphon Step 3
- Limited-use, big impact Poisons 4
- Frequent-use, smaller impact Poisons 2
Polls are going to start slowing down now as fewer and fewer decision points present themselves, but here's another big one that everyone can weigh in on; the approach we should take to the Syphon's poisons, its secondary mechanic that helps enable it and disable its enemies.
Should the poisons the Syphon uses be limited in their number of uses, but very powerful in their impact on the opponent, or should the Syphon be able to use their poisons very frequently, but have each use have a smaller impact? Should the poisons be big bombs to offset the general sustain, or even more reinforcement to the Syphon's currently existing attrition-style kit?