Poison Set Revamp thread


Alef_infinity

 

Posted

Quote:
Originally Posted by Dayglow View Post
No Corruptor or Controller is going to get into PBAoe range in order to debuff enemies
Actually, I could easily picture an Ice Controller going into melee and probably Fire Control as well. It would seem to make more sense as an ally targeted power though I wonder if it was made PBAOE due to thoughts of Mind (no pet), Gravity (built in repel field...though that might actually be good surprisingly), or Corruptors as a whole due to soloing. Plus, the devs may WANT some risk involved due to the controls Controllers offer and Phantom Army's invincibility.

Noxious Gas should gain ally targeted status, though. That would still allow it to be used on pets yet it could be applied to melee ATs. Even if the melee AT is a Stalker since I was pleasantly surprised to see that when a teammate hit me with Sonic Dispersion it still debuffed yet didn't aggro and didn't break Hide.


 

Posted

I have a level 45 Thugs/Poison MM. This is exciting news. And, yes, definitely need to get some word on what'll happen to the MM Tier 9.

Also, my Elec/Kin goes into melee all of the time and other Electric Controllers do that a lot thanks to their PBAoE drain. So that's three control sets that're naturally at home in melee range. And there're already Corruptors crazy enough to get up close and personal with Kin, Rad, and other melee oriented sets, without the additional safety of controls.


 

Posted

Quote:
Originally Posted by Benchpresser View Post
The Ustream changes are as follows-

Envenom and Weaken get small aoe affects equal to 1/2 the debuff on the original target.

Akaloid has been buffed.

Poison Traps initial Sleep Component has been swapped for a hold.

Noxious Gas has been replaced with Venomous Gas- a PBAoE toggle that significantly weakens foes around the user.
YES, YES, YES AND YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Now I need to make a new /poison. I think it's going to be ported to other ATs. I don't think it fits MM that well. I think I am going with a Corr.


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.

 

Posted

Quote:
Originally Posted by JayboH View Post
Sounds like our hard work might have paid off!
Sounds like they were working on it before someone made the thread. This set did need a look over for sure.


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Posted

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Originally Posted by Thunderheart View Post
I shouldn't be surprised when I read these posts, but I am. Poison is very good at what the set is supposed to do (neuter hard targets), even if that isn't conducive to farming at x8.
And Rad is just as good at that same thing while simultaneously being good at neutering entire groups. Not having group abilities is a huge detriment in this game and needs to be balanced by some large advantage. Poison doesn't have that. At best, it does just as well as the other sets.


 

Posted

Got this straight from Synapse via PM:

-Alkaloid: I've increased the potency of this power by a fair amount.
-Envenom & Weaken: I've added a small splash around this power. The initial target receives the full effect of the debuff while nearby targets received half of the effect.
-Poison Trap: This power now has an initial hold, has a recovery debuff and deals minor toxic damage.


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Posted

This is great news... though it means my Necro/Poison will officially be on the shelf till I21


 

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Originally Posted by William_Valence View Post
Sure, it's very good at what it does. The problem is all the other debuff sets are just as good, and AoE to boot. The only time Poison has the advantage is when there's a single enemy. And that's just a moderate endurance advantage, which isn't worth the loss of being competitive when 99.99% of the game is against more than one enemy.
I should have addressed this more directly: I don't see area effect sets to have that much more marginal utility when that extra effect is wasted on minions and Lts.



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Problem is, that Alkaloid only has a heal and a small, unenhanceable resistance whereas O2 Boosts crappy endurance cost and heal is at the cost of a perception buff and some mez protection. O2 Boost is the hands down better of the two.
If you're going to mention the minor bonus that O2 Boost gets you should also mention Alkaloid's minor bonus: toxic dmg resist. Neither are worth much, which is why I neglected to mention either of them.


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Then you add in all the other sets. Because there are more sets than just dark.
No, I compared to Dark Miasma in particular. It's a darling of the forum, and someone had mentioned it in comparison earlier. I've no interest in comparing Poison to dissimilar sets.



Quote:
lolwut? Did you mean "Unenhanced this drops the tohit on a target to 85%"?

Because that would be accurate. This power does, for more endurance, the exact same ammount of damage and tohit debuff as darkest night. It also has a -special debuff, but I don't think that makes up for the fact that it cost more endurance to keep on three enemies than dark's power cost to affect 16. And Weaken takes hella longer to do it.
You're right, this was my mistake. That extra 75% debuffs tohit buffs, not tohit directly. You're off base on the end cost, but that's relatively unimportant.

Quote:
Originally Posted by rsclark View Post
And Rad is just as good at that same thing while simultaneously being good at neutering entire groups. Not having group abilities is a huge detriment in this game and needs to be balanced by some large advantage. Poison doesn't have that. At best, it does just as well as the other sets.
Poison's advantage here is that the debuffs last the full 20 or 30sec. Rad's awesome debuffness is toggled, so if your rad were to do something uncool like faceplant -- or even get herself mezzed -- the debuffs go away.

Quote:
Originally Posted by Seldom View Post
* numbers and stuff and blah *
Upon review and testing, everything you said here is accurate. And nao I haz a sad. :<

Though I can content myself with the new changes making Poison moar awesome. It does make me wonder if O2 Boost will get a similar upgrade as Alkaloid...


 

Posted

Heck no, O2 Boost is still better than a buffed Alkaloid.

I wouldn't be surprised if the Envenom and Weaken changes make them similar to how Acid Arrow works, even in animation.


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Posted

Quote:
Originally Posted by Thunderheart View Post
If you're going to mention the minor bonus that O2 Boost gets you should also mention Alkaloid's minor bonus: toxic dmg resist. Neither are worth much, which is why I neglected to mention either of them.
I did mention the minor toxic resistance. However, I would not call O2 boost's secondary effects minor and I don't believe it will be improved. I could end up being suprised, but no O2 boost is nice, meshes well with the set, and beats Alkaloid soundly.


Quote:
Originally Posted by Thunderheart View Post
No, I compared to Dark Miasma in particular. It's a darling of the forum, and someone had mentioned it in comparison earlier. I've no interest in comparing Poison to dissimilar sets.
So dark, a control heavy set with no defense debuff is gets compared to poison because people (rightly) love the set, but the other debuff sets with the same debuffs in equal or greater ammount are too dissimilar to compare?

It doesn't matter if you don't want to compare them to poison, because when it comes to powerset balance you must. If the other sets do what poison does only better, then poison is underpowered.

The other set's do what poison does but better. Poison is underpowered. If you look and compare poison to the other sets you'll discover two things.

1. They're not all that dissimilar
2. Poison is not as good



Quote:
Originally Posted by Thunderheart View Post
I should have addressed this more directly: I don't see area effect sets to have that much more marginal utility when that extra effect is wasted on minions and Lts.
...

You're off base on the end cost, but that's relatively unimportant.
Hitting these two at once.

Darkest night and weaken both have a 22.5% damage debuff and 11.3 tohit debuff. Weaken also has a secondary debuff.

Darkest night cost .65end/sec

weaken has and end cost of 13 and lasts 30s for an endurance cost of .43end/sec Adding a second enemy means you have to wait 16s for the power to recharge then pay another 13 end. To maintain that on both enemies means it would cost more endurance than it would to maintain Darks power. Remembering that Dark can debuff up to either 10 or 16, I'm not sure off the top of my head, enemies at the same time, without a gap between any of them.

Envenom and Freezing rain both have a 30% resistance debuff. Envenom debuffs defense by 22.5% and Freezing rain debuffs by 30% Envenom has a 50% regen debuff and a 15% heal resist. Freezing rain has Minor damage and speed/recharge debuffs

Freezing rain costs 22.8 endurance to debuff for 30s for .76end/sec

Envenom has the same 13 endurance cost.

The point is, that I wasn't making stuff up. When there's a single enemy poison gets a minor endurance advantage (assuming perfect timing) but the moment you add a second enemy, it loses that advantage. Whether you believe the ability to affect more than one enemy at a time is important or not doesn't remove the fact that ther -is- a large advantage to the AoE debuffs. And it applies the moment there's more than one enemy to fight.


Quote:
Originally Posted by Thunderheart View Post
Though I can content myself with the new changes making Poison moar awesome. It does make me wonder if O2 Boost will get a similar upgrade as Alkaloid...
It's true, poison is awesome. But being awesome does not mean it isn't an underperformer.


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Posted

Traps' poison gas trap seems to have had a different triggering mechanism than poison's vintage poison trap. I could never get the old poison trap to reliably go off.


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Posted

It does seem like this thread didn't fall on deaf ears. Thanks, Jayboh, for starting it up. Also, thanks to everyone who participated.

I am curious about the splash in envenom/weaken. Wonder if the splash will stack with the primary effect. For instance, two targets (A and B) standing near each other. You hit A first and B gets splash, but then you hit B and A gets splashed.


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Posted

Quote:
Originally Posted by JayboH View Post
I was silly and didn't check the thread until now - just a minute ago I addressed this thread with Synapse, stating I've PMed Black Scorpion a couple of times with no response.

This is great news and I hope... HOPE that they address the issues at least in part. Guess we just need to wait until beta invites hit.

IF YOU GET INTO THE BETA please, please take some time to review what they have done and make it a point to address issues within the official thread they usually make. Now is the time to get this garbage set taken care of once and for all!!!
Will do. Ninja/Poison was my very first lvl 50 villain so I will definately be checking out any changes to this to see if its viable for teaming which is where this set falls apart on the huge spawns. I was hoping though for some changes to ninja survivability.


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Posted

Quote:
Originally Posted by JayboH View Post
Got this straight from Synapse via PM:

-Alkaloid: I've increased the potency of this power by a fair amount.
-Envenom & Weaken: I've added a small splash around this power. The initial target receives the full effect of the debuff while nearby targets received half of the effect.
-Poison Trap: This power now has an initial hold, has a recovery debuff and deals minor toxic damage.
Oh.. excellent.

Can you please PM him back and ask him NICELY to get rid of the 4s interrupt in Poison "Bomb"? And please re-name the power too?

/Poison doesn't have stealth, so it will be hard to set it off with 4s long interrupt. If it has no interrupt, then I'll definitely take it just for the aoe hold. I can care less about the -endurance part (although controller/corr may find some use of it).


My biggest problem with Alkaloid is actually its activation time and the projectile's traveling speed. It is not uncommon when I throw the "green ball" and my pet is already dead. H2 Boost is an almost immediate healing. If you need to heal, you gotta heal "fast".


I would suggest Alkaloid an initial heal, follow by a decent +regeneration for 10s. This way you cut down some need to keep throwing it. (although +regeneration sucks on pets since they have such low health to back it up...)


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.

 

Posted

Quote:
Originally Posted by Infini View Post
I am curious about the splash in envenom/weaken. Wonder if the splash will stack with the primary effect. For instance, two targets (A and B) standing near each other. You hit A first and B gets splash, but then you hit B and A gets splashed.
Yeah that's the first thing I thought of too.

If you could stack like that envenom/weaken might actually end up better then freezing rain or tar patch, at the cost of extra clicks and end.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
Will do. Ninja/Poison was my very first lvl 50 villain so I will definately be checking out any changes to this to see if its viable for teaming which is where this set falls apart on the huge spawns. I was hoping though for some changes to ninja survivability.
Heh, find a TF where somebody has one of the shield powers that are now AoEs. The newfound ninja survivability will make you a happy MM.
Even better, upright ninjas are damaging ninjas, you'll feel like a fully contributing member of the team.


 

Posted

Quote:
Originally Posted by Infini View Post
It does seem like this thread didn't fall on deaf ears. Thanks, Jayboh, for starting it up. Also, thanks to everyone who participated.
No problem bud.


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Posted

Jibikao - I will probably wait to see what it is like in beta before I do that so I don't end up nagging him, but I agree.


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Posted

Quote:
Originally Posted by JayboH View Post
Jibikao - I will probably wait to see what it is like in beta before I do that so I don't end up nagging him, but I agree.
Oh and please test troller/corr version too. I am curious to find out what their debuff values and endurance costs are like.

Thanks.

I am more excited about making a non-MM /Poison. I just don't think this set has enough aoe protection for 6 pets but it may be good on troller/corr.


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.

 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
As a general rule, tweaking individual powers is a bad idea when there are broader imbalances to address. Better to step back and deal with the big picture first.

For instance, the sudden appearance of non-stacking, non-autohit, single-target debuffs that started appearing after PvP was introduced. The idea doesn't work for Weaken and Envenom; it doesn't work for Sonic Siphon or Infrigidate, either. These powers all have recharge time constraints, and should therefore all stack. Stacking doesn't make Siphon Power or blast debuffs overpowering (or even particularly popular), not in PvE, not in PvP either -- any PvP balance fears about stacking debuffs are unfounded.

For another instance, powers that have the same name but, confusingly, do different things because one version of the power had to be nerfed for whatever reason. The fears leading to these nerfs never pan out -- if it's balanced for one AT, it's balanced for everyone else, see Psi Blast for blasters. Poison Trap doesn't make Traps overpowering (well, at least not more overpowering than other high performing buff/debuff sets), and it'll be fine for Poison too.

In sum, there's a more systemic problem in buff/debuff power design, a problem likely arising from unfounded PvP balance fears. Fix this problem system-wide, and this may just fix Poison without having to fine-tune or change powers.
I have always said pvp would hurt this game alot due to them not being able to divorce the two when it first came out. The change in distance on psi blast really hurt the set to me in pve. Yeah true enough you have boost range and such but in instance missions how would this be over powered? To even be able to leverage this in pve you would have to have a map where it was outdoors with nothing blocking line of sight. Thats only a handful of maps. If using it from the air its not like mobs do not already out range us even with boost range.


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Posted

Quote:
Originally Posted by anonymoose View Post
Heh, find a TF where somebody has one of the shield powers that are now AoEs. The newfound ninja survivability will make you a happy MM.
Even better, upright ninjas are damaging ninjas, you'll feel like a fully contributing member of the team.
I have a ninja/thermal mastermind too. While shields do help some its not enough. Instead of the pets being outright 1 shotted they can survive 2 to 3 hits with shields. Still not enough compared to what the ranged bots get. To me ninja need inherrent resists and and almost double defense since they have the most risk out of all the pets since they do not get a heal or buff.


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Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by EvilRyu View Post
I have always said pvp would hurt this game alot due to them not being able to divorce the two when it first came out. The change in distance on psi blast really hurt the set to me in pve. Yeah true enough you have boost range and such but in instance missions how would this be over powered? To even be able to leverage this in pve you would have to have a map where it was outdoors with nothing blocking line of sight. Thats only a handful of maps. If using it from the air its not like mobs do not already out range us even with boost range.
...and yet, here I sit with a 50 psy/mental blaster who was a fun trip. Bots are a pain of course but boosting my range wouldn't have made it better.


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Posted

Quote:
Originally Posted by JayboH View Post
Lol here we all are, directing each other if we get in the beta.
"directing" is a harsh word. "asking" is more like it. :P

I am just very curious about /poison values on corr.


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.