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Would you like Snakes Blood to reduce the effect of poisons applied to you?

Strider__Roshin
Strider__Roshin
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I'm talking about poisons made via alchemy. In case you're wondering What Snakes Blood is, it's that alchemy passive that has 0/2 points in it at the bottom.

Would you like Snakes Blood to reduce the effect of poisons applied to you? 59 votes

Yes
81%
ZelosSolarikenPinesykadarYakidafiDredlordthestud2012Valen_ByteKetarmishwhiteshadow711jppreub18_ESOGiraffonStreegaEdziuDerraBfish22090MinnoApheriusStrider__RoshinSugaComaWaffennacht 48 votes
No
11%
glaviusNolaArchGreenSoup2HoTJimmy_The_FixerJierdanitMaryalAznox 7 votes
The Tenacious Third Option
6%
DeadlyRecluseTonturriDracan_FontomNightfall12 4 votes
  • Waffennacht
    Waffennacht
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    Yes
    Since day one people have said this, as is, the most useless passive in game
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Tonturri
    Tonturri
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    The Tenacious Third Option
    I'd rather not poison balancing hinge on a crafting passive.
  • Giraffon
    Giraffon
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    Yes
    It's a no brainer. Do it.

    Giraffon - Beta Lizard - For the Pact!
  • Maryal
    Maryal
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    No
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. .
    That particular passive is very useful if you craft potions for your own use. Some 'first choice' ingredients are rare, not available in abundance and have an obscenely high price at guild stores. If you are in a situation of having to use a 'second choice' ingredient to get that highly needed benefit, you end up with a potion that also includes some negative effect you don't want. That's where the Snakes Blood comes in soooo handy - you get the benefit of the positive effects without being effected by the detrimental effects.
    Edited by Maryal on June 11, 2018 6:31PM
  • idk
    idk
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    Daus wrote: »
    I'm talking about poisons made via alchemy. In case you're wondering What Snakes Blood is, it's that alchemy passive that has 0/2 points in it at the bottom.

    This does not explain what snake blood is.

    To those who wonder and would like to know, it reduces the negative affect of potions you consume. Potions, not poisons.

    The poll is a no brainer. Obviously we know how most would vote. However, the poll is clearly not sufficient for convincing Zos to make such changes.

    Then again, OP is likely wise enough to understand forum polls are entertainment value at their best due to their inherent design even when it is worded well.
    Edited by idk on June 11, 2018 6:13PM
  • Streega
    Streega
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    Yes
    Maryal wrote: »
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.

    Considering alchemy increases your knowledge about poisons (so also antidotes/countermeasures) it makes perfect sense.
    ⊂( ̄(工) ̄)⊃ Don't-Care-Bear ⊂( ̄(工) ̄)⊃
    PC EU "House Tertia" - Friendly Guild for Mature Folks (housetertia.com)
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    Master Angler
  • Waffennacht
    Waffennacht
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    Yes
    Also people talk about balance like it's a thing
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Tonturri
    Tonturri
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    The Tenacious Third Option
    Streega wrote: »
    Maryal wrote: »
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.

    Considering alchemy increases your knowledge about poisons (so also antidotes/countermeasures) it makes perfect sense.

    It also makes perfect sense for someone to instantly die if I drop a meteor on them. A fricken METEOR. But they can just hold up their staff across their bodies (or do a cool 'X' if DW) and they're okay.

    Makes sense, yes. Nobody is arguing about how things function IRL, but not only should IRL certainly not be the basis for game balance, we're talking about game balance itself.

    So. Makes sense, yes. Good design decision, likely not.
  • Alpheu5
    Alpheu5
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    Yes
    But then I'll be obligated to put points into it. My stash of suicide potions will be rendered useless :(
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • Strider__Roshin
    Strider__Roshin
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    Yes
    Alpheu5 wrote: »
    But then I'll be obligated to put points into it. My stash of suicide potions will be rendered useless :(

    Oh no you're right :anguished:
  • Streega
    Streega
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    Yes
    Tonturri wrote: »
    Streega wrote: »
    Maryal wrote: »
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.

    Considering alchemy increases your knowledge about poisons (so also antidotes/countermeasures) it makes perfect sense.

    It also makes perfect sense for someone to instantly die if I drop a meteor on them. A fricken METEOR. But they can just hold up their staff across their bodies (or do a cool 'X' if DW) and they're okay.

    Makes sense, yes. Nobody is arguing about how things function IRL, but not only should IRL certainly not be the basis for game balance, we're talking about game balance itself.

    So. Makes sense, yes. Good design decision, likely not.

    You do realise we are speaking about fictional skill here?... In a fictional world where you can revive dead, and create insta-healing potions?
    ⊂( ̄(工) ̄)⊃ Don't-Care-Bear ⊂( ̄(工) ̄)⊃
    PC EU "House Tertia" - Friendly Guild for Mature Folks (housetertia.com)
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    Master Angler
  • Minno
    Minno
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    Yes
    Tonturri wrote: »
    Streega wrote: »
    Maryal wrote: »
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.

    Considering alchemy increases your knowledge about poisons (so also antidotes/countermeasures) it makes perfect sense.

    It also makes perfect sense for someone to instantly die if I drop a meteor on them. A fricken METEOR. But they can just hold up their staff across their bodies (or do a cool 'X' if DW) and they're okay.

    Makes sense, yes. Nobody is arguing about how things function IRL, but not only should IRL certainly not be the basis for game balance, we're talking about game balance itself.

    So. Makes sense, yes. Good design decision, likely not.

    except not having it is not ES lore friendly. And currently isnt ES lore friendly (at least according to Skyrim):
    Snakeblood - 50% resistance to all poisons.
    Purity - All negative effects are removed from created potions, and all positive effects are removed from created poisons

    to provide counter skill selection, they should craft some poisons that are REALLY strong, but use purity to counter balance it. For example, maybe you make a stamina cost increase that also boosts your dmg mitigation by x%. Purity would remove the x% mitigation but keep the stamina cost increase. But flipside this dmg mitgation can be something that lasts past the cooldown or has a huge value which forces you to take 50% extra effects from poisons.

    See what im saying? diversity in effects lead to interesting build combinations.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Alpheu5
    Alpheu5
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    Yes
    Streega wrote: »
    Tonturri wrote: »
    Streega wrote: »
    Maryal wrote: »
    Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.

    Considering alchemy increases your knowledge about poisons (so also antidotes/countermeasures) it makes perfect sense.

    It also makes perfect sense for someone to instantly die if I drop a meteor on them. A fricken METEOR. But they can just hold up their staff across their bodies (or do a cool 'X' if DW) and they're okay.

    Makes sense, yes. Nobody is arguing about how things function IRL, but not only should IRL certainly not be the basis for game balance, we're talking about game balance itself.

    So. Makes sense, yes. Good design decision, likely not.

    You do realise we are speaking about fictional skill here?... In a fictional world where you can revive dead, and create insta-healing potions?

    No mention of the spontaneous generation of trans-dimensional portals?
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • paulsimonps
    paulsimonps
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    Not sure about it, I get that its a useless passive, like massively useless. However, its also a super easy thing to get, and everyone and their dog would get it if it was changed to what is proposed, which in turn would become a nerf to any and all poisons. Of course to some that seems like a great idea, but whether or not its a good idea to nerf potions in a way that makes the under leveled still feel the full force of it is up to the math people in the combat team. Personally I would just redesign the passive to something entirely different, most likely is that nothing will happen and it remains useless.
  • Waffennacht
    Waffennacht
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    Yes
    Not sure about it, I get that its a useless passive, like massively useless. However, its also a super easy thing to get, and everyone and their dog would get it if it was changed to what is proposed, which in turn would become a nerf to any and all poisons. Of course to some that seems like a great idea, but whether or not its a good idea to nerf potions in a way that makes the under leveled still feel the full force of it is up to the math people in the combat team. Personally I would just redesign the passive to something entirely different, most likely is that nothing will happen and it remains useless.

    Or introduce potions that have a higher advantage when combined with a negative effect. Like the mag return is higher because you lose some health, then the passive would be useful by reducing the health loss. Wouldn't change anything about pre existing potions
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • glavius
    glavius
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    No
    No, enchants are already more powerful than poisons in most cases. Reducing poisons across the board would make them useless.
  • SirMewser
    SirMewser
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    Yes
    Snakeblood is something that you never actually need to invested a point into.
    When you can just make potions that have no negative effects.

    Snakes Blood reducing the effect of poisons applied to you would add value to the passive.

    On the other hand, poisons are underperforming to enchantments.
  • Dredlord
    Dredlord
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    Yes
    Also people talk about balance like it's a thing

    Oh its a thing alright, just like anything.
  • SlowMetabolism
    SlowMetabolism
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    Yes
    While that would not only make sense but also potentially be a quick/easy fix to poisons there should be a better option. That would make alchemy a must have on any character, I would prefer a blanket percentage nerf to cost poisons and a blanket decrease in the damage they deal. There needs to be a give and take when debating whether or not you want to run a poison or an enchant. I did answer yes just for the ease of application it would have but they need looked into further than just turning a passive into a counter.
    Day one Xbox player
  • Maulkin
    Maulkin
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    Tonturri wrote: »
    I'd rather not poison balancing hinge on a crafting passive.

    Why though?

    With 50k gold to buy some crafting mats, you can level alchemy in 30 mins flat. It's faster and cheaper to level than pretty much anything else in this game.

    Also, that's like saying "I'd rather not balance the game around having Armor/Class/Cyrodiil passives" etc. They're all pretty easy and essential parts to level in order to create and end-game char.
    EU | PC | AD
  • GreenSoup2HoT
    GreenSoup2HoT
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    No
    Your basically asking for a straight up nerf to poisons. I dont think that is the correct way to deal with them. @Maryal pretty much summed up my thoughts.

    Not sure about it, I get that its a useless passive, like massively useless. However, its also a super easy thing to get, and everyone and their dog would get it if it was changed to what is proposed, which in turn would become a nerf to any and all poisons. Of course to some that seems like a great idea, but whether or not its a good idea to nerf potions in a way that makes the under leveled still feel the full force of it is up to the math people in the combat team. Personally I would just redesign the passive to something entirely different, most likely is that nothing will happen and it remains useless.

    Or introduce potions that have a higher advantage when combined with a negative effect. Like the mag return is higher because you lose some health, then the passive would be useful by reducing the health loss. Wouldn't change anything about pre existing potions

    I find your idea funny because your basically saying that if i stab you with a poisoned dagger, im gonna cut my self a little too cuz of the negative effect. Its like that movie where the guy licks his own poisonous dsgger after explaining how deadly it was, then dies after saying i probably shouldnt have licked that.
    Edited by GreenSoup2HoT on June 12, 2018 4:47PM
    PS4 NA DC
  • Jimmy_The_Fixer
    Jimmy_The_Fixer
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    No
    Honestly, giving a direct combat benefit to a crafting skill is silly, it just means that any serious player just absolutely has to have max alchemy. But it's probably too late to change medical use.

    They should probably just change snakeblood into an alchemy hireling.
  • Nightfall12
    Nightfall12
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    The Tenacious Third Option
    Honestly at this point they could change the passive to make so with 1 point every NPC speaks to you in PIG Latin, and it would be about as useful.

    I think the skill just needs to go away completely Just pull it from the line. No need to replace it, and most likely you wouldnt have to refund ANY skill points to Anyone, except the few that did it to be edgey, or read it wrong.

    Ummm stuff… about stuff…or something.
  • Waffennacht
    Waffennacht
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    Yes
    Your basically asking for a straight up nerf to poisons. I dont think that is the correct way to deal with them. @Maryal pretty much summed up my thoughts.

    Not sure about it, I get that its a useless passive, like massively useless. However, its also a super easy thing to get, and everyone and their dog would get it if it was changed to what is proposed, which in turn would become a nerf to any and all poisons. Of course to some that seems like a great idea, but whether or not its a good idea to nerf potions in a way that makes the under leveled still feel the full force of it is up to the math people in the combat team. Personally I would just redesign the passive to something entirely different, most likely is that nothing will happen and it remains useless.

    Or introduce potions that have a higher advantage when combined with a negative effect. Like the mag return is higher because you lose some health, then the passive would be useful by reducing the health loss. Wouldn't change anything about pre existing potions

    I find your idea funny because your basically saying that if i stab you with a poisoned dagger, im gonna cut my self a little too cuz of the negative effect. Its like that movie where the guy licks his own poisonous dsgger after explaining how deadly it was, then dies after saying i probably shouldnt have licked that.

    I'm confused by your statement (though I'm always happy to get a chuckle!)

    The snakeblood passive (or wuteva) already does reduce the negative effect of potions. (Not poisons - like you say about the dagger)

    But the problem is... Why the heck would you make any potions with a negative effect? There's nothing but good potions that exist without any negatives.

    So there needs to be a benefit to having a negative effect associated with a Potion (again not poison) to make it worth while to even use a potion with a negative effect.

    THEN once there is value for a potion with a negative effect, there's value to having the passive.

    As is, because there's 0 reason to create a Potion with a negative effect, there's 0 reason for the passive.

    My idea changes that without changing anything that already exists
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Maryal
    Maryal
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    No
    .
    Your basically asking for a straight up nerf to poisons. I dont think that is the correct way to deal with them. @Maryal pretty much summed up my thoughts.

    Not sure about it, I get that its a useless passive, like massively useless. However, its also a super easy thing to get, and everyone and their dog would get it if it was changed to what is proposed, which in turn would become a nerf to any and all poisons. Of course to some that seems like a great idea, but whether or not its a good idea to nerf potions in a way that makes the under leveled still feel the full force of it is up to the math people in the combat team. Personally I would just redesign the passive to something entirely different, most likely is that nothing will happen and it remains useless.

    Or introduce potions that have a higher advantage when combined with a negative effect. Like the mag return is higher because you lose some health, then the passive would be useful by reducing the health loss. Wouldn't change anything about pre existing potions

    I find your idea funny because your basically saying that if i stab you with a poisoned dagger, im gonna cut my self a little too cuz of the negative effect. Its like that movie where the guy licks his own poisonous dsgger after explaining how deadly it was, then dies after saying i probably shouldnt have licked that.

    I'm confused by your statement (though I'm always happy to get a chuckle!)

    The snakeblood passive (or wuteva) already does reduce the negative effect of potions. (Not poisons - like you say about the dagger)

    But the problem is... Why the heck would you make any potions with a negative effect? There's nothing but good potions that exist without any negatives.

    So there needs to be a benefit to having a negative effect associated with a Potion (again not poison) to make it worth while to even use a potion with a negative effect.

    THEN once there is value for a potion with a negative effect, there's value to having the passive.

    As is, because there's 0 reason to create a Potion with a negative effect, there's 0 reason for the passive.

    My idea changes that without changing anything that already exists

    As I said previously, some 'first choice' ingredients for potions are very rare, difficult to farm sufficient quantity, especially if that ingredient is used to make more than one type of 'very needed' potion. (note: 'first choice' ingredients result in potions with no negative effects). When you need to make a sizeable batch of a certain type of potion(s) but have only a few of these rare, 'first choice' ingredients on hand, you can see if a guild vendor has any for sale (which isn't always the case, even after checking several guild vendors). When a guild vendor happens to have the ingredient for sale, sometimes they only have 1 or 2. Once in a while someone lists the ingredient for sale in 'quantity' but at an obscenely high price (much more than I can afford).

    But, there is another option - you can use a 'second choice' ingredient as a substitute - it will allow you to make a potion with the benefits you really need, but will come with a negative side effect as well. Not a problem if you have the Snakes Blood passive maxed out - it negates the negative effects of any potion you consume.

    I hope this explains why someone would make potions with a negative side effect and the usefulness of the Snakes Blood passive.


    Oh, as far as Snakes Blood negating or reducing the effects of alchemical poisons applied to you, I don't think that's a good idea, because everyone would get the passive, which, in effect, would nerf all alchemical poisons across the board without any 'give or take'. Maybe they should change the CP passive 'befoul' to one that reduces alchemical poisons applied to you instead.

    And, one more thing - let's not forget that some alchemical poisons you apply to enemies simultaneously give you benefits - such as 'escapists poison' (for example). Any skill, ability, passive, whatever that reduces the negative effects of alchemical poisons will likely be a 2-way street (reducing positive benefits you receive when applying alchemical poisons to enemies).
    Edited by Maryal on June 13, 2018 2:17AM
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