Although not as much of a problem now (I think), clouds from ash/poison could become problematic in the future when they deal 200 damage per tick and cover up the entire Nimbus Sea, Bronze Sea, and Dark Sea, efficiently making them the new pulsar. Now, the solution?
Make clouds do damage equal to the opponent’s HP regen at the same tick rate. This way, clouds are more of a “healing nullifier” when your in a cloud, which allows the opponent to effectively deal damage to you (basically, your an npc with no HP regen fighting Lady Catrina or whatever her name is). This way, in the far future, clouds will be useful but not insanely overpowered.
Would be logical, except poison already has a bad damage on impact. It is actually so bad that if you imbue it with your weapon, it will do less damage, but it will apply the poison effect.