leepalmer95 wrote: »leepalmer95 wrote: »RoamingRiverElk wrote: »With no "poison break" the same way as we get CC break, it does not matter whether one person gets the cooldown for ten seconds and can't apply another poison during that time. The victim of the poison does NOT get any relief from poisons coming from other people. And that's the crucial part.
Just even consider having to use purge multiple times within ten seconds with cost increase. Purge only removes two effects, if you're marked (places THREE effects on you), have velocious curse on you and a couple of poisons, all you'll be doing is purging. And that's not cheap. While you also aren't using other skills instead of that purging. But hey, numbers are supposed to matter so whatever...
Exactly and since poisons proc 100% of the time this is eas.... wait.... no they proc only 20%?
purge removes 2 every time.
You seem to think poisons will exceed that...k
that means by elementary school math we have about 5 attackers on one guy hitting every time to get an average of three effects (attackers must have different effects or some procs will be wasted so not always getting sta red)
How long do you normally expect to stand against 5 hitting constantly?
Seems lucky they aren't just burning you down with attacks boosted by 3-4x powered enchants and 2-4 sec cooldowns for those.
Sky is definitely falling... no wait that may just be sunset.
Poisons can have more than 1 effect, your'll likely be snared as everything has a snare, there so many effects that you'll have to purge at least twice before you'll actually purge the poison, like someone said if your marked thats 3 effects, lotus fan is a dot + snare. Fear is a snare + minor maim etc... you get the picture.
Poisons are going to be stupidly strong.
Math is not evefyones strength but i used three effect poisons as the base for my 5 attackers yielding 3 net effects.
But the point was your assuming poison is going to be the only affect. Purge can only remove up to 2 affects at a time. Your ignoring other effects that purge will remove, this is snares, minor main, defile, burning, freezing, paralysis , any dots from the numerous sources in the game.
With 5 people you can easily assume they'll at least have 1 affect they'll naturally cause in there rotation. A lotus fan will snare + put a dot on you, if they manage to poison you then you will have to purge 3 times to get rid of all the affects.
Crit charge with a maelstrom 2h axe will put 2x dots on you. If your feared you will have minor maim + snare on you.
What i was saying, if you actually read it, was that to even purge 1 poison on you you'll have to purge the other effects on you first.
If someone gets a 60% increase cost on you as well as a root, your dead. By the time you get through the numerous other effects to actually get rid of the poison. E.g. The snare your 99% likely going to have, the numerous dots etc... you would of used purge at least 3 times. Purge isn't cheap, especially with a 60% increase cost.
I'd appreciate it if you actually read and understood it this time instead of trying to be sarcastic and failing at basic elementary spelling at the same time.
Reading comprehension isn't for everyone.
I guess you are not solo player. Please tell me how can I afford to slot purge on my stam dk or tanky stamblade? And even if i do i can have so many other effects on me that i will need to cast it few times to purge poisons that will be applied again after that.
Exactly and since poisons proc 100% of the time this is eas.... wait.... no they proc only 20%?
purge removes 2 every time.
You seem to think poisons will exceed that...k
that means by elementary school math we have about 5 attackers on one guy hitting every time to get an average of three effects (attackers must have different effects or some procs will be wasted so not always getting sta red)
How long do you normally expect to stand against 5 hitting constantly?
Seems lucky they aren't just burning you down with attacks boosted by 3-4x powered enchants and 2-4 sec cooldowns for those.
Sky is definitely falling... no wait that may just be sunset.
And btw i quite often stand vs 5. sometimes i kill one or few but often i win or make some of them run. Now i can see myself being rooted and drained instantly.
I dont hate people that play in large group, but please don't defend this non skill nonsense.
BenevolentBowd wrote: »I've re-run through all 30 traits for 2.4.1 and updated my blog with the new durations and poison names.
http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/
Nice one, thanks! Even with the correct durations, the drain potions still seem to be much the better option. Poison making should have brought some life back into alchemy by making all the reagents useful; instead, it's just exacerbated the gap between the useful reagents and the not-so-useful ones, by making positive traits even more valuable.BenevolentBowd wrote: »Guide updated for 2.4.4.BenevolentBowd wrote: »I've re-run through all 30 traits for 2.4.1 and updated my blog with the new durations and poison names.
http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/
And this cannot be said enough.Nice one, thanks! Even with the correct durations, the drain potions still seem to be much the better option. Poison making should have brought some life back into alchemy by making all the reagents useful; instead, it's just exacerbated the gap between the useful reagents and the not-so-useful ones, by making positive traits even more valuable.BenevolentBowd wrote: »Guide updated for 2.4.4.BenevolentBowd wrote: »I've re-run through all 30 traits for 2.4.1 and updated my blog with the new durations and poison names.
http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/
staracino_ESO wrote: »Best scenario: The 'drain' poisons effects get changed to apply a positive effect to the target, making them a detriment to the brewer/user.
Acceptable change: The 'drain' poison effects all have a duration of .5 seconds, thus making them worthless, but not a detriment to the user/brewer.
Not good: Keeping them as is, making poison effects that are not only lore-breaking by allowing a toxin to somehow physically effect the poisoner, but also keep over half of the reagents useless as they have been for 2 years.
You guys have made several changes to preserve lore and immersion, please do so here.
staracino_ESO wrote: »Best scenario: The 'drain' poisons effects get changed to apply a positive effect to the target, making them a detriment to the brewer/user.
Acceptable change: The 'drain' poison effects all have a duration of .5 seconds, thus making them worthless, but not a detriment to the user/brewer.
Not good: Keeping them as is, making poison effects that are not only lore-breaking by allowing a toxin to somehow physically effect the poisoner, but also keep over half of the reagents useless as they have been for 2 years.
You guys have made several changes to preserve lore and immersion, please do so here.
They have said these poisons are not just toxins but, like potions created from the same or similar ingredients under the same skill, magical.
I can put a glyph on my bow or sword or staff that applies damage to enemy and buff/restore to me using m-a-g-i-c... so why not an oil made from magical processes?
I dont see the lore break... sorry.
Is this an immersion beard thing or were you also up in arms about t&ose dual enchants back in beta?
staracino_ESO wrote: »staracino_ESO wrote: »Best scenario: The 'drain' poisons effects get changed to apply a positive effect to the target, making them a detriment to the brewer/user.
Acceptable change: The 'drain' poison effects all have a duration of .5 seconds, thus making them worthless, but not a detriment to the user/brewer.
Not good: Keeping them as is, making poison effects that are not only lore-breaking by allowing a toxin to somehow physically effect the poisoner, but also keep over half of the reagents useless as they have been for 2 years.
You guys have made several changes to preserve lore and immersion, please do so here.
They have said these poisons are not just toxins but, like potions created from the same or similar ingredients under the same skill, magical.
I can put a glyph on my bow or sword or staff that applies damage to enemy and buff/restore to me using m-a-g-i-c... so why not an oil made from magical processes?
I dont see the lore break... sorry.
Is this an immersion beard thing or were you also up in arms about t&ose dual enchants back in beta?
Enchantments are made from runes, which have completely different properties from alchemy reagents. At their core, enchantments are lesser versions of spells that can be applied to equipment. Spells that drain attributes are well established in TES lore. Also, the weapon with the glyph on it is still in your hands, and this is where the restores come from. The enchanted weapon is casting a spell when it hits, and you are the beneficiary of that spell.
Alchemy, on the other hand,consists of mundane concoctions made from mundane ingredients. Basically, it is chemistry. If potions and poisons were indeed magical, they would not grant any effects when used inside of a magic suppression field (sorc ult). Poisons in other TES games: Where are the drain poisons that benefit you as they sap your target? Just because the developers said something does not mean they understand their own lore properly. They slipped up here.
Also, calling names and trying to dismiss someone because they enjoy the lore is a bad choice. The developers historically side with preserving lore over preserving traditional MMO tropes if they have to make a choice.
I know this is a bit "off" the current discussion but:
How come wasps did not get a new reagent?
All the other insects got a new reagent: butterfly, fleshflies and torchbugs.
And I find fleshflies really hard to find, unlike wasps.
Just one more of those little inconsistencies that plague ESO.
staracino_ESO wrote: »http://en.uesp.net/wiki/Morrowind:Ingredients
http://en.uesp.net/wiki/Oblivion:Ingredients
http://en.uesp.net/wiki/Skyrim:Ingredients
You are welcome to peruse these lists and find me an alchemy reagent that can brew a poison that will take something from the target and give it to the user. (Note: When the Morrowind reagents say 'drain; they mean 'lower,' as can be seen here: http://en.uesp.net/wiki/Morrowind:Drain_Attribute .)
Fact is, alchemy reagents simply do not work this way. I have no clue why they suddenly changed them to function like this.
It's a completely different effect using the same name. Drain has never transferred anything to the caster in any of its previous incarnations; the established magical effect called "Drain" temporarily lowers the target's relevant attribute, which is automatically restored at the end of the effect or when dispelled. That "Drain" effect can be applied to a poison. Comparatively, the established magical effect called "Absorb" (which is what ESO's Drain poisons are doing) transfers the target's attribute to the caster. The "Absorb" effect cannot be applied to a poison.