Poison Set Revamp thread
I don't see the huge problems with poison everyone else does. It's a single target debuff set and it really shines at that. Especially with hard-to-kill targets.
That being said (and I love poison, my first MM was a Necro/Poison) Poison Trap is an awful power. My only suggestion is to switch it with the Traps version. That alone would improve the set greatly.
My second wish is that Noxious Gas be castable on any ally, not just pets. The rest of the set is pretty rocking IMHO. Evenom + Weaken = the nastiest ST debuff in the game. The debuffing numbers are insane. In any type of AV/GM/EB fight a Poison MM is very nice to have around.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
I don't see the huge problems with poison everyone else does. It's a single target debuff set and it really shines at that. Especially with hard-to-kill targets.
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In essence, while Poison may edge ahead slightly, it doesn't really shine (comparatively speaking) at single target debuffing, and it falls behind for AoE debuffing.
Unfortunately for while the -Special is only available to MMs in /Poison, Cold Domination also has it in Benumb. Yes Poison does have good debuffs, but if you compare Envenom/Weaken to its AoE counterparts, the AoE versions are going to come out on top for the simple fact that they are AoE and have slightly below, equal, or higher debuff values than what Poison offers.
Cloning the Traps version of Poison Trap isn't the solution, either. Traps works because you can 'turtle up' with all of your traps and just destroy things. Poison is a ranged debuffing set and therefore should remain that way. Now if you want to propose that you take the values of the Traps version, cut them in half, and make it a LAoE, that's another story. I think the solution for Poison Trap, however, is to buff the power to make it useful, but also skippable. Making it similar to Static Field accomplishes this, I think.
After Poison Trap is fixed to be more useful, then attention can be turned to the other powers in the set. Since there have been comparisons to AoE vs ST, look at it this way. A ST attack does way more damage than an AoE attack (except nukes, of course), so applying that to this issue would mean that not just Poison's ST debuffs, but all ST debuffs should be considerably stronger than their AoE counterparts.
Until a Redname chimes in on the subject, I can only assume that the debuff values of Envenom and Weaken are as they are is because they do so many things simultaneously.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Saw in the dev chat thread in the General forums that they mentioned looking at Kheldians and other sets. Hopefully Poison will be one of them!
That being said (and I love poison, my first MM was a Necro/Poison) Poison Trap is an awful power. My only suggestion is to switch it with the Traps version. That alone would improve the set greatly. |
Traps' Poison Trap:
-1000% regen
-30% recharge
5.96s mag 3 Hold
a 2% chance per second for an additional 5.96s mag 3 hold
Poison has:
-50% regen in Envenom (but with decent recharge stackable every 6 seconds for -250% regen)
-65% recharge in Neurotoxic Breath
25% chance of a 3.576s mag 2 Hold in Neurotoxic Breath
25% chance of a 2s mag 2 Hold in Neurotoxic Breath
9.536 mag 3 Hold in Paralytic Poison
and whatever the chance to Hold is in Noxious Gas
The power adds no real diversity to Poison as a powerset. Would it still be better than the current version of Poison Trap? Yes, but pretty much anything would be better.
Also, I don't know if the Devs still hold to the cottage rule as much as before, but Poison Trap could be changed to make it a very useful power and still adhere to the cottage rule. Why not take that route? It makes sense strategically and it would result in a power that offers much-needed mitigation to Poison.
The sad thing is that poison trap isn't even that great a power. Its situationally useful.
Its just poison sucks so bad people are grasping at anything that seems plausible to implement.
Honestly, poison is a total loss, I doubt it'll be fixed ever, its just going to have to live on as a highly niche secondary thats rarely seen for good reason. Sure, it has its special little place where it works almost as good as traps or dark, but for most content its pretty awful.
Us poor suckers who actually took this set to fifty can be proud that we can endure!
Mercs/Poison FTW! After that, all the other sets seem awesome
The reason that I suggest that we not ask for a swap with the Traps version of Poison Trap is that the Traps version does nothing that Poison does not already do via other powers.
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What combination of powers from the /poison set can do that?
PGT debuff numbers are great but don't forget the fantastic mitigation.
Heh, poison trap is a un-interuptable AoE hold. Run into an x8 crowd of minions, toebomb PGT and neuter them all, every time.
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Traps' Poison Trap is worlds better than Poison's because it would add some AoE mitigation that Poison is sorely short on. But the power itself just doesn't add anything *new* to Poison in the way that I think the developers intended when they made the Poison version of Poison Trap.
Poison Trap is an AoE sleep, which would provide AoE mitigation, and in some ways would be almost ideal given Poison's single target debuffs. If you could sleep a spawn, you could debuff them one at a time and focus your minions' attacks on the debuffed enemy, leaving the rest to sleep away and await your attention.
I suspect that the devs didn't anticipate tankerminding, which they created to help cover some of the early problems with MMs. Tankerminding means that many MMs don't control all of their pets all the time, and any slept foes are very likely to take hits and wake up.
And, as it has turned out, sleeps are problematic on MMs as pets have AoEs and problematic on teams as teammates don't pay attention.
To make it even worse, Poison Trap is not even an effective sleep. It's hard to use (a four second interrupt?! Really?), as a trap power it's counter to the playstyle that most Poison players will use, and it has a good chance of doing nothing.
I think that making Poison Trap a sleep-pulse power like Static Field will allow it to be AoE mitigation that again plays to Poison's strengths. With the pulsed sleep, if an enemy is woken up by a pet's attack, it might get off one attack before being put back to sleep. Removing the trap aspect and making it a targeted AoE would also make the power conceptually more similar to the rest of the set. It would follow the cottage rule, it adds something useful and different to Poison, doesn't make Poison the poor man's Traps, and it does not involve creating a new mechanic. All good things, I think.
The sad thing is that poison trap isn't even that great a power. Its situationally useful.
Its just poison sucks so bad people are grasping at anything that seems plausible to implement. Honestly, poison is a total loss, I doubt it'll be fixed ever, its just going to have to live on as a highly niche secondary thats rarely seen for good reason. Sure, it has its special little place where it works almost as good as traps or dark, but for most content its pretty awful. Us poor suckers who actually took this set to fifty can be proud that we can endure! Mercs/Poison FTW! After that, all the other sets seem awesome |
In terms of the actual changes to the set, it's either going to have to be made into another AoE set, lacking any unique qualities, or take its unique qualities and strengthen them. A few of us in this thread have taken a crack at redoing the set as a whole (myself included), but I think now we're being more sensible and focusing on individual powers first. Poison Trap being the obvious starting point.
While the set does need some more AoE mitigation, I think it should remain the "Hard Target Hunter" it was thought to be when it was first introduced.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
@PatternWalker:
I agree with making Poison Trap like Static Field. The re-applying sleep would be a big control, and the -end is consistent with the original power. Two things need to be fixed is the trigger mechanism, which almost never goes off as is, and make this power uninterruptible. A targeted AoE like static field or tar patch would be classy.
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.
Well, there was a hint at possible power proliferation in issue 21. If corruptors get poison, it will just bring more people to our cause.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I should probably mention, that I realize there are other problems with other sets in the game, specifically some powers.
Now, I still have a PM from Castle stating that he had ideas about changes to phase shift powers to make them more useful, but nothing happened with that. I also had talks with him about a bug I found that he stated they were trying to reproduce that I caught on video, where I could train my thugs, dismiss them, summon them, and then summon a FFG which would cause duffel bags to be thrown to all my newly summoned thugs and train them all for the cost of an FFG summon, and that never was fixed either (it is great for the player but it is still a bug) from over a year ago.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Second: All its animations suck unless your playing some kind of mutant. Bleh!
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I agree with this. I had to work very hard to find a concept that I liked that worked with Poison's animations. (I later abandoned that toon due to lack luster performance at lower levels).
I totally agree that Poison needs some AoE. It's really just a clicky version of Rad. Something to make it a bit less button mashy would be great. However since powers and suggestions have been adequately covered, I'd like to mention a couple of ideas for alternate animations.
First, make some sort of mechanical gun that shoots darts (a bit like Archery) with the "poison" in them. They should look like over-sized tranquilizer darts. The gun should be kind of bright and shiny high tech, like something Crey would use. I'd like to see it use bigger darts than say the Widow Dart powers, and have a larger missile that sticks in the enemy like Archery does. For the cone powers, you can just shoot off several darts machine gun style a bit like Dart Burst does. For Targeted AoE powers, the "dart" can break open and "burst" when it hits the target.
Second, for those not quite down with the whole "I spit at thee" thing, make something like green Sith lighting that they can spray their weird debuff whatever it is. Something that just comes out of their hands like most other powers. This would be a good "generic" effect for many concepts. Being able to colorize this power is just about a must.
Thanks!
Quote:
<snip> Second, for those not quite down with the whole "I spit at thee" thing, make something like green Sith lighting that they can spray their weird debuff whatever it is. |
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.
I understand the issue with animations, though the spitting animations are the first thing that made me look at Poison. I'd never even considered playing a mastermind until I saw someone use Envenom and then I was sold!
I kinda wish they'd offer some alternate animations that were *all* spitting.
I think that making Poison Trap a sleep-pulse power like Static Field will allow it to be AoE mitigation that again plays to Poison's strengths. With the pulsed sleep, if an enemy is woken up by a pet's attack, it might get off one attack before being put back to sleep. Removing the trap aspect and making it a targeted AoE would also make the power conceptually more similar to the rest of the set. It would follow the cottage rule, it adds something useful and different to Poison, doesn't make Poison the poor man's Traps, and it does not involve creating a new mechanic. All good things, I think. |
The current Poison Trap is a piece of !@#$.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I just wanted to let everyone know that I started a guide looking at MM secondary powerset debuffs. I was prompted by this discussion here. I've already gotten some great feedback and suggestions. Additional eyes on it and more feedback would be great. You can find the draft guide in my signature.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I just wanted to let everyone know that I started a guide looking at MM secondary powerset debuffs. I was prompted by this discussion here. I've already gotten some great feedback and suggestions. Additional eyes on it and more feedback would be great. You can find the draft guide in my signature.
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My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Yes I think becoming a power like static field would fit poison trap well in the set. It seems to be the consensus of the more active posters in this thread. Only questions would be how strong should it be and what the animation should be like.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Just a thought: Make Poison Trap sleep/drain endurance while not alerting the mob. That way it could be placed ahead of the group and the mob would be slept and drained of endurance by the time the group got to it. Then it would be very useful, but not necessarily overpowered (because it would be resisted by AVs, and wouldn't be as effective during a fight)
TW/Elec Optimization
I love threads like these. They are filled with and give so much hope. I'd sure like to see Poison brought up to at least average.
With a new powers person, who knows?