hello i wanna bring to light my thoughts on the current poison policies in game. I feel the poison is really weak the way it currently works i would recommend a couple things to increase the potency of being poisoned. 1. Your health bar will turn green to indicate you are poisoned, half the time i am poisoned i dont even realize it. 2. block healing upon being poisoned and make poison last longer i would say like 30 seconds. this will make cure potions much more valuable and bring to light a much more dynamic strategy for pvp. knowing my heals wont work until i cure myself i will be sure to use poison more often and bring cure potions with me everytime i go out.
Oh I totally agree. This needs to be fixed. What we have over and over is of all things the chat window might say 'hey you are poisoned'. That's silly to have only the chat window informing us of this dire condition . At least we see the now green bar advising us of the condition. Another thing drinking a poison potion should be able to kill us or hurt us depending on potency. To poison a weapon should have at least been that we drag the bottle over the item we want to poison. It reminds me of when the dragon got the rage feature and we didn't even know he was in a raging state until we found out from reading it in the chat window.
Poisons should have a side effect like making the target shiver and causing them to miss a strike or a dodge.
Number 2 does not sound like a viable change. ATM poison is extremely strong. Stacking festering with rend is an enormous heal reduction both on life and death. Chaotic makes it for easy back hits as the target needs to find the right keys to navigate. Corpion poison is decent dps.
I think the main problem is some poisons are no longer affected by the weapon poison % like they used to be. Festering poison for example is as effective as when used with bludgeons or daggers interms of healing debuff.. that should be different again, else everyone will HAVE to use it. Chaotic Poison isnt affected at all.... Only damage values change with poison %. Further we need clear poison spells/potions that get skill checked vs attackers poison skill. GM vs GM 50% chance to remove or sth in that regard. Overall I think Poisons should be sth for the subterfuge specialization to make them really shine and not something everyone feels obligated to use. The poison skill itself is a little lackluster and should increase the potency of poisons or reduce the chance to clear them (again specialization). A high level subterfuge specialists poison should only be clearable by high level life specialist for example. Potency of poisons could be amped a little, but only for people who chose to specialize in poisons and use specific weaponry.
Honestly I would like to see poisned weapons actualy getting poisoned so the weapon itself can be bought or sold already poisoned. As for the amount of time the weapon stays poisoned after applying it should be based off a number of hits. And only high level of poison skill will allow you to poison the weapons and the number of hits and strength of poison used goes up with level.