the main problem with ignition is not much the damage itself that lands, but the way it denies healings. Imho ignition, unless the difference between the attacking ninjutsu and the enemy resistance is huge, should deny only a part of healings depending on the ratio between them.
Now thats bs considering water main before skilling procs hear healing up to 2 ppl and then again when its her time to do the normal atks she heals again. Poison is and will be cansur just like the ppl who play that sh1t. At the end of round 2 unless u playing a full immunity team you take roughly 32k dmg from poison alone.
So lets see if i understood correctly.
You want a full damage dealing team wholly unbalanced towards the damaging side with 0 passives about debuff cleaning that has no side effects even if is not full immune to debuffs.
Balanced, indeed.
That said...
The max damage possible if you get poisoned 4 times is 7996 per round.
So, not even in 4 rounds you are going to endure 32k damage from poison, and beware that multiple poison chases attach it only once (so, for example, if you use utakata, kabuto snake cloak, king of hell, and you hit the 30 combos, your whole 30 combo streak, composed of 3/4 poisoning effects, attached ONLY 1 STACK OF POISON per target).
The only way to attach it more than once per round is by using different standard attacks/mysteries and it's enough 1 single debuff removing effect/healing to clear all the stacks in a row.
So what you saying is no poison wont do 32k to whole team but pos 1 and 2 are as much as dead from round 1 poison and round 2 combo+poison ? A normal person like me might not know it but one smart as you should know it that if those 2 die its basically over right? Why am i even bothering tho you prolly play water main ofc you will go and defend the BS that is poison stacking and overlaping.
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