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.
Reducing the effect of alchemical poisons applied to a character should NOT depend on a crafting passive. Period.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
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.
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.
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?
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
paulsimonps wrote: »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 wrote: »Also people talk about balance like it's a thing
I'd rather not poison balancing hinge on a crafting passive.
Waffennacht wrote: »paulsimonps wrote: »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
GreenSoup2HoT wrote: »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.Waffennacht wrote: »paulsimonps wrote: »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.
Waffennacht wrote: »GreenSoup2HoT wrote: »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.Waffennacht wrote: »paulsimonps wrote: »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