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Official Feedback Thread for Poison-Making

  • Enodoc
    Enodoc
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    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/
    Awesome! Thanks for doing that! Now I don't need to bother ;)

    I see the exact same issue that we had before though; negative traits are useless, as the positive trait poisons have exactly the same effects plus buffs. Therefore I'm echoing the call scattered throughout this thread (and summed up very nicely in this one) to ditch "Drains" altogether.
    Edited by Enodoc on May 4, 2016 9:41PM
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  • Epona222
    Epona222
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    DMBCML wrote: »
    When killing for the new reagents, do mobs have to be at your level to get the drop? Or will lower level mobs work for this purpose? I killed giants and trolls in Gold Coast and Wrothgar, both of which dropped the oil. However, I went (v15) to The Rift and killed some giants there ( lvl 38) and no oil dropped.

    Since fleshflies, torchbugs and butterflies are lvl 1 mobs, killing lvl 1 spiders should give the same drops? I did get spider eggs from big spiders in Wrothgar.

    If you must be within the 5 level range to get the drops for the oil and spider eggs, then farming those items will be quite difficult compared to farming other items. I'm not sure a lot of people will want to do that and will instead prefer to buy the poisons already made. But, those are probably the same people who prefer to buy potions and food items.



    I tested this quite extensively, and it works like other mats in terms of drops from enemies much lower level than you (ie. you can still get mat drops, but where applicable the drops will match the level of the mob rather than your character). As an example, I had my old EP VR16 (now CP554 on PTS) go and kill some trolls around Trollslayer Gully in The Rift - I got level 40 oils (Terebinthine), suitable for making level 40 poisons.

    I also got beetle scuttle (or whatever it is called) from appropriate mob types way below my level - tested with the same old VR16 (CP554) EP character killing level 7 shalks in Senie (Stonefalls) - and scrib jelly from level 5 kwama. I tested this just now (within the last 10 minutes, whilst I was in the middle of writing out this post) - although I had to kill about 30 shalk to get 1 beetle scuttle drop, I did get one - I am unsure though whether the low drop rate is due to the low level of the mobs compared to me, or due to changes in the general drop rate of poison ingredients from mobs as of Monday's patch - but I can confirm that it is possible to get poison mat drops from mobs in the starting zone even if your character is maxed - so no need to worry about the possibility of having outleveled available mobs for the poison mat you need.

    Also an additional bit of info - although you didn't ask about this yourself, it was something I spent some time wondering about and so did a bit of a wander around and tested it out - Nightshade spawns in one of the normal plant nodes and is available in all zones (until I tested it I wasn't sure whether it was only available in the gold coast) - I think it spawns in the most common type of plant node, but seems to be with a lower chance than blessed thistle/bugloss/ladies smock - maybe even a lower spawn rate than columbine, so even though it can be found in any zone, the chance of it spawning at any particular node would appear to be lower than existing plant types (tested in a number of zones of different levels compared to my character).

    In summary (TLDR): you should have no problem finding all poison making mats anywhere in the world, regardless of your level, although in general the drop rate is fairly low.
    Edited by Epona222 on May 5, 2016 2:34AM
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  • Enodoc
    Enodoc
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    The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.

    I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:

    Increase Armor
    Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.

    Increase Spell Power
    Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.

    Increase Spell Resist
    Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.

    Increase Weapon Power
    Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.

    Protection
    Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.

    Restore Health
    Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.

    Restore Magicka
    Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.

    Restore Stamina
    Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.

    Speed
    Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.

    Spell Crit
    Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.

    Sustained Restore Health
    Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.

    Unstoppable
    Renders your target immune to control effects for 4 seconds, 10 second cooldown.

    Vitality
    Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.

    Weapon Crit
    Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.


    These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.

    Edited by Enodoc on May 5, 2016 9:33AM
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  • BenevolentBowd
    BenevolentBowd
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    I tested this quite extensively, and it works like other mats in terms of drops from enemies much lower level than you (ie. you can still get mat drops, but where applicable the drops will match the level of the mob rather than your character). As an example, I had my old EP VR16 (now CP554 on PTS) go and kill some trolls around Trollslayer Gully in The Rift - I got level 40 oils (Terebinthine), suitable for making level 40 poisons.

    Good to know, I was wondering about this.
    I also got beetle scuttle (or whatever it is called) from appropriate mob types way below my level - tested with the same old VR16 (CP554) EP character killing level 7 shalks in Senie (Stonefalls) - and scrib jelly from level 5 kwama. I tested this just now (within the last 10 minutes, whilst I was in the middle of writing out this post) - although I had to kill about 30 shalk to get 1 beetle scuttle drop, I did get one - I am unsure though whether the low drop rate is due to the low level of the mobs compared to me, or due to changes in the general drop rate of poison ingredients from mobs as of Monday's patch - but I can confirm that it is possible to get poison mat drops from mobs in the starting zone even if your character is maxed - so no need to worry about the possibility of having outleveled available mobs for the poison mat you need.

    Two quick comments. 1) The little passive mobs will drop the items too (little spiders, scribs, etc.). 2) Prior to 2.4.1, the critters in the kwarma WB cave in Stonefalls had decent drop rates and Thunderbugs seemed to have much better drop rates then the shalks in Stonefalls. Maybe critter type?

    Thanks all for their comments and efforts to research this new crafting line.


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  • grumlins
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    olsborg wrote: »
    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.

    Grinding for money to buy reagents? Really? I'm as casual as they come and trust me, I don't buy my reagents I go out and gather them, there are plenty of places to do this at where there are plenty of reagents to gather from. The items list above shows creatures that are in abundance in multiple zones and in many zones that don't scale are easily farmed. I can't imagine anyone needing to buy these reagents to build these things.
  • grumlins
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    The only thing I can see as a problem with these is this. 12 charges per poison is a bit low imo because even the most trivial of combat in PVE requires multiple short attacks. Take for example skills like Grim Focus.

    So even for non-pvp builds this isn't going to work well I don't think and not for the common reasons because I am not one to worry about gathering mats I go and get the ones I need to make things I want but this is going to be a bit overkill for what you use these for. You'll be spending all of your time re-applying poisons. That doesn't seem like it fits with your goal of making things easier for people especially with the changes to the vampire for dungeoneering.
  • BenevolentBowd
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    Enodoc wrote: »
    The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.

    I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:

    Increase Armor
    Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.

    Increase Spell Power
    Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.

    Increase Spell Resist
    Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.

    Increase Weapon Power
    Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.

    Protection
    Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.

    Restore Health
    Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.

    Restore Magicka
    Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.

    Restore Stamina
    Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.

    Speed
    Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.

    Spell Crit
    Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.

    Sustained Restore Health
    Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.

    Unstoppable
    Renders your target immune to control effects for 4 seconds, 10 second cooldown.

    Vitality
    Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.

    Weapon Crit
    Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.


    These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.

    I'm against these changes (aka I don't want to update the traits list again)... :smiley:
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  • Enodoc
    Enodoc
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    Enodoc wrote: »
    The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.

    I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:

    Increase Armor
    Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.

    Increase Spell Power
    Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.

    Increase Spell Resist
    Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.

    Increase Weapon Power
    Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.

    Protection
    Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.

    Restore Health
    Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.

    Restore Magicka
    Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.

    Restore Stamina
    Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.

    Speed
    Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.

    Spell Crit
    Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.

    Sustained Restore Health
    Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.

    Unstoppable
    Renders your target immune to control effects for 4 seconds, 10 second cooldown.

    Vitality
    Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.

    Weapon Crit
    Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.


    These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.
    I'm against these changes (aka I don't want to update the traits list again)... :smiley:
    Careful - I'm pretty sure you're joking, but ZOS may think you're serious. :stuck_out_tongue_winking_eye: Do you really think that removing the "drain" system from positive trait poisons and making them instead do what you would actually expect them to do is a bad idea?
    Edited by Enodoc on May 6, 2016 12:21AM
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  • ContraTempo
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    How about making the alchemist Snakeblood skill reduce the duration of negative effects of incoming poisons as well as potions? As it is now this is one of the most useless skills in the game.
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  • Sharee
    Sharee
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    grumlins wrote: »
    The only thing I can see as a problem with these is this. 12 charges per poison is a bit low imo because even the most trivial of combat in PVE requires multiple short attacks. Take for example skills like Grim Focus.

    So even for non-pvp builds this isn't going to work well I don't think and not for the common reasons because I am not one to worry about gathering mats I go and get the ones I need to make things I want but this is going to be a bit overkill for what you use these for. You'll be spending all of your time re-applying poisons. That doesn't seem like it fits with your goal of making things easier for people especially with the changes to the vampire for dungeoneering.

    It's 16 charges per poison actually (or rather, 16 poison doses created per one crafting).

    With the new poison cooldown of 10 seconds, the rate at which they are consumed shouldn't be too bad. It actually comes close to the rate at which potions are consumed, assuming you use them as soon as they come off cooldown: poisons get consumed ~4x faster (10s CD) than potions (45s CD), but also are crafted in 4x quantities (16 vs 4).

    As for reapplying, a stack of 100 poisons will last you for almost 17 minutes of constant fighting. Also, remember that you do not necessarily need to have poisons on both bars - the normal weapon procs got a hefty upgrade, so it makes sense to put the poison on the offbar while leaving the main bar un-poisoned and only switch to poisons when it makes sense (keeping a NB from cloaking, for example).
  • Burning_Talons
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    @Woeler balance your game!!! ( ͡° ͜ʖ ͡°)
  • NBrookus
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    Sharee wrote: »
    As for reapplying, a stack of 100 poisons will last you for almost 17 minutes of constant fighting.

    Ouch. Put that way, poisons are going to be pretty expensive.
  • Woeler
    Woeler
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    @Woeler balance your game!!! ( ͡° ͜ʖ ͡°)

    *sigh*

    Do I have a green name?
  • Denidil
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    IF 'buff poisons' are kept they should be significantly weaker than pure poisons. Hopefully that happens today in 2.4.2
  • Ajax_22
    Ajax_22
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    KNOWN ISSUES

    Crafting & Economy
    Poison-Making
    • Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.

    Umm what??

    @ZOS_GinaBruno Please tell me that those numbers got mixed up.
  • Glory
    Glory
    Class Representative
    Ajax_22 wrote: »
    KNOWN ISSUES

    Crafting & Economy
    Poison-Making
    • Ravage Stamina and Ravage Magicka poisons are only increasing costs by 30%, instead of the intended 60% cost increase.

    Umm what??

    @ZOS_GinaBruno Please tell me that those numbers got mixed up.

    I already think that poisons are extremely unbalanced in PvP. If it is truly supposed to be 60% then I cannot fathom who thought this was a balanced and good decision.
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  • olsborg
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    Holy ***, poisons are completely OP.

    PC EU
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  • potirondb16_ESO
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    Poison should be out of pvp ! no way this should make an appearance, I mean except for those 50khp build most player are melting Inside pvp at this time so there's no reason to put even more pressure on defense.
  • staracino_ESO
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    A new incremental, and the way the plant traits translate into poison effects has still not been addressed... so it's repost time!

    Having the same reagents, that already give us the best potions also give us the best poisons, does nothing to make the widely unused reagents more viable.

    Ultimately, I would prefer that the 'drains' be removed, since they make zero sense, but if they must stay, at the very least invert every poison effect from its potion effect. This way the "Ravage Health" poison would be the drain, and the "Restore Health" poison would only do damage. That would be a terrible band-aid fix, but at least it would be better than what we have currently.

    Alternatively, why not have poisons with "restore health" effect restore health? One of the challenges of potion-making is avoiding the negative effects, so why do poisons have NO undesirable effects? Currently, the simple poisons that do not drain are the undesirable effects, which is a red flag that the system is over-performing. I know this could open the door for potential cross-faction griefing, but that would be difficult to pull off, and much more preferable to a ridiculously over-tuned drain poison system.

    It is very important that this system launches in a good state; so please consider all of this feedback before finalizing the poison system.
  • BenevolentBowd
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    Careful - I'm pretty sure you're joking, but ZOS may think you're serious. :stuck_out_tongue_winking_eye: Do you really think that removing the "drain" system from positive trait poisons and making them instead do what you would actually expect them to do is a bad idea?

    I was joking. It seems odd that poison would offer a benefit. IRL, "crafting" often results in byproducts (usually negative) but that is not how the system works here where multiple different outputs are not produced in a crafting cycle.
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  • BenevolentBowd
    BenevolentBowd
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    My poison guide has been updated for 2.4.2

    http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/

    This update was done using a lvl 49 template character with no champion points allocated.
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  • Septimus_Magna
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    I dont know where these changes are coming from and why there even is a PTS at this point.

    Nearly everyone says poisons are too strong in pvp and they get buffed by 100%.

    For example, if you get hit with the increase stamina cost poison rapids or caltrops will cost something like 8.2k stamina to cast (calculated with 28% stam cost reduction). This is so ridiculious..
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  • Enodoc
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    My poison guide has been updated for 2.4.2

    http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/

    This update was done using a lvl 49 template character with no champion points allocated.
    At least those poisons created from positive traits have a shorter duration than the negative ones now. But the whole drain thing is still a bad idea. Positive traits on poisons should be completely undesirable.

    Per my post above:
    Enodoc wrote: »
    The general purpose of a potion is to apply a beneficial effect to you. The general purpose of a poison is to apply a detrimental effect to your target. "Bad" potions, made of negative traits, apply a detrimental effect to you, so poisons made of positive traits should also be "bad", and based on how poisons work, a bad thing would be to apply a beneficial effect to your target.

    I was having a look through the list by BenevolentBowd (http://benevolentbowd.ca/esotu/esotu-poison-making-for-the-savvy-assassin/) and comparing with my lists above of negative potion effects. Here is a list of what poisons made from positive traits should look like:

    Increase Armor
    Applies Minor Resolve to your target, increasing their Armor by 990 for 4 seconds, 10 second cooldown.

    Increase Spell Power
    Applies Minor Sorcery to your target, increasing their Spell Power by 5% for 4 seconds, 10 second cooldown.

    Increase Spell Resist
    Applies Minor Ward to your target, increasing their Spell Resistance by 990 for 4 seconds, 10 second cooldown.

    Increase Weapon Power
    Applies Minor Brutality to your target, increasing their Weapon Power by 5% for 4 seconds, 10 second cooldown.

    Protection
    Applies Minor Protection to your target, reducing their damage taken by 8% for 4 seconds, 10 second cooldown.

    Restore Health
    Restores 1266 Health to your target per second for 4 seconds, 10 second cooldown.

    Restore Magicka
    Applies Minor Intellect to your target, increasing their Magicka Recovery by 10% for 4 seconds, 10 second cooldown.

    Restore Stamina
    Applies Minor Endurance to your target, increasing their Health Recovery by 10% for 4 seconds, 10 second cooldown.

    Speed
    Applies Minor Expedition to your target, increasing their Movement Speed by 10% for 4 seconds, 10 second cooldown.

    Spell Crit
    Applies Minor Prophecy to your target, increasing their Spell Critical by 657 for 4 seconds, 10 second cooldown.

    Sustained Restore Health
    Restores 822 Health per second to your target for 6.7 seconds, 10 second cooldown.

    Unstoppable
    Renders your target immune to control effects for 4 seconds, 10 second cooldown.

    Vitality
    Applies Minor Vitality to your target, increasing their healing taken by 8% for 4 seconds, 10 second cooldown.

    Weapon Crit
    Applies Minor Savagery to your target, increasing their Weapon Critical by 657 for 4 seconds, 10 second cooldown.


    These would then all do what you would expect them to do; the opposite of their respective negative traits, which are all unfavourable effects, just as negative potions are unfavourable. All the effects are minor, and the duration is short, so that should reduce any issues that may arise when buffing your enemy (which is essentially what you're doing). The duration itself is exactly 2/3 of the comparative "short" or "long" duration of a useful poison. The cooldown is kept at 10 seconds so that all poisons have a standard cooldown period.
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  • exiledtyrant
    exiledtyrant
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    So after unlocking all the poisons again I think the current dilution numbers are a bit to high.
    • Restore health poison appear to not be able to go beyond .5 seconds no matter how I mix it.
    • Health drain and ravage health poison are still slightly competitive with the new weapon enchants however the gap feels much smaller with the new 6-7 duration on a pure poison.
    • Vulnerability and Protection buffs may as well not exist. There seems to be no combo that gets them past their 1.6-4 seconds buff window. They do terrible alone or combined now and can not compete with a weapon/spell damage weapon glyph

    Decrease in duration itself is reasonable. The actual values at the moment change nothing for some buffs and make others pretty useless. There has to be a way to get strong effects to last around 5 seconds and weak effects to last around 10 seconds reliably. Right now mixing the same effect three times may get me a 10 second duration or an out of place 5,6,7 second duration. Strong effects get so low it's a wonder why they are even there. Things like 2 seconds of vulnerability and protection isn't worthwhile.

    There needs to be a way to get 5 second up time on strong effects consistently like unstoppable and vulnerability and 10 second up time on less impactful effects like poison damage over time and minor brutality. Right now the numbers feel all over the place.
    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • Sharee
    Sharee
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    NBrookus wrote: »
    Sharee wrote: »
    As for reapplying, a stack of 100 poisons will last you for almost 17 minutes of constant fighting.

    Ouch. Put that way, poisons are going to be pretty expensive.

    About the same as potions really, assuming you use potions on CD while fighting. Poisons get consumed about 4 times faster than potions, but also get crafted in 4x the quantity (for the same price as 1x quantity of potions)
  • LMar
    LMar
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    I am not quite sure how dropped oils scale, if i missed that somewhere. But are they scaling to your level or your alchemy passive or to the zone? If they are scaling to zone can we have the scaled zones, eg DLCs, to drop the oils based on your level AND your alchemy passive, like the regular nodes? And the various levelled zoness to drop oils based on that zone's level? That way we know where to go to get oils for various levels and have a chance for higher level oils in the DLC zones if we have not upgraded our alchemy passives.
    "If a stick of fish is a fish stick, it will stick like other fish sticks stick"
    "Taller races now sit in chairs correctly"
  • RoamingRiverElk
    RoamingRiverElk
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    Drain magicka and drain stamina poisons are so outrageously OP I don't even know what to say. I mean, really. What is there to say when these changes were approved for PTS in the first place?

    The problem with Cyrodiil and zerging is that you are not able to do outnumbered fights unless you are exceptionally good at PvP, at this point. But what these poisons will do is they will absolutely rob the outnumbered party of any chance of fighting back because they for sure will be out of resources. The outnumbering side will have many more procs of their poisons, and that cost increase from the poison is just way, way too much. If you must have such cost increases, they should be 10%, not more at all. At all.

    If this change goes to live like this, despite wanting to play, there will be no enjoyment left for small group pvp.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Denidil
    Denidil
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    The pure negative effect potions appear much stronger than the drain potions now. in fact drain potions seem almost useless.

    tooltips for ravage stam still read 30% so i suspect the patch note is a typo and it was actually reducing it by 60% and they just fixed that.
  • Ajax_22
    Ajax_22
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    Denidil wrote: »
    The pure negative effect potions appear much stronger than the drain potions now. in fact drain potions seem almost useless.

    tooltips for ravage stam still read 30% so i suspect the patch note is a typo and it was actually reducing it by 60% and they just fixed that.

    If you read the patch notes it says it's a known issue that drain poisons are only half as effective as intended. They are currently only 30% when they should be 60%, and I don't know how you think anything is stronger then a 30 or 60% cost increase in PvP.
  • STEVIL
    STEVIL
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    I have not sern mention yet but for ongoing poison effects what means exist to clean them?
    Purifying?
    Cloaking?
    Potions?
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

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