DRAINS ARE THE MAJOR PROBLEM WITH POISONS AS THEY ARE NOW.
Currently we have all these USELESS Alchemy reagents with negative traits (Emetic, Imp, Luminous, Nirnroot, Stink, Violet...) that have almost no value in the game. So many players have been waiting for this Poison Crafting release to make these items viable as assets in Tamriel.
And now you give us Drain Poisons that steal attributes and therefore make the Positive Reagents, once again, the only truly useful materials. So what will happen is a massive spike to prices of the already over-priced items and the total uselessness of half the reagents in the game. So then we have to ask,
"Why were the negative trait items ever added in the first place?" These are pretty much just vendor trash that inconveniently occupy resource nodes that could and should be giving us something usable. Kind of like slap-in-the-face items just to irritate farmers.
Alchemy is the only craft with truly useless materials applied to it. Whats more, nearly HALF the Reagents available in game are worthless. I really do like the addition of the new reagents to further expand our pool of combinations and effects, but again most of those having negative traits make them a total waste when compared to the boon and bane of using the "big 9" ingredients that have always been the best. No matter how fancy the new items are, they just cant hope to beat the Bugloss + Columbine + Mountain Flower trifecta.
On the common sense side, lets forget for a minute this is a fantasy game in a magical pretend land where reason and physics have no place:
Why would a weapon applied poison have any effect on the wielder? If I tip my arrow with a burning neurotoxin to injure and immobilize my target, how will shooting that person make me run faster or become immune to fire? It makes no sense at all.
Positive Reagent Traits should be used primarily for Potions.
We can already make potions with both positive and negative effects, but as rational thinking players we only really use potions with purely beneficial properties.
This gives value to the Reagents with Positive Traits.***Negative Reagent Traits should be used primarily for Poisons.***
Poisons too should have the capability to be crafted as either positive or negative in nature, though of course sane thinking reason would dictate we only really find use from those poisons with negative traits.
This gives value to the Reagents with Negative Traits.
The result of such would be that
all Alchemy reagent combinations would be universal and the choice between Water or Oil would dictate whether the crafted result is to be drank as a potion or applied to weapons as a poison. This would not only simplify the Alchemy process greatly overall, but would be the only way for it to be completely balanced and make any reasonable sense whatsoever.
@ZOS_GinaBruno
Seriously, my dear:
If you want to fix the balance and "overpowered" issues, ZOS needs to remove the drain effects and limit all poison effects to single target just like potions are limited to the drinker.
This will finally make Negative Alchemy Reagents materials useful, poisons effects will follow some kind of reasonable application as they should, potions and poisons will balance each other completely, and it will fix 90% of the complaints about poisons being "overpowered."
Also, the useless HALF of alchemy materials will be super grateful to you.
Dreddnawt - Orsimer Aedric Crusader
Alexstrasza Drogon - Imperial Infernal Dragon
Daggerfall Covenant
TESO / PC / NA Server