Snakeblood has got to go.

D0PAMINE
D0PAMINE
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To those of us who have been in the game for a bit, im sure some if not all of us can agree that this passive us absolutely useless.

Skill Line: Alchemy

Passive: Snakeblood:

Snakeblood I: Reduces duration of negative effects in potions by 50% when consumed.
Snakeblood II: Reduces duration of negative effects in potions by 80% when consumed.
Snakeblood III: Reduces duration of negative effects in potions by 100% when consumed.

A passive that removes negative effects. Seems great. Drinking a potion to get buffs and remove negative effects seems like a great idea except.....It will only remove negative effects from the potion you just drank. I have never heard of any player actually using this passive because they drink half baked potions, especially considering how popular user made potions are in guild stores. I understand there have been many threads about this, but I feel it's still a (minor) relative issue that is worthy of bringing up.

Some ideas I had were: Increase potion effectiveness by x seconds or x% which is an existing passive but could function as a continuation of that passive line.

or: Every potion consumed has x or % chance to double the duration or cut the cooldown inhalf by % every x seconds.

or even: gives % chance of affecting a nearby ally with (whatever potion was) for x seconds
Edited by D0PAMINE on June 28, 2018 11:46AM
  • moonio
    moonio
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    If you are an Argonian and short on potion ingredients, you can make any type of trash potion and effectively make a tri-pot
    Then there is Clever Alchemist set etc etc..
    Just a poor healer from Glenumbra..
  • Asardes
    Asardes
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    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).
    Edited by Asardes on June 28, 2018 11:55AM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

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    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
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  • Mayrael
    Mayrael
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    Asardes wrote: »
    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).

    Simply this.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • LMar
    LMar
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    If you included negative effects in your potions perhaps positive effects duration should increase a bit. So you can have a a balance and then the passive is helpful
    "If a stick of fish is a fish stick, it will stick like other fish sticks stick"
    "Taller races now sit in chairs correctly"
  • Armatesz
    Armatesz
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    I really do wish snakeblood would be reworked.
    Ärmätèsz
    Xbox NA
    Guildless (by choice)
  • ezio45
    ezio45
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    would be nice if it reduced the effectiveness of poisons applied to you
  • LeagueTroll
    LeagueTroll
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    Yes zos do something
  • Dreyloch
    Dreyloch
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    Asardes wrote: »
    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).

    I like this idea the best. Yes, this passive does need a rework.
    "The fear of Death, is often worse than death itself"
  • Eirella
    Eirella
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    Asardes wrote: »
    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).

    This is a great idea!
    (PC/NA) - | @Eirella - formerly @jinxgames | CP 1000+ | Mainly PvPer (EP) | Haxus
    /uninstalled
  • Violynne
    Violynne
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    Asardes wrote: »
    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s
    This is actually a nice idea, but I'm not going to support it.

    This would indirectly nerf my stamBlade who tremendously relies on poisons for DoT due to our lack of, well, any DoTs.

    I'm sure people would get quite furious if a passive was offered to negate both 30% and duration of spell effects, considering how many magSorcs there are in the game.




  • Dreyloch
    Dreyloch
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    Asardes wrote: »
    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).

    I like this idea the best. Yes, this passive does need a rework.
    Violynne wrote: »
    Asardes wrote: »
    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s
    This is actually a nice idea, but I'm not going to support it.

    This would indirectly nerf my stamBlade who tremendously relies on poisons for DoT due to our lack of, well, any DoTs.

    I'm sure people would get quite furious if a passive was offered to negate both 30% and duration of spell effects, considering how many magSorcs there are in the game.




    Uh yeah, but that means less dot damage on yourself from other players too. Assuming you PvP, that's a good thing. Besides, snakeblood is pretty far down the line on alchemy passives. Everyone would have to work to get it if the toon isn't an full blown alchemist already. My stam warden gets torn up by DoT's now, without any real means purging them. I could run efficient purge, but it takes up a bar slot I don't wanna give up.
    "The fear of Death, is often worse than death itself"
  • Asardes
    Asardes
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    Alchemy takes 20 minutes to level. Did it on 14/15 characters, with all properties discovered along the way. Most people will level it for Medicinal Use anyway. So there's not much of a grind associsted with it.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
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    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • idk
    idk
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    I would agree it is virtually useless but that does not mean it should be replaced. Just do not put points in it. Very simple solution that works for the rest of us.
  • Violynne
    Violynne
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    Dreyloch wrote: »
    Uh yeah, but that means less dot damage on yourself from other players too.
    I don't disagree, but the issue would still remain: it'll be an indirect nerf to the NB class, whose arsenal of DoTs can be counted on two fingers, whereas every other class has two hands and two feet to count their DoTs.
    :wink:

    Jesting a bit, but the passive will kill the NB DoT.
    Assuming you PvP, that's a good thing.
    I haven't PvP'd much, but most of my deaths didn't come from poison.
    Besides, snakeblood is pretty far down the line on alchemy passives. Everyone would have to work to get it if the toon isn't an full blown alchemist already. My stam warden gets torn up by DoT's now, without any real means purging them. I could run efficient purge, but it takes up a bar slot I don't wanna give up.
    Doesn't matter how far "down the line" it is. To drop 30% poison damage, as a passive, would be something everyone would get as Alchemy is only second to Provisioning to level to 50.

    Sorry, as a NB, I can't allow a 30% decrease to one of the few DoTs I have.

  • BuddyAces
    BuddyAces
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    moonio wrote: »
    If you are an Argonian and short on potion ingredients, you can make any type of trash potion and effectively make a tri-pot
    Then there is Clever Alchemist set etc etc..

    Polish a turd.....
    They nerfed magsorcs so hard stamsorcs felt it,lol - Somber97866

    I'm blown away by the utter stupidity I see here on the daily. - Wrekkedd
  • moonio
    moonio
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    ^^ Well there must have been a reason for it to have been included in the skill line...

    Why is it there?
    Just a poor healer from Glenumbra..
  • Facefister
    Facefister
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    Asardes wrote: »
    Since there were no poisons in the game at launch (they weren't introduced until Dark Brotherhood patch, June 2016) there could only be a passive that modified the effects of potions. Since we now have poisons in the game, the passive should be changed accordingly. As I've said on a similar topic a few months ago the Snake Blood passive should work like this:

    Snakeblood
    Snakeblood.png

    Rank I - Reduces the effects of poisons applied to you by 10% and their duration by 0.5s
    Rank II - Reduces the effects of poisons applied to you by 20% and their duration by 1.0s
    Rank III - Reduces the effects of poisons applied to you by 30% and their duration by 1.5s

    It would make sense since "Snake Blood" hints at the venom immunity some snakes have, and also that experimenting with alchemy creates some degree of immunity to poisons (see ancient king Mithridates VI of Pontus).

    PvP whinery in 3...2...1...
  • brandonv516
    brandonv516
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    idk wrote: »
    I would agree it is virtually useless but that does not mean it should be replaced. Just do not put points in it. Very simple solution that works for the rest of us.

    They may as well remove it then. Kind of like all of the unused morphs for skills - let's just get rid of them too.

    Something without purpose should not exist.
  • Ectheliontnacil
    Ectheliontnacil
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    Would be nice if it applied to poisons...
    Edited by Ectheliontnacil on July 1, 2018 10:44PM
  • inclinations
    inclinations
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    I agree. I never understood Snakeblood or negative effect potions, why would I make a negative effect potion for myself? I don't apply points to it. The only time I make them are for crafting writs, I've never been asked to make them for another person.

    Poisons are rampant in cyro. Making this change would be useful.
    Vet Maelstrom makes me cry.
  • Thiskers
    Thiskers
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    I use snakeblood on my character. Upon making some negative effect potions, I believe it was a ravage health potion, the positive side of the potion created outlasted the global cooldown of the usage of the potion. If I remember correctly the global cooldown on potions is 45 seconds. The positive effect was around 46.x seconds. So in theory I could have 100% uptime on the positive effect if/when I use said potion at the end of the global cooldown.
  • Ragebull
    Ragebull
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    idk wrote: »
    I would agree it is virtually useless but that does not mean it should be replaced. Just do not put points in it. Very simple solution that works for the rest of us.

    This guy...
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