You want his poison to eat permanent damage then? would it really make a difference?
Or would you want it to tick down faster? I could see an EX poison that would erode faster maybe but not sure what other changes you would make that wouldn't completely imbalance him.
The problem I have with the character isn't the fact that he's not viable. If you like playing an agressive F.A.N.G, then great because he's GREAT at it this season. Can get more damage off of CHs, his setups can be much more trickier and he's got nifty stuff.
The issue arises if you like playing a hit-and-run, defensive style which is what I like to do. In that circumstance, your damage is going to come from punishing your opponent's mistakes and then hanging back and letting the poison do damage for you. That poison is useless. With the fact that grey life doesn't regenerate while you're poisoned, it's literally forcing me to get in and keep hitting you even if you're blocking it. DEFENSIVE is not a style that Capcpom wants F.A.N.G to have. It's a style they don't want anyone to have.
If I was the one in charge of balancing F.A.N.G, then I'd make the changes I hypothesized back in the previous OT.
F.A.N.G
- F.A.N.G now has 925 HP, down from 950 HP
- St.hp is now -3 oB, down from -2 oB.
- St.hp is now +2 oH, up from +1 oH.
- His poison from specials now does 75 damage over 8 seconds or around 9 dmg/sec.
- Every time a poisoned move hits the target, the damage taken is increased by 75 and will do around 18 dmg/sec and so on and so on. Duration is NOT refreshed however.
- V-skill now does 150 damage over 8 seconds or around 18 dmg/sec if poison state is caused by V-skill. If it hits an already poisoned opponent, poison is increased by 75 dmg, just like a special move. Duration is NOT refreshed.
- V-Trigger can now be cancelled into from medium and heavy trap if connected on the first 3 active frames of the move.
- V-Trigger now allows poison duration to also be refreshed on top of the damage increase.
- V-Trigger no longer has a cloud of poison covering the character, but rather a "pulse" that happens every 5 seconds. The pulse is visually the same as the previous cloud and carries the same range. Each pulse is active for 0.75 seconds.
- The V-Trigger pulse does not refresh or increase damage of the poison, it only starts it at 75 damage over 8 seconds or around 9 dmg/sec.
- Health lost from the poison builds the appropriate V-Trigger/Special Meter.
Notice that the first thing I did was make his st.hp worse on block and took away 25 HP. I did that because I know full well that a character that can do so much damage over time has the potential to be devastating with the movement options he has. My idea was that if you got a hit in and did damage, then you can take the risk of backing off and let that DoT work, or stay in and try to get more damage off of it. There's more reasons to my proposed changes that I can get into if you want but again, talking about this character now is just making me even more pissed at the SFV balancing team.