Suggestion: Eliminate Proc Chances on Poisons

YandereGirlfriend
YandereGirlfriend
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Since this seems to be the direction that skills and sets are headed in, why not also conform another annoying vestige of the dice-roll system?

As it stands now, using Poisons diverges in function from Enchantments, which are automatically applied when the cooldown is up, and privileges certain types of spammable skills over others (e.g. Flurry over Wrecking Blow over class spammables) in an arbitrary way.

If we instead change Poisons to automatically proc off of any "valid hit" (e.g. any Light/Heavy attack or Weapon Ability) it would put all spammables options on a level playing field (which would implicitly buff class spammables, a known design goal) while eliminating CPU cycles spent wastefully performing RNG checks.

Bottom line is that there is very little (if any) downside to doing this and quite a bit to be gained.
  • notyuu
    notyuu
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    while doing this would reduce server load if it was done, it would also raise the question as to why would you ever bother with enchantments on stam weapons if you can get a gantureeded dot on every hit?
  • MashmalloMan
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    Agreed, well put, signed.

    Cooldown handles the downtime, the proc chance is pretty generous when stacked with multi hit spammables, but downright annoying when used with anything else.

    Honestly, my guess is they just missed this one. It seems like a no brainer. I'd take a CD increase to 11/12s, even though the number is ugly if it meant no more proc chance.
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  • YandereGirlfriend
    YandereGirlfriend
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    I'd like to send out the Bat-Signal to @ZOS_GinaBruno to see if this is something that the devs have considered doing.
  • Taleof2Cities
    Taleof2Cities
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    Though I support your idea, @YandereGirlfriend, this really should be in Combat & Character Mechanics.

    PTS is about testing, evaluation, and feedback on actual changes initiated by ZOS ... not player ideas that may or may not make it into a future patch.
  • Mayrael
    Mayrael
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    Though I support your idea, @YandereGirlfriend, this really should be in Combat & Character Mechanics.

    PTS is about testing, evaluation, and feedback on actual changes initiated by ZOS ... not player ideas that may or may not make it into a future patch.

    ...and I think if this is related to changes introduced in PTS, for consistency purposes its worth to post it here, because it is bound to what we have on PTS.

    And yup, I support the idea.
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  • Cinbri
    Cinbri
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    Right now proc chance on poison is huge advantage of stamina spec because majority of their attacks trigger proc chance or trigger passively by pbaoes. So change to 100%proc chance wont be overbuff for stam but will be great for mana builds.
    But then again poison dont scale with max statz and pen and this benefit stam even further.
  • YandereGirlfriend
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    Wondering if there's been any consideration of this idea.

    IMO, it would be a fantastic improvement upon the current system and open up poisons to more types of characters, which seems to be the direction that the Combat Team wants to take things.
  • Greasytengu
    Greasytengu
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    Could have it so poisons apply a very weak dot, but that dot can stack with itself, increasing in duration and magnitude. Effects like minor breach/cowardice/maim apply after a certain amount of stacks, or every 2nd stack.

    Either way, I would love for poisons to be viable in some capacity.
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  • renne
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    Could have it so poisons apply a very weak dot, but that dot can stack with itself, increasing in duration and magnitude. Effects like minor breach/cowardice/maim apply after a certain amount of stacks, or every 2nd stack.

    Either way, I would love for poisons to be viable in some capacity.

    Poisons are already viable, tho?
  • JoSePHRiNG
    JoSePHRiNG
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    I always wanted poisons to be useful because they offer things that enchantments can't or even some skill can't.

    1)immobilize and stuns.
    2)minor buffs that you can't get otherwise without another group member.
    3)combination of heal and damage etc.

    Cooldown removal could be useful or maybe duration increase of "Buff poisons".

    or non-shared cooldowns once I used poisons on both weapon bars (different poisons), but somehow
    I never make them work at the same time.

    Also, we can alter the "Potion Boost" and "Potion Speed" glyphs to also work for poisons too, numbers can be adjusted.
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  • Firstmep
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    Man if they removed the proc chance from poisons, moon hunter would instantly become an incredible set xD.
  • YandereGirlfriend
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    @JoSePHRiNG Completely agree. It seems like a strange oversight that those glyphs do not also impact poisons. Similarly, the Medicinal Use passive ought to affect poisons as well (or replace Snakeblood with a Medicinal Use analogue for poisons).
    Firstmep wrote: »
    Man if they removed the proc chance from poisons, moon hunter would instantly become an incredible set xD.

    I know, right! I'm already a big Moon Hunter fan but it's only really usable with Force Pulse, which is a shame.
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