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Enemies with negative coins rarely appears these days so i think thats good.
Burn is not that bad by itself, it's just that we have no decent id's stacking it. And it kinda weaker than sinking in serious fights, where you can't afford to slowly chip away enmy's health, and a lost clash can cost you a sinner. Sinking makes clashing much easier.
I cant argue with that since burn only shine in later floor in md. But since Outis Magic bullet its make burn hits like 500 per turn, well at least for me.
It looks like drooping goo. It's similar to sadness. Falling down, depressed.
I ain't dobting it's dot damage, it is the clashing. And for example, bleed and poise are unmatched rn in terms of clash power
Ofc they can clear mobs fast if you have their T4 gift, but like..the same can be said to pretty much all status except charge and bleed (idk about tremor, bleed only need bloody mist), Rupture and Burn for example have auto Sinking Deluge 2.0 in each turn with their gift, and Poise have a slightly weaker bloody mist as their T4 gift.
Ofc this is just for mobs, they will deleting boss fight with Sinking if you concern about that and are usable outside of MD (charge/sinking is the king of RR2 and still mosly dominant in RR3).
Remember the recent event? Remember Kim?
Sinking straight up buffs him. But he's somewhat unique (negative-coin, sanity-possessing, boss-type enemy).
Usually bosses have no sanity (so sinking turns into "rupture", basically, which is good).
Or they do (a certain Cap'n comes to mind), but their coins are positive, which means that, genuinely, Sinking is even more useful (I'd rather my enemy always roll "0" on their coin tosses than take 10-15 damage each hit)