Why doesn't Elixir F work with HGH?
Yea, the logic is kinda hard to follow with this. I’d say that elixirs only count as things that apply to you, but that wouldn’t account for the Elixir U toolbelt ability or Acid Bomb. My best guess is that either 1) it’s a bug or 2) the devs just decided that 3 elixirs on the EG would be op in tandem with HGH.
Despite the name, elixir F isn’t actually an elixir. (It’s not tagged as one, and they should call it something else really)
As for the logic, I believe the old HGH tooltip actually stipulated “Thrown or Drunk Elixirs” (or maybe that was Acidic Elixirs?) And as a projectile, F has neither of those behaviors. But either way, that seems to be the logic here, the might comes with either drinking or getting soaked by an elixir. Elixir Mortar, Acid Bomb and Super Elixer are all thrown elixirs for all intents and purposes; it’s the healing mist toolbelt skill that’s throwing me off, but I guess it’s being considered a “thrown” elixir being sprayed.
I think this could easily remedied by only using the name “Elixir” only on those skills affected by HGH and use specific flavor text to help distinguish them apart from those that should be affected by “Alchemical Tinctures”. For example, under their current implementation:
HGH – Elixirs grant might, have reduced recharge, and have increased duration.
Alchemical Tinctures – Throwing or consuming elixirs removes conditions from those affected. Your boon duration is increased.
Super Elixir – EG#5 – Launch an elixir orb, healing allies on impact and creating an area of continual healing. (HGH = Yes, AT = No)
Elixir A – EG#4 – Leap backward, launching an acidic elixir on the ground that damages nearby foes. (HGH = Yes, AT = No)
Gunk Shot – EG#2 – Fire a bouncing glob of gunk that cripples foes and grants swiftness to you and allies. (HGH = No, AT = No)
Elixir Infused Mist – EG F Skill – Aerosolize a soothing elixir into the air, granting regeneration to yourself and allies. (HGH = Yes, AT = No)
Elixir Shell – Launch a mortar round loaded with an elixir that heals allies the target area. (HGH = Yes, AT = No)
The other utility elixirs leave little ambiguity, so I’m not as concerned about them.
I dunno. That’s just riffing.
I can definitely see how it could be considered OP, considering the low cooldown of Elixir F. That said, I don’t think it’s necessarily any more OP than Juggernaut. Since HGH is a master-tier trait, it’s my personal opinion that having that extra stack of might/extended cripple&swiftness on Elixir F wouldn’t be ridiculous.
That said, if the balance team disagrees, I’d say that renaming the skill would be a good idea.
Thanks for the feedback!
EG#2 is stupidly useless, given the effort it takes to land it without the projectile-prediction being horribly off. This might be the buff it needs.
There’s no way it could be made to proc HGH, it would be so much spammable might that it wouldn’t be funny.
Well, maybe it’d be a little funny, but the fact that acid bomb, super elixir, and healing mist can do that is already more than enough. People would just pump out elixir Fs at nothing just to rack up the might.
Unless they made it so that the elixir had to bounce to you to proc the might, it which case it would be a complete waste of time because you can barely hit anything that’s completely stationary with it, not to mention anything that’s actually fighting you back.
I’d be okay with requiring a hit to proc HGH.
Or rename it to something without “Elixir” in the name. We all get that the F is supposed to stand for Flubber, and that’s cute. But either make it function like other weapon-based Elixirs or rename it.