How the Toxoil design process DIDN'T happen

Nick: hey guys, remember how obnoxious Greavers were before we nerfed them? How they basically created floor traps that demolished player shields with their half-second pulses?
Yeah, let's make a monster that dashes like the Greaver (but doesn't flinch as easily,) creates MORE of those floor trap effects that last LONGER and can inflict TWO kinds of status when lit.
Ooh, let's give them the Lichens' spray-'n'-pray spin so players will constantly have to guess which behavior to expect.
Also, let's not make a maximum cap for the oil spawns like we did with the Shadow Fire in the Vanaduke fight. That would just be silly.
And you know what would make these things perfect? Polyps that generate MORE of these things. Everything will be constantly covered in flaming poison oil! Won't that be fun?

Dragon Scale set + one low Poison UV and one low Fire UV (or 100 token fire/poison trinkets) = immune to poison oil.
~Gwen

Did you know that if you have poison and fire resistance, you will not get lit on poison or fired?

....You think YOU have it bad? I'm wearing the Mad Bomber Set!

Yeah, I was wearing the Mad Bomber Suit and a Volcanic Demo Helm and made it all the way to the first battle room (the one with the toxic tubes). Trust me, it could be much, much worse.

I would settle for the level designer being forced to try the level on an old laptop.
Otherwise... It's a danger mission. We're not there to help Desna hug bunnies.

Did you know that some people simply cannot live without ASI/CTR?
I won't double roll my alchemers.
> Stupidly high poison and fire resist.
lol, come at me bros, your toxic oil means nothing to me.
> Low/No poison and fire resist.
*Panic*