Idea for Poison Trap (/Poison) change


BenRGamer

 

Posted

I want to enjoy /Poison. I kind of do... But it needs to be better. I'm just trying to think of ways to improve it. I feel like most people have given up on it, which I understand.

I have a Thugs/Poison character that is over four years old.... and in the low 40s. I came back to the game with GR and hit 35 with him and realized... Wow, Poison Trap sucks. It has the name of the power set in it and it sucks. That's a shame.

Not only that but of course we all know /Traps has a Poison Trap. A different one. Could they really come up with no other ideas?

Sure, everyone skips Black Hole, but Dark Miasma is awesome without it.

Instead of being a boring, stationary sleep/hold power no one ever uses, why not make Poison Trap feel unique, like Noxious Gas does?

My idea is called "Knockout Gas"... It's a toggle that you place on an ally, or pet. I figure this is doable, I don't think any other power currently has this function.

It's somewhere between 8-15 ft. radius, just like other aura toggles.

What is has is an irresistible, unmissable, unenhanceable chance for Sleep. Like Noxious Gas has with its Hold. Now that might sound boring, or pointless if the target has any AoE. But this is a unique sleep. Any enemy hit while under its effect will be struck with a critical hit, with all other damage modifiers applying, and will be knocked down. I think this would be a nice way for Poison to help add damage in large teams, while still being able to keep up with their work (Poison is very busy if you actually try to debuff a lot of enemies and have the recharge to keep spitting)


I also think that if the main debuffs stay single target, Envenom should have minor damage added to it and Weaken should have a moderate DoT added.


 

Posted

Quote:
Originally Posted by Monstrofo View Post
I want to enjoy /Poison. I kind of do... But it needs to be better. I'm just trying to think of ways to improve it. I feel like most people have given up on it, which I understand.

I have a Thugs/Poison character that is over four years old.... and in the low 40s. I came back to the game with GR and hit 35 with him and realized... Wow, Poison Trap sucks. It has the name of the power set in it and it sucks. That's a shame.

Not only that but of course we all know /Traps has a Poison Trap. A different one. Could they really come up with no other ideas?

Sure, everyone skips Black Hole, but Dark Miasma is awesome without it.

Instead of being a boring, stationary sleep/hold power no one ever uses, why not make Poison Trap feel unique, like Noxious Gas does?

My idea is called "Knockout Gas"... It's a toggle that you place on an ally, or pet. I figure this is doable, I don't think any other power currently has this function.

It's somewhere between 8-15 ft. radius, just like other aura toggles.

What is has is an irresistible, unmissable, unenhanceable chance for Sleep. Like Noxious Gas has with its Hold. Now that might sound boring, or pointless if the target has any AoE. But this is a unique sleep. Any enemy hit while under its effect will be struck with a critical hit, with all other damage modifiers applying, and will be knocked down. I think this would be a nice way for Poison to help add damage in large teams, while still being able to keep up with their work (Poison is very busy if you actually try to debuff a lot of enemies and have the recharge to keep spitting)


I also think that if the main debuffs stay single target, Envenom should have minor damage added to it and Weaken should have a moderate DoT added.
It's an interesting idea. I am all for improving the horrid Mastermind's Poison secondary poison trap and the quickest solution is to port over the /traps version unchanged. That would be easy I think and not game changing in any shape or form.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
It's an interesting idea. I am all for improving the horrid Mastermind's Poison secondary poison trap and the quickest solution is to port over the /traps version unchanged. That would be easy I think and not game changing in any shape or form.
/Traps PGT would improve /Poison by 40% I think.


 

Posted

+1 for just changing PT to PGT. Would make it sooo much better.


 

Posted

Here's another suggestion: make it a ranged power like all the poison debuffs, except port over an exact copy of venom grenade from the SoAs. I don't care what you would call it.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

That's so... boring! Oh well. It would be easier to do.


 

Posted

I am for any change to MM/poison poison trap. Anything would be better. Maybe something like static field )


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

It's a stupid idea to change /Poison's poison trap to the /Traps poison gas trap.

If you want to do that, why not just take /Traps?

Pretty much, it's never a good idea to take the originality out of a set =P


 

Posted

Quote:
Originally Posted by BenRGamer View Post
It's a stupid idea to change /Poison's poison trap
This part I emphatically disagree with...

Quote:
Originally Posted by BenRGamer View Post
...to the /Traps poison gas trap.
that was one suggestion...

Quote:
Originally Posted by BenRGamer View Post
If you want to do that, why not just take /Traps?

Pretty much, it's never a good idea to take the originality out of a set =P
Cold borrows from Forcefields and Storm.

Sonic dispersion borrows from Forcefield dispersion.

TA glue arrow behaves a lot like Tar Patch.

I am sure they could tweak it for originality if they get around to updating Poison's trap. As it is, Poison Trap does not mechanically function as advertised. The trap is extremely hard to detonate. It doesn't function like Poison's other debuffs. The sleep and endurance drain don't function noticeably at all when the trap is detonated. It's a loser power. Even Black Hole functions as advertised even if Dark users don't like what it does.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.