Ghost-Shot wrote: »
As long as you can make better poisons yourself then there wouldn't be an issue. You can also buy food in the store.
The crown store poison deals nearly double the damage of the equivalent crafted poison as far as I have seen. Not sure if there is a stronger version you can craft but its not looking good atm...
They noted somewhere that poisons with multiple effects are behaving wrong and are way stronger then intended.
The food you can buy are not stronger then you can make. I think we should give ZOS the trust on this point that they won't make it p2w in the official release. Like they did not make food p2w
Ghost-Shot wrote: »Ghost-Shot wrote: »
As long as you can make better poisons yourself then there wouldn't be an issue. You can also buy food in the store.
The crown store poison deals nearly double the damage of the equivalent crafted poison as far as I have seen. Not sure if there is a stronger version you can craft but its not looking good atm...
They noted somewhere that poisons with multiple effects are behaving wrong and are way stronger then intended.
The food you can buy are not stronger then you can make. I think we should give ZOS the trust on this point that they won't make it p2w in the official release. Like they did not make food p2w
That doesn't address the issue, I'm talking the crafted version, one trait of damage health, deals half the damage as the poison you can buy, which is blatantly pay to win.
VaxtinTheWolf wrote: »I was using the generic potions you can loot from defeated enemies. I noticed it staggers my combat rhythm when a potion triggers.
Light attack > Ability Usage > Block Cancel > Repeat
When a potion triggers, I think it's canceling the use of my skill right after the light attack, and dropping its input command or not registering it.
Bel_Shezzar wrote: »Hey guys, wanted to chime in and say we definitely hear the balance concerns for Poison-Making- it’s a big part of why we called out in our known issues that these numbers are in no way final. We’re hearing you, and so here are some of the changes we’re making for the next PTS incremental patch and onward:
- Increasing poison cooldowns to 10 seconds.
- This gives us more comfortable balance points for poisons, both versus potential alpha strike scenarios and for stronger considerations for debilitating poison durations.
- Your stacks of poison will also last much longer.
- Poisons will also be more noticeably distinct from weapon enchantments, which largely deal in instant effects.
- Converting all “instant” poison effects into “over-time” poison effects.
- This gives us a very strong counter to potential alpha strike scenarios and also permits us to “trickle” positive feedback effects from drain poisons, such as the resource returns from Magicka/Stamina drain poisons.
- Converting all “drain” poisons to convey both a minor debuff and minor buff, not a major buff.
- A bit of a nice bonus – by doing this, there’s more value in alchemy in that your player abilities or potions will more easily stack with your potential self-buffing poisons.
- Clarified the tooltips on all “drain” poisons.
- They don’t actually remove buffs from players. They apply relevant debuffs to your target, and “splash” a relevant buff onto you when they trigger. We’ve clarified the wording to help message this more clearly.
- Updated the item names, for clarity’s sake.
- The pattern of differentiation between potions and poisons resulted in most poisons using the same names as potions (with different prefixes and suffixes) in 2.4.0, and despite icon differences and the different naming pattern there was still a lot of potential for confusion, especially in what a poison actually does.
- There were also some cases where reagents and oils weren’t always dropping as intended, and we fixed those too.
All of the above items are in place for next week's PTS incremental patch. There are some more changes and updates we’re planning for future PTS patches:
- Significant changes to poison effect durations and the logic we use to arrive on that.
- Effectively, we’ll be adjusting the maximum duration certain poisons can last. Poisons granting Unstoppable or Vulnerability for example are lasting significantly longer than intended.
- Core implementation of “dilution.”
- This addition will ensure that the more effects there are on a poison, the less time each of those effects will last. Certain very powerful effects may, when diluted, last only an eye blink.
- Adjustments to how the FX display.
- In some cases VFX are inadvertently firing continuously as long as the poison is active which is not intended.
As always, please continue experimenting with the system and providing feedback. We are listening to everything you all have to say about Poison-Making and are actively tuning the system.
Sounds pretty good. If this is coupled with increased potency and/or duration of the negative effect poisons, so they are significantly more useful than the positive effect poisons, then that would be great.Bel_Shezzar wrote: »Hey guys, wanted to chime in and say we definitely hear the balance concerns for Poison-Making- it’s a big part of why we called out in our known issues that these numbers are in no way final. We’re hearing you, and so here are some of the changes we’re making for the next PTS incremental patch and onward:
- Increasing poison cooldowns to 10 seconds.
- This gives us more comfortable balance points for poisons, both versus potential alpha strike scenarios and for stronger considerations for debilitating poison durations.
- Your stacks of poison will also last much longer.
- Poisons will also be more noticeably distinct from weapon enchantments, which largely deal in instant effects.
- Converting all “instant” poison effects into “over-time” poison effects.
- This gives us a very strong counter to potential alpha strike scenarios and also permits us to “trickle” positive feedback effects from drain poisons, such as the resource returns from Magicka/Stamina drain poisons.
- Converting all “drain” poisons to convey both a minor debuff and minor buff, not a major buff.
- A bit of a nice bonus – by doing this, there’s more value in alchemy in that your player abilities or potions will more easily stack with your potential self-buffing poisons.
- Clarified the tooltips on all “drain” poisons.
- They don’t actually remove buffs from players. They apply relevant debuffs to your target, and “splash” a relevant buff onto you when they trigger. We’ve clarified the wording to help message this more clearly.
- Updated the item names, for clarity’s sake.
- The pattern of differentiation between potions and poisons resulted in most poisons using the same names as potions (with different prefixes and suffixes) in 2.4.0, and despite icon differences and the different naming pattern there was still a lot of potential for confusion, especially in what a poison actually does.
- There were also some cases where reagents and oils weren’t always dropping as intended, and we fixed those too.
All of the above items are in place for next week's PTS incremental patch. There are some more changes and updates we’re planning for future PTS patches:
- Significant changes to poison effect durations and the logic we use to arrive on that.
- Effectively, we’ll be adjusting the maximum duration certain poisons can last. Poisons granting Unstoppable or Vulnerability for example are lasting significantly longer than intended.
- Core implementation of “dilution.”
- This addition will ensure that the more effects there are on a poison, the less time each of those effects will last. Certain very powerful effects may, when diluted, last only an eye blink.
- Adjustments to how the FX display.
- In some cases VFX are inadvertently firing continuously as long as the poison is active which is not intended.
As always, please continue experimenting with the system and providing feedback. We are listening to everything you all have to say about Poison-Making and are actively tuning the system.
Bel_Shezzar wrote: »Hey guys, wanted to chime in and say we definitely hear the balance concerns for Poison-Making- it’s a big part of why we called out in our known issues that these numbers are in no way final. We’re hearing you, and so here are some of the changes we’re making for the next PTS incremental patch and onward:
- Increasing poison cooldowns to 10 seconds.
- This gives us more comfortable balance points for poisons, both versus potential alpha strike scenarios and for stronger considerations for debilitating poison durations.
- Your stacks of poison will also last much longer.
- Poisons will also be more noticeably distinct from weapon enchantments, which largely deal in instant effects.
- Converting all “instant” poison effects into “over-time” poison effects.
- This gives us a very strong counter to potential alpha strike scenarios and also permits us to “trickle” positive feedback effects from drain poisons, such as the resource returns from Magicka/Stamina drain poisons.
- Converting all “drain” poisons to convey both a minor debuff and minor buff, not a major buff.
- A bit of a nice bonus – by doing this, there’s more value in alchemy in that your player abilities or potions will more easily stack with your potential self-buffing poisons.
- Clarified the tooltips on all “drain” poisons.
- They don’t actually remove buffs from players. They apply relevant debuffs to your target, and “splash” a relevant buff onto you when they trigger. We’ve clarified the wording to help message this more clearly.
- Updated the item names, for clarity’s sake.
- The pattern of differentiation between potions and poisons resulted in most poisons using the same names as potions (with different prefixes and suffixes) in 2.4.0, and despite icon differences and the different naming pattern there was still a lot of potential for confusion, especially in what a poison actually does.
- There were also some cases where reagents and oils weren’t always dropping as intended, and we fixed those too.
All of the above items are in place for next week's PTS incremental patch. There are some more changes and updates we’re planning for future PTS patches:
- Significant changes to poison effect durations and the logic we use to arrive on that.
- Effectively, we’ll be adjusting the maximum duration certain poisons can last. Poisons granting Unstoppable or Vulnerability for example are lasting significantly longer than intended.
- Core implementation of “dilution.”
- This addition will ensure that the more effects there are on a poison, the less time each of those effects will last. Certain very powerful effects may, when diluted, last only an eye blink.
- Adjustments to how the FX display.
- In some cases VFX are inadvertently firing continuously as long as the poison is active which is not intended.
As always, please continue experimenting with the system and providing feedback. We are listening to everything you all have to say about Poison-Making and are actively tuning the system.
ok why don't we hear more often from you? you actually make sense and communicate awesome with us. @ZOS_GinaBruno or @Woeler should do the same. you list every change in an understandable complete and reasond fasion. personaly i think this change will make poisons too weak to be a must have but we will see :-) can you tell us the reasoning behind the non existing stam sorc buffs or other hot topics? we need smb like you for communication
Bel_Shezzar wrote: »Hey guys, wanted to chime in and say we definitely hear the balance concerns for Poison-Making- it’s a big part of why we called out in our known issues that these numbers are in no way final. We’re hearing you, and so here are some of the changes we’re making for the next PTS incremental patch and onward:
- Increasing poison cooldowns to 10 seconds.
- This gives us more comfortable balance points for poisons, both versus potential alpha strike scenarios and for stronger considerations for debilitating poison durations.
- Your stacks of poison will also last much longer.
- Poisons will also be more noticeably distinct from weapon enchantments, which largely deal in instant effects.
- Converting all “instant” poison effects into “over-time” poison effects.
- This gives us a very strong counter to potential alpha strike scenarios and also permits us to “trickle” positive feedback effects from drain poisons, such as the resource returns from Magicka/Stamina drain poisons.
- Converting all “drain” poisons to convey both a minor debuff and minor buff, not a major buff.
- A bit of a nice bonus – by doing this, there’s more value in alchemy in that your player abilities or potions will more easily stack with your potential self-buffing poisons.
- Clarified the tooltips on all “drain” poisons.
- They don’t actually remove buffs from players. They apply relevant debuffs to your target, and “splash” a relevant buff onto you when they trigger. We’ve clarified the wording to help message this more clearly.
- Updated the item names, for clarity’s sake.
- The pattern of differentiation between potions and poisons resulted in most poisons using the same names as potions (with different prefixes and suffixes) in 2.4.0, and despite icon differences and the different naming pattern there was still a lot of potential for confusion, especially in what a poison actually does.
- There were also some cases where reagents and oils weren’t always dropping as intended, and we fixed those too.
All of the above items are in place for next week's PTS incremental patch. There are some more changes and updates we’re planning for future PTS patches:
- Significant changes to poison effect durations and the logic we use to arrive on that.
- Effectively, we’ll be adjusting the maximum duration certain poisons can last. Poisons granting Unstoppable or Vulnerability for example are lasting significantly longer than intended.
- Core implementation of “dilution.”
- This addition will ensure that the more effects there are on a poison, the less time each of those effects will last. Certain very powerful effects may, when diluted, last only an eye blink.
- Adjustments to how the FX display.
- In some cases VFX are inadvertently firing continuously as long as the poison is active which is not intended.
As always, please continue experimenting with the system and providing feedback. We are listening to everything you all have to say about Poison-Making and are actively tuning the system.
Oh FFS. So many people in here down understand the definition of P2W
If it isn't better than what you can craft for free its not P2W. Period. end of Story. GTFO.