Poisons are too powerful. You made them too strong. Weapon enchants pale in comparison to some of the stronger poisons. Also, to now be competitive in pvp you will pretty much need to have poison on your weapon, and that means more grind more money to spend on reagents etc, this is too much for casuals to keep up with.
Compare a poison user vs a player who dont use poisons and the poor pennyless pure pvper will have bad odds. This isnt really a path I can agree with. Poisons is exciting, yes, but in the current state on pts they are far too powerful.
Gilliamtherogue wrote: »
Can you provide some mathematical information to back this claim up? At first glance poisons do seem a bit overpowered but when you delve into the actuality of it, they're actually heavily outshined by most enchant combinations.
Enchants have received a MASSIVE boost, some being double or even more than what they are on live. Weapon damage increasing/decreasing enchants have been doubled (348) and now give Spell damage as well, all damage dealing enchants have been increased by an absurd amount (my poison enchant on live is 922, on PTS it is 3022). The Crusher enchant of 967(or something close) reduction is now 1622 and give armor AND spell reduction.
Gilliamtherogue wrote: »
Can you provide some mathematical information to back this claim up? At first glance poisons do seem a bit overpowered but when you delve into the actuality of it, they're actually heavily outshined by most enchant combinations.
Enchants have received a MASSIVE boost, some being double or even more than what they are on live. Weapon damage increasing/decreasing enchants have been doubled (348) and now give Spell damage as well, all damage dealing enchants have been increased by an absurd amount (my poison enchant on live is 922, on PTS it is 3022). The Crusher enchant of 967(or something close) reduction is now 1622 and give armor AND spell reduction.
If you think a 348 weap dmg proc (up maybe 5 out of 8-10 seconds) or a 3k dd proc (mitigated by battle spirit) can in any way at all compare to a poison that lets your target take 8% more dmg and gives you 8% more mitigation, you fail at math.
@Gilliamtherogue It's Minor Vulnerability right? Where else can you get that?
Crafting & Economy
Poison-Making
Poison effects are intended to become weaker (diluted) as the number of effects on the potion increases. This behavior is not yet working as intended, so potions with multiple effects are currently much stronger than they should be.
The drain effect on certain poison types is not currently applied correctly.
Certain new reagent and solvents currently drop from monsters and critters more often than intended.
Poison effects currently have no icon in your Active Effects panel.
Poisons currently scale their effects with the level of your equipped weapon, instead of correctly scaling with the poison itself.
Poison tooltips often have inaccurate damage and healing values.
Several poisons currently have names that do not match their effect.
For example, a poison that immobilizes your target may be called a Stun poison.
Gilliamtherogue wrote: »@Gilliamtherogue It's Minor Vulnerability right? Where else can you get that?
Infalliable Aether now carries it as a 3 piece bonus. It works for anyone attacking the target meaning only one player needs to run it for a group to benefit, akin to poisons.
GreenSoup2HoT wrote: »Gilliamtherogue wrote: »@Gilliamtherogue It's Minor Vulnerability right? Where else can you get that?
Infalliable Aether now carries it as a 3 piece bonus. It works for anyone attacking the target meaning only one player needs to run it for a group to benefit, akin to poisons.
Note that each set has the wrong armour type (medium / light ) which is a bug. I just found the image in another pts thread.
Minor Slayer is not the same as Minor Vulnerability. Minor Vulnerability has never been in game before. Minor Protection is possible with Dark Cloak from Nightblades.
Minor Vulnerability also adds 8% to your tooltip after resist/cp/etc calculations occur. It's last in the formula. I think you already new that though.
Poisons are gonna be very powerful but like the post ive already stated above this one, they are over tuned.
8% is 8%. Regardless of your CP/resists etc, it will remove 8% of the dmg you would have taken normally.
So yes the more mitigation you have, the numerical value will be less. But that works the same for the offence you get from the weapon dmg enchant. The more mitigation the target has, the less numerical value you gain from it.
Gilliamtherogue wrote: »GreenSoup2HoT wrote: »Gilliamtherogue wrote: »@Gilliamtherogue It's Minor Vulnerability right? Where else can you get that?
Infalliable Aether now carries it as a 3 piece bonus. It works for anyone attacking the target meaning only one player needs to run it for a group to benefit, akin to poisons.
Note that each set has the wrong armour type (medium / light ) which is a bug. I just found the image in another pts thread.
Minor Slayer is not the same as Minor Vulnerability. Minor Vulnerability has never been in game before. Minor Protection is possible with Dark Cloak from Nightblades.
Minor Vulnerability also adds 8% to your tooltip after resist/cp/etc calculations occur. It's last in the formula. I think you already new that though.
Poisons are gonna be very powerful but like the post ive already stated above this one, they are over tuned.
Minor misspeak on my part, it's the 5 piece bonus. Also Infalliable Aether and Vicious Ophidian are swapped on PTS, a known bug.
The 8% is affected by a few sources of damage reduction, if you test it out on live you'll notice your attacks deal slightly less than 8%, the tooltip is assuming true damage but only critters take true damage. Minor Protection is available from many sources in game, Circle of Preservation being the most well known.
I agree though, I never said poisons will be weak. They just aren't as overpowered as people think. Another thing people are overlooking is the fact that poisons on PTS are bugged. The more status ailments/bonuses they get, the weaker each of them becomes. On live, this is NOT happening. Let's say you have a poison that puts Minor Vulnerability on a target, and gives you Minor Protection. The reduction is supposed to apply the gains you receive, so if you stack more than Minor Vulnerability, each source will take a slight loss in efficiency.
This is great new's! 16 poisons is defiantly better then 4 poisons.1. With Medicinal Use you make 16 poisons at once or 4 potions, this passive needs a tooltip update to reflect how it effects poisons.
Just a question. Is there any increase to proc chance when using a poison from stealth? Stealth with a Heavy attack? I understand why poisons should have a lower proc rate (most likely to prevent players from burning through charges) but it would be nice if there was some ways to guarantee a proc similar to enchants.2. Poisons have a chance to proc so you will not apply/use a poison on every light attack. There seems to be an animation on the user when the poison procs for the ones I have been testing.
Gilliamtherogue wrote: »
Can you provide some mathematical information to back this claim up? At first glance poisons do seem a bit overpowered but when you delve into the actuality of it, they're actually heavily outshined by most enchant combinations.
Enchants have received a MASSIVE boost, some being double or even more than what they are on live. Weapon damage increasing/decreasing enchants have been doubled (348) and now give Spell damage as well, all damage dealing enchants have been increased by an absurd amount (my poison enchant on live is 922, on PTS it is 3022). The Crusher enchant of 967(or something close) reduction is now 1622 and give armor AND spell reduction.
If you think a 348 weap dmg proc (up maybe 5 out of 8-10 seconds) or a 3k dd proc (mitigated by battle spirit) can in any way at all compare to a poison that lets your target take 8% more dmg and gives you 8% more mitigation, you fail at math.
exiledtyrant wrote: »The stealth detection poisons may be a bit overkill. With all the new ways to reveal stealth I'm not sure a 10 second duration stealth reveal that also increase cloak cost by 30% is fair.
@Gilliamtherogue have you done any testing of the ravage health poisons on players with shields?
Poisons are too powerful. You made them too strong. Weapon enchants pale in comparison to some of the stronger poisons. Also, to now be competitive in pvp you will pretty much need to have poison on your weapon, and that means more grind more money to spend on reagents etc, this is too much for casuals to keep up with.
Compare a poison user vs a player who dont use poisons and the poor pennyless pure pvper will have bad odds. This isnt really a path I can agree with. Poisons is exciting, yes, but in the current state on pts they are far too powerful.
Poisons are too powerful. You made them too strong. Weapon enchants pale in comparison to some of the stronger poisons. Also, to now be competitive in pvp you will pretty much need to have poison on your weapon, and that means more grind more money to spend on reagents etc, this is too much for casuals to keep up with.
Compare a poison user vs a player who dont use poisons and the poor pennyless pure pvper will have bad odds. This isnt really a path I can agree with. Poisons is exciting, yes, but in the current state on pts they are far too powerful.
I can resonate with this post with regards to the average pvp player (which forms the majority) and the recent changes brought by ZOS to balance the game by removal of vet, capping cp points etc..What we don't want is having people with more consumables or more gold available to them and that being the difference in winning a fight (remember the whole skill argument?), next thing people will want a no poison campaign
Just asking for developers to have some consideration for PVP and for others in PTS to see if it can be too one sided for those organised groups who min max with poison pots.
Regards.
I was able to find some alkahest and made one poison. Also found some beetle scuttle. The equipping them could use a hot key, some poisons I saw on vendors would be nice for one or two attacks but then I would want to use my normal weapon enchantment. Going back into the inventory to change them out or turn them off is cumbersome.
Maybe add a poison belt slots or something where you can hot key 4 or so poisons. So when you press the button it equips on the weapons you are using then if you press it again it turns the poison application off.