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Official Feedback Thread for Poison-Making

  • Rakkul
    Rakkul
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    Devs: for the love of all things holy rethink this poison path you are forcing the game down.

    Forcing? Of course you are with the degree of effects. It will only take a couple of players to see these effects, then there will be a mass rush to be the next poison dispenser in pvp.

    Then forget about individual class skills, forget about skilled game play, just go around spamming poisons onto every target in range - while they do exactly the same thing to every target in their range - and so on.

    This is simply not the way to progress a mature mmo, with wild swings to the game play environment, followed by even wilder ones.

    You have in your hands a fantastic environment, The Elder Scrolls, built through sequences of editions. They contained lore, excitement, role play and above all interest variety.

    All you are doing here is back benching these ideals in favour of a single alchemy path to resource reduction. How poor is this? Where is the variety,? Where is the imagination? Where is the class creativity? Where is the differentiation?

    I urge you to stop now, take a step back and think how you can make this DLC so much better.
    Lose this everyone does the same mentality - this is not a single player game, it is an mmo with hoped for significant differences in 'best' skills for each class. This ideal format is so far removed from the me too poisons dispenser road you are driving down.

    Ok, this is your game. But you have been given responsibility for a game legacy - The Elder Scrolls - and you are in real danger of turning this legacy into one which history will sadly shake it's head at.

    Nothing in development is too late to change, even if that puts a schedule back. I urge you to stop, and think how you could do things so much better.
    Move away from this everyone doing the same alchemy spam, and produce truly creative and, most importantly, distinctive and effective individual class features.

    Otherwise this focus on poison may turn out unwittingly to be an entirely accurate description of this DLC:- Poison - but not in the way you intended.
  • Lava_Croft
    Lava_Croft
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    code65536 wrote: »
    These poisons with positive effects to the user with still a substantial amount of negative effect to the target makes little sense and just makes the alchemy market even more lopsided than it already is.

    (More detailed post here.)
    The worst part is how it uses the same Reagants as potions. As many pointed out already, we'll still be left with a ton of useless reagants.
  • ckbud
    ckbud
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    Can we please get a new quickslot wheel dedicated for poisons so that it is easy/quick to change between different poisons, and turn poisons off and on and not waste them? It requires valuable time in PVP to change or disable/enable a desired poison.

    When in PVP, it would be helpful to be able to quickly equip a specific poison when encountering an enemy by using a quickslot wheel, in the same way that you can equip a potion using the existing quickslot wheel. A dedicated quickslot wheel for poisons would be great. It could be used to equip a poison for your equipped weapon.

    How about it @ZOS_GinaBruno ?
  • STEVIL
    STEVIL
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    Poisons proc only 20% of the time.
    Poisons have a limited duration and that gets way shorter once you start mixing multiple effects.
    Poisons shut down enchantments (which are 3-4 times as powerful now.)
    Poisons have 10 sec cooldown while ench have 4 sec (and enchants can be reduced to half or lower that iirc.)

    So, yes you can hit the enemy with 60% cost increase for several seconds if you want both... then wait thru cooldown... and go for a wear down approach or you can hit them with enchants boosting damage more often and go for more ongoing whammy.

    The big impact poisons make that i see are that they allow "counters" to mini-max high precision meta builds which can suddenly have buffs removed and costs no longer balanced.

    It really seems like they will add an air of uncertainty and make many different builds vulnerable to well played counters.

    Also, it makes sustain more important again.

    its also another slight divide between PVP and PVE bc the resource hits wont affect monsters and npcs so PVE players wont be slotting the resource 60% poisons at all it seems.

    I like the overall effect and am looking forward to it.

    With the ingredients available all across tamriel, they will become as ubiquitous as potions and enchants pretty quickly.

    Cant wait.
    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."

  • STEVIL
    STEVIL
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    ckbud wrote: »
    Can we please get a new quickslot wheel dedicated for poisons so that it is easy/quick to change between different poisons, and turn poisons off and on and not waste them? It requires valuable time in PVP to change or disable/enable a desired poison.

    When in PVP, it would be helpful to be able to quickly equip a specific poison when encountering an enemy by using a quickslot wheel, in the same way that you can equip a potion using the existing quickslot wheel. A dedicated quickslot wheel for poisons would be great. It could be used to equip a poison for your equipped weapon.

    How about it @ZOS_GinaBruno ?

    I doubt you will get any quick-change for poisons. Their key element is DECISIONS - which do you slot to use etc. So rapid decision changes in combat for equip poisons isn't likely in the cards. Slots what you think will be best for this enemy and then see if you are right. Got it right - good edge. Got it wrong - uh oh.

    makes "scouting" an enemy more beneficial.
    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."

  • Dubhliam
    Dubhliam
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    Lynx7386 wrote: »
    how many charges do poisons have?

    Each application consumes one poison.

    However, you produce 4x more poisons than potions with one craft.
    >>>Detailed Justice System Concept thread<<<
  • Jar_Ek
    Jar_Ek
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    Can we get a poison purge potion please.
  • Dubhliam
    Dubhliam
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    Jar_Ek wrote: »
    Can we get a poison purge potion please.

    All poisons are purgable.
    >>>Detailed Justice System Concept thread<<<
  • RoamingRiverElk
    RoamingRiverElk
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    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...
    Edited by RoamingRiverElk on May 22, 2016 12:35PM
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Helluin
    Helluin
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    Argonian Resistance and Resist Affliction (Bosmer) and/or Snakeblood could reduce the effects of poisons as written already.
    Is there any answer on this matter?
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • SwaminoNowlino
    SwaminoNowlino
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    Does the stamina cost increase poison increase the cost of dodgeroll or cc break? The tooltip reads abilities, but I'm not sure. If it impacts dodge and cc break, then these poisons are even more of an issue. One of the things people keep saying is they are happy because of the dilution. But if it impacts dodgeroll and cc break, why would you run anything but an increase stam poison for the full duration? A dodgeroll and cc break and your opponent will be out of Stam.
    Xbox NA : CP 160 StamPlar, MagNB, MagSorc, StamSorc, StamDK, StamNB, Level 10 MagDK & MagPlar, StamWarden, MagWarden

    "We want firing off Dark Exchange in the middle of combat to feel awesome." - The Balance Lord Wrobel
    - And now it sure does, better learn how to bash folks!

    I get by with a little help from logic.
  • Jar_Ek
    Jar_Ek
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    @Dubhliam No I meant a potion that specifically purges poison effects, like an antidote. the potion would do nothing else, just that.
  • Dubhliam
    Dubhliam
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    Jar_Ek wrote: »
    @Dubhliam No I meant a potion that specifically purges poison effects, like an antidote. the potion would do nothing else, just that.

    Why? Potions have a 45 sec cooldown. Whereas poisons have 10 sec cooldowns. Skills like Purge have no CD.
    >>>Detailed Justice System Concept thread<<<
  • STEVIL
    STEVIL
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    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.
    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."

  • leepalmer95
    leepalmer95
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    STEVIL 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.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Ajax_22
    Ajax_22
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    So for everyone that is talking about Purge like it's this great poison counter. What the hell am I supposed to do on a Stam Sorc?
    Edited by Ajax_22 on May 22, 2016 10:01PM
  • arkansas_ESO
    arkansas_ESO
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    Just another consumable to keep up with in PVE, and a major detriment to PVP (makes 1vXing significantly harder, when it's already difficult to do now.) Please don't add poisons in, as all they'll do is make it harder to compete in Cyrodiil as a solo player or in a small group and require players to grind even more to stay competitive in both PVE and PVP.


    Grand Overlord 25/8/17
  • Lava_Croft
    Lava_Croft
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    Helluin wrote: »
    Argonian Resistance and Resist Affliction (Bosmer) and/or Snakeblood could reduce the effects of poisons as written already.
    Is there any answer on this matter?
    No idea why this is not the case.
  • Jar_Ek
    Jar_Ek
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    A purge or antidote potion could have a duration during which it negated or reduced a poisons effect.
  • NBrookus
    NBrookus
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    Lava_Croft wrote: »
    Helluin wrote: »
    Argonian Resistance and Resist Affliction (Bosmer) and/or Snakeblood could reduce the effects of poisons as written already.
    Is there any answer on this matter?
    No idea why this is not the case.

    They said on ESO Live they didn't want Snakeblood to be this one thing you have to have to counter poisons, and they'd look at poison resistance options in the future. I LOL'd. So... the one thing you have to have is Purge instead.
  • Lava_Croft
    Lava_Croft
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    NBrookus wrote: »
    Lava_Croft wrote: »
    Helluin wrote: »
    Argonian Resistance and Resist Affliction (Bosmer) and/or Snakeblood could reduce the effects of poisons as written already.
    Is there any answer on this matter?
    No idea why this is not the case.

    They said on ESO Live they didn't want Snakeblood to be this one thing you have to have to counter poisons, and they'd look at poison resistance options in the future. I LOL'd. So... the one thing you have to have is Purge instead.
    I like how Saxhleel/Bosmer poison resistance does not help you resisting poisons.

    ZOS logic!
    Edited by Lava_Croft on May 23, 2016 7:19AM
  • NativeJoe
    NativeJoe
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    I don't want poisons and here is why: IT does not help me kill a zerg as a solo player. If the developers where a tad bit more creative they could make it to where I WANTED these poisons such as making a really cheap recipe Spread an infectious poison (maybe a poison cloud from the infected once on hit and every 2 seconds following that) that debuffs resistances and heals.

    But this is a tool to make 1vsX even harder then EVER before. it is very effectively ....our style of game plays PROXY detonation.

    This move makes no sense across the board. I understand the developer for the poisons is a Nightblade. I get it... you want lots of interesting options and have multiple weapons to capitalize on it with. But the poisons could have been better thought out. as it is zergs are going to slot purge... so it's not a problem there. There isn't room on many niche builds/meta builds for this... But you guys literally made it so we could get hit with individually EVERY poison... as if you wanted small scale pvpers to die faster. I just don't get it. You want people in 6 man groups and most, publicly ask us not to Zerg vs zerg vs zerg for performance sake, and then you smash the whole train of thought by introducing a system that literally encourages us to get in bigger groups for safety(and for the decent chance we won't have to slot a purge ourselves)
    650cp+ Sorcerer 100+ days /played
    Broken'Stick North American Server
    https://www.twitch.tv/trixytricks
  • STEVIL
    STEVIL
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    STEVIL 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.
    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."

  • leepalmer95
    leepalmer95
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    STEVIL wrote: »
    STEVIL 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.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • ginoboehm
    ginoboehm
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    STEVIL wrote: »
    ckbud wrote: »
    Can we please get a new quickslot wheel dedicated for poisons so that it is easy/quick to change between different poisons, and turn poisons off and on and not waste them? It requires valuable time in PVP to change or disable/enable a desired poison.

    When in PVP, it would be helpful to be able to quickly equip a specific poison when encountering an enemy by using a quickslot wheel, in the same way that you can equip a potion using the existing quickslot wheel. A dedicated quickslot wheel for poisons would be great. It could be used to equip a poison for your equipped weapon.

    How about it @ZOS_GinaBruno ?

    I doubt you will get any quick-change for poisons. Their key element is DECISIONS - which do you slot to use etc. So rapid decision changes in combat for equip poisons isn't likely in the cards. Slots what you think will be best for this enemy and then see if you are right. Got it right - good edge. Got it wrong - uh oh.

    makes "scouting" an enemy more beneficial.

    lol how? you make up a scenario that perhaps exist in duels, in open world people will just run drain magicka and drain stamina if you meet multible enemies you will just be out of resources and only numbers will matter.... are you playing the same game than us?

    purge will not remove all poisons on avarage you realize you get hit by multible other status changing effects all the time?
    all the armor breaches slows roots dots and so on.
    Edited by ginoboehm on May 23, 2016 11:43AM
  • DjKahun
    DjKahun
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    Templars will be alright as they can spam Purifying Ritual but other classes especially stamina will be affected greatly as Purge is really expensive. Honestly ZOS get rid of these stupid poisons.
    ~ Snowborn ~ Ebonheart Loyals ~
    V16 - Stamina Templar - Nord [PS4-EU][Ebonheart Pact]
    V16 - Magicka Sorcerer - Dark Elf [PS4-EU][Ebonheart Pact]
  • artal
    artal
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    STEVIL wrote: »

    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.
    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.
    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.

    Edited by artal on May 23, 2016 12:15PM
  • Dubhliam
    Dubhliam
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    STEVIL wrote: »
    STEVIL 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.

    THIS GUY commenting on someone's spelling and getting two awesomes for it.
    Priceless_McAfee.jpg
    evefyone is an obvious typo unlike any of your spelling mistakes.

    ginoboehm wrote: »
    STEVIL wrote: »
    ckbud wrote: »
    Can we please get a new quickslot wheel dedicated for poisons so that it is easy/quick to change between different poisons, and turn poisons off and on and not waste them? It requires valuable time in PVP to change or disable/enable a desired poison.

    When in PVP, it would be helpful to be able to quickly equip a specific poison when encountering an enemy by using a quickslot wheel, in the same way that you can equip a potion using the existing quickslot wheel. A dedicated quickslot wheel for poisons would be great. It could be used to equip a poison for your equipped weapon.

    How about it @ZOS_GinaBruno ?

    I doubt you will get any quick-change for poisons. Their key element is DECISIONS - which do you slot to use etc. So rapid decision changes in combat for equip poisons isn't likely in the cards. Slots what you think will be best for this enemy and then see if you are right. Got it right - good edge. Got it wrong - uh oh.

    makes "scouting" an enemy more beneficial.

    lol how? you make up a scenario that perhaps exist in duels, in open world people will just run drain magicka and drain stamina if you meet multible enemies you will just be out of resources and only numbers will matter.... are you playing the same game than us?

    purge will not remove all poisons on avarage you realize you get hit by multible other status changing effects all the time?
    all the armor breaches slows roots dots and so on.

    Even THIS car:
    multipla_horiz_popup.jpg
    can spell better than you.
    Edited by Dubhliam on May 23, 2016 1:53PM
    >>>Detailed Justice System Concept thread<<<
  • NBrookus
    NBrookus
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    Lava_Croft wrote: »
    NBrookus wrote: »
    Lava_Croft wrote: »
    Helluin wrote: »
    Argonian Resistance and Resist Affliction (Bosmer) and/or Snakeblood could reduce the effects of poisons as written already.
    Is there any answer on this matter?
    No idea why this is not the case.

    They said on ESO Live they didn't want Snakeblood to be this one thing you have to have to counter poisons, and they'd look at poison resistance options in the future. I LOL'd. So... the one thing you have to have is Purge instead.
    I like how Saxhleel/Bosmer poison resistance does not help you resisting poisons.

    ZOS logic!

    I don't understand how, from a game design standpoint, they could introduce a new powerful mechanic and not introduce counters. Racial passives and snakeblood were already there; they don't work. They've spent on this time on alchemy reagents but there's no antidote potion, and we're not going to get one unless we get even more reagent changes. We could have a CP passive -- a lot of passives in the green tree are useless from a combat standpoint.
    NativeJoe wrote: »
    But you guys literally made it so we could get hit with individually EVERY poison... as if you wanted small scale pvpers to die faster. I just don't get it. You want people in 6 man groups and most, publicly ask us not to Zerg vs zerg vs zerg for performance sake, and then you smash the whole train of thought by introducing a system that literally encourages us to get in bigger groups for safety(and for the decent chance we won't have to slot a purge ourselves)

    I agree it will also aid zergs the most. A skilled player or group *should* be able to win when moderately outnumbered by a less skilled or less well organized group. Instead, this just promotes a numbers-always-win PvP scenario that will drive away skilled players and wannabe skilled players.

    This feels entirely designed to supplement the ganking playstyle. Gankers don't need any help; they already have a large toolkit and if you can't drop your target in 2 seconds, you are just doing it flat wrong.
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