Poison Set Revamp thread


Alef_infinity

 

Posted

Quote:
Originally Posted by Combat View Post
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)
This is pretty much what everyone is leaning towards. That it should be changed to something similar to Static Field, which also does sleep/end drain. /Poison's version would probably have a chance to hold like Neuro. Breath and Noxious Gas does.


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)

 

Posted

Let's talk about the delivery mechanics. I think we have a good concensus as to the effect. How would we like to set it up? Throw it like caltrop? Set it like traps: PGT? One of the biggest sticking points of the Poison tier 8 power is that it triggered so rarely. I am not married to any one idea if the trap area looks like Traps: PGT, or static field, or TA: glue arrow AoE, or tar patch.


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
Let's talk about the delivery mechanics. I think we have a good concensus as to the effect. How would we like to set it up? Throw it like caltrop? Set it like traps: PGT? One of the biggest sticking points of the Poison tier 8 power is that it triggered so rarely. I am not married to any one idea if the trap area looks like Traps: PGT, or static field, or TA: glue arrow AoE, or tar patch.
Well, I mentioned a ranged approach to the trap earlier. This is for two reasons: a trap must be near the enemy to trigger. I know the devs probably do not see toe-bombing to be a proper use of trap powers but having to set a trap point blank even makes setting a trap in the open problematic. Having range means even using a trap preemptively, they are capable of being around a corner our further from aggro range. Secondarily, it's for theme. every other poison power is ranged. Having a power that is placed at the poisoner's position is completely different position-wise.

The trap qualifier of the 'ranged trap' equation keeps this from being an out-and-out AoE control. You must plan placement and enemy position well enough to get it to function. Of course, if you make the range too far, it does become an aoe control, because you just toss it from across the room to an enemy's position, it goes off instantly, and nobody's the wiser. Hence why I'd give it only limited range, with a shorter interruption time. This way you still have to be careful working with it, and it still is better before battle, keeping to the 'prepare for the enemy' theme.


 

Posted

Quote:
Originally Posted by Seldom View Post
Well, I mentioned a ranged approach to the trap earlier. This is for two reasons: a trap must be near the enemy to trigger. I know the devs probably do not see toe-bombing to be a proper use of trap powers but having to set a trap point blank even makes setting a trap in the open problematic. Having range means even using a trap preemptively, they are capable of being around a corner our further from aggro range. Secondarily, it's for theme. every other poison power is ranged. Having a power that is placed at the poisoner's position is completely different position-wise.

The trap qualifier of the 'ranged trap' equation keeps this from being an out-and-out AoE control. You must plan placement and enemy position well enough to get it to function. Of course, if you make the range too far, it does become an aoe control, because you just toss it from across the room to an enemy's position, it goes off instantly, and nobody's the wiser. Hence why I'd give it only limited range, with a shorter interruption time. This way you still have to be careful working with it, and it still is better before battle, keeping to the 'prepare for the enemy' theme.
sooo like 60' range and an overhand throw type of animation. hell even the animation from alkaloid might work to keep it simple. just change the actually glob that is thrown.

OR

Neutron Bomb's animation with a large spherical sack filled with poisonous liquid that instantly evaporates into a gas when popped.

OR

Envenom's animation but instead of a little glob, it's a continuous stream that forms the glob at the targetted location.


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)

 

Posted

I'd borrow some of the ball/windup animation from kinetic melee:burst,(only the part where it's like the character forms an energy ball by hand) substituting a slime gob for the energy. Then instead of the downward slam, have an underhand pitch, and a splatter where the gob hits the ground. The interruptable period would be held in the 'forming blob' portion.

For reference, check out 0:12-0:14 of this video: http://www.youtube.com/watch?v=59kX4hrnAZI

I'd keep the base range to 40 feet, maximum.


 

Posted

Good discussion. I don't care if it's caltrops range as long as there isn't interruption - notice ok, but interruption is the bad bad part.


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
Good discussion. I don't care if it's caltrops range as long as there isn't interruption - notice ok, but interruption is the bad bad part.
Eh. It's supposed to be a trap soft control power, not just a control power. If they let us use a power that doesn't have to be toe-bombed, can put foes to sleep, and slowly sap them, I'm totally cool with it being interruptable to compensate. Not every single part of the power can be changed, and interruptable traps have a precedent. Everything about the power makes it seem that it's meant to be used outside the heat of combat. Taking out interruption means that there's no risk to using it as a slap-dash sleep.

That said, the 5 second interrupt could be reduced to 4 seconds. (same as trip mine)


 

Posted

Quote:
Originally Posted by Seldom View Post
Eh. It's supposed to be a trap soft control power, not just a control power. If they let us use a power that doesn't have to be toe-bombed, can put foes to sleep, and slowly sap them, I'm totally cool with it being interruptable to compensate. Not every single part of the power can be changed, and interruptable traps have a precedent. Everything about the power makes it seem that it's meant to be used outside the heat of combat. Taking out interruption means that there's no risk to using it as a slap-dash sleep.

That said, the 5 second interrupt could be reduced to 4 seconds. (same as trip mine)
Another key discussion point was turning poison trap into a ranged power that fit more with the other powers in the set. The main debuffs are 70' and breath is 60', which is why I suggested 60'. If it's going to remain interruptible it needs a longer range, otherwise you're running the risk of aggro at 40' that can interrupt you. Taking stealth to alleviate this shouldn't be a prereq to make the power effective.

Personally, while a ranged trap would be cool, I think trap-like powers should be left to sets like Traps and Devices.

Now, a delayed effect would be pretty cool too. You toss over a fragile glob and a few seconds after it lands it diffuses into the air. Something on that order.


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)

 

Posted

The devs like to get masterminds in the middle of things so you face proper risk, so I don't know if they would go for a ranged version or not.

Let me know what you want updated in the original post on this issue.


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Posted

More discussion please. I think if it's interruptible, giving 'notice' to the spawn in aggro range is unmanageable - gimp me one way or the other, not both.


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

Placing traps has never notified a mob in and of itself. The reason I say 40' is so that out of the box you cannot simply throw it into a mob. That's not a trap, that's a bomb. Giving enough range to toss a trap directly beneath a foe makes the triggered nature pointless, and you are simply asking for a ranged aoe sleep that saps.

Hence why I'd make it a 'halfway' power. You throw the trap between you and your foes, then when they engage, they come upon the trap and trigger it. If the player wishes to turn it into a full ranged trap they can do so, but it costs them range enhancements.

This is under the preclusion that we're trying to make the poison trap viable, not into a new power. As such, the name itself seems to describe it as something to lure a foe into. Full range means you don't have to even think about retaliation. Point blank, the effect puts the mastermind in trouble. Short range, it has enough time to trigger, but you still need to have oncoming foes for it to work. It means the melee enemies don't get to you while ranged foes may still function. You are fighting foes aggroed on you or your henchies, then the poison trap activates. It's reactive, not preemptive. A preemptive effect means the single-target debuffer can cherry-pick foes without worry, as the foes were snoozing before they could attack. Reactively, the enemies are dreaming of smacking you still, and they get a few shots off before they doze off. The short range still allows the trap to be tossed out from cover far more easily, a tactical advantage that shouldn't be overlooked.

Basically, the part I'd look at changing are making the trap gas actually stop foes from attacking, and make sure it works before the foes are breathing down the poisoner's neck. The parts I would not change are that it is a trap, requiring an aggroed foe to move to its location and step on it for it to work, and is best used with forethought rather than as something you can do anytime.

Let's be honest, if it's something akin to what electric control sports, the only way it'll happen is for there to be more tricks to using it. If it really could keep a mob snoozing and slowly sapping their energy, that's a powerful ability. The way you get that on a secondary are counterbalances, which an interruption period and a triggered trap location function as.


 

Posted

Quote:
Placing traps has never notified a mob in and of itself.
I am not sure this is true. My first Mastermind used stealth and superspeed, total inviz. When I placed the old Poison Trap, it alerted the Family Consigliere (not +perception ) and I certainly wasn't even close to melee range. Also, I was nowhere near where the trap would affect the spawn if it were triggered where placed. I was trying to put it where they would run passed it as they approached my sniper bots.


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

I guess I should qualify that statement, as I'm sure some traps may suppress stealth as though you had done an attack. As such, aggro radius and lack of cover would indeed cause trouble. I meant more that the act of placement itself would not pull a group to you.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
If ever there was a time to ask for Poison buffs, I would think now is it. With the changes in Issue 20.5 coming for some buffs to become AoEs, this seems like the perfect time to push for the same type of change to Alkaloid and Antidote.
Antidote, yes. Alkaloid is a stretch, though, as no single target heals were made into an AoE.


 

Posted

You could make Antidote into an AoE. Use the same animation type as bile spray, only coming out of a beaker. It could work.


 

Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
You could make Antidote into an AoE. Use the same animation type as bile spray, only coming out of a beaker. It could work.
Hm. not sure if that's needed. Of course I haven't seen the new AoE speedboost/ice shield/forcefields/etc, so I have have no idea if the animations on those were changed. Since that's where the antidote thing is coming from, the comparison so far lacks a point of reference.


 

Posted

Nothing wrong with a little extra flair.


 

Posted

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Originally Posted by rsclark View Post
Amen. Also, if we ask for too much instead of just addressing the glaring shortcomings, we are less likely to be taken seriously.

So...

Alkaloid - nothing. It's a weak heal in a set that isn't a healing set. The comparison to O2 boost says it all - it would be fine if the rest of the set was good enough that you didn't have to spam it. This set is not designed to be primarily healing. The small HoT is cute and I like it, but probably not needed if the rest of the set is made better.

Envenom/Weaken - they probably want to keep it primarily single target, but then it needs to be a single target master. Add an unresistable, unstackable portion to each - and no, that's not make part of the effect unresistable, but instead ADD that much. Currently they don't really outperform AoE sets, so the numbers really need to be better. Also, a little duration to cut down on spam would be nice.

The other option is adding splash, but I think that is more of a longshot.

Neurotoxic Breath - if you don't add splash to the others, this is your main area debuff/mitigation for a long time. Make the duration longer, make the cone wider, add a -to hit. Pick any 2 of the above. Three if you're nice. Done.

Elixir/Antidote - fine as is. All the break free powers suck at high levels, but not every power needs to be a rockstar. Maybe make the resist effect last longer, but neither of these powers will ever make or break the set.

Paralytic Poison - fine as is. The suggestion to add a debuff that happens even if the hold doesn't is nice, but it's also nice for every other single target hold out there. A fine thing for anyone thinking of CoH2 to consider, but not really something poison particularly needs at this point in time.

Poison Trap - no. Just no. Plow that cottage down and build an outhouse in it's place. Still would be an improvement. Really, just add a crash to it. We might as well have a clear winner for worst power in the game.

Noxious gas - Easy - longer duration, harder - toggle, cottage busting - target AoE debuff. But, if you pick the first 2, make it ally targetable. Nice power, but way too hard to get it where it needs to be during it's pathetically short existence. This power could be effectively permanent and not be overpowered. Not bad, but too weak to be used situationally.
Great Comments! I agree with them.

I love my /Poison MM more from the concept that I created than how functional the set really is. I think there is a lot of potential (it is "poison" which by definition it has to be something that will really give the victim trouble... ).

My suggestion is dont be shy when make the set better, there are many of us who really think it is time for poison live up to its name.

Great suggestions all.


 

Posted

Any of you hit up Black Scorpion with this? I doubt it would make it into 20.5, after seeing the stream tonight. He made it sound that the powers team are already throwing up their arms to the massive amount of work they already are involved with, with all of the new power trees for Lore and then the AOE buff changes...


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Posted

I'd put my finger on anywhere between 21 and 22.5 for Poison revamp. Just a 'hunch'.