Any Word On Poison getting Fixed?


Biowraith

 

Posted

Just wondering if there is an official word on this yet?

Some rumour floating around points to Trap and Venemous gas getting some treatment, but I'm hearing more about 'Titan Weapons' than I am on anything else right now.

I've kind of reluctantly shelved my Beam Rifle/Poison toon because he feels underperforming in the mid 45's..... The last few powers, if not the whole set needs some tweaking badly.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Yup. Welcome to Poison... Imagine how bad it was before the buffs. Luckily, I already had a lvl 50 Necro/Poison, so I wasn't tempted to waste my time with a new Poison toon, but now that it's subpar performance affects more people, maybe the devs will take another look at it.


 

Posted

I created a sonic/poison with high hopes... that have been crushed by poor performance. If it ever hits 50 it will not be played again. I created it as an AV killer... and it is sub par at a minimum.

Storm is a better set by far and it is is a love or hate set. I love it to be honest.


YMMV---IMO
Ice Ember

 

Posted

Yea I'm so split on this....

The only thing I can figure out in my pea brain is that I see the set has potential. I really don't see why a different corruptor set would be better.... UNTIL end game powers.

All the Poison end game powers are broken... understood, but I'm not sure the grass is really greener on the other side of the fence.

I'm thinking of just going straight to Beam Rifle/Energy blaster. I can't imagine rolling a 3rd beamer up though, especially since dinging 44 with my beam/poison. Ugh.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

At the risk of sounding bitter...

MM's have the set for years and ask for attention and get zilch.

The set is proliferated and now all of a sudden there are rumors of attention.

Go figure. At any rate, hopefully there is change in the not too distant future now that archetypes that get attention have access to it.


 

Posted

Quote:
Originally Posted by Dark_Impact View Post
At the risk of sounding bitter...

MM's have the set for years and ask for attention and get zilch.

The set is proliferated and now all of a sudden there are rumors of attention.

Go figure. At any rate, hopefully there is change in the not too distant future now that archetypes that get attention have access to it.
For some reason, I kinda thought the lack of Developer attention to MM's was a good thing...

And yeah, you sound viciously bitter.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

So what's wrong with poison (seriously asking)?


Leader of The LEGION/Fallen LEGION on the Liberty server!
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Posted

Quote:
Originally Posted by Dark_Impact View Post
At the risk of sounding bitter...

MM's have the set for years and ask for attention and get zilch.

The set is proliferated and now all of a sudden there are rumors of attention.

Go figure. At any rate, hopefully there is change in the not too distant future now that archetypes that get attention have access to it.
I deleted my thugs/poison MM years ago. I will probably delete my sonic/poison corruptor too.


YMMV---IMO
Ice Ember

 

Posted

Quote:
Originally Posted by Energizing_Ion View Post
So what's wrong with poison (seriously asking)?
/agreed

What failings/lacks does poison have?


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

The list is long according to some.

I don't have near the complaints that some have about Poison, but since you've asked, I'm sure they will chime in.... but here's the quick version:

I play a Beam Rifle/Poison Corruptor:

- Most people hate the redraw. It does effect DPS considering how long it takes to redraw the weapon after a poison power is used. The work around, for me at least, has been to start every battle with the poison powers. No this doesn't always work, I look at it as the price for having: A Hold, A -res -def power, a -dmg -acc power.

- The problem is that's where the set 'effectively' ends. The rest of the powers are very bad, and even broken.

- The power Weaken has a notoriously slow animation.

- The debuffs are targeted with a small 'splash' effect. (rather than other sets which may not even rely on a 'to hit' factor...or perhaps are a simple AOE)

- The debuff 'splash' effect is watered down. Only the original target is effected to the maximum potency of the power. The others are hit with half of the effect.

- The slow (neurotoxic breath) is also target based (to hit).

- The following are my issues with Poison (I could easily live with redraw if only they'd look at some of this):

- The order of the powers forces a corruptor to take that horrid heal. It's a wasted power for most corruptors.

- the 'end game' powers are broken, or don't work:
- AOE debuff doesn't take enhancements. (personally I find it rather useless.... as a corruptor I have no business being that close to the melee).
- Poison trap is just.. broken. It's a quick deploy that looks like a fish tank. The fish tank doesn't really do anything... the 'chance for hold' is poor.... and the secondary effect is terrible. It usually ends up... blown up by any random AOE attack (it's attackable).
------------------------------------------------------------------------------------


I just played my Beam Rifle/Poison corr for several hours tonight. I've used many vet specs on trying to make him effective. Basically I start the fight out with Envenom, and move to a hold if I need... then start shooting.

So I'm basically a weak blaster, that is assisted by a potential debuff. But when/if Scourge kicks in, it's a lot of fun trying to tag groups with "Disintegrate" for more scourging action.

I still enjoy it... as I hit 46... I hardly see any beamers. I'm about the only poison one I know of, but I do know I have a real benefit to a team. If the team is facing AV's/Elite Bosses, my debuffs help the team, not just me.

I find the character frustrating. He IS fun, but realistically I have a secondary with only 2, perhaps 3 REALLY nice powers. The rest is junk, and when most players are gleefully enjoying their final teir powers, mine aren't worth taking.


-


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

So people complained that Poison sucked (I was one of them.)

Poison got revamped - much to what people had been wanting.

Now people want to know when it is going to be fixed?


L.O.L.


 

Posted

Coming from a /Poison MM, there are quite a few issues with the set.

#1) The heal takes a ton of endurance, is slow to fire, and is not very large to begin with.
#2) Envenom/Weaken only hit a small number of targets (better now that it has at least a small AoE)
#3) Neurotoxic Breath is a good power, but it's your only real every spawn AoE debuff. (Cone slow with a small chance to hold)
#4) Poison Trap was absolute garbage when it had sleep instead of hold. Now, it's only slightly better than absolute garbage.
#5) Noxious Gas on an MM is only up about 50% of the time due to it's long recharge. (The toggle is a better way to go, I hope they make it a henchman toggle instead of a click buff for MMs)

Basically, the problem with the set is that it cannot take on large groups of enemies. I essentially soloed my Necro/Poison MM all the way to 50 because every time I got on a team, my henchmen would be decimated very very quickly. (although now with all the AoE buffs, it would probably be better, though that doesn't really have anything to do with poison) I probably spent 60-70 percent of my time summoning and upgrading.

In order to make the set work well for PvE IMO, it would take a couple of things.
1) Make the heal AoE.
2) Make Envenom and Weaken have a larger radius. (Half strength would be fine as long as you could actually hit more than 3 or 4 enemies with it)
3) Make Poison Trap the same as the /Traps version.
4) Make Noxious Gas a toggle henchman debuff for MMs.

I think if any 3 of these 4 changes were implemented, it would definitely bring the set up to par. As it is, Poison is really only useful for the (non-stacking) -Special and -Res against an AV.

Again, this is coming from an MM's point of view, so YMMV.


 

Posted

Poison is fine and requires minor tweaks. The game would become boring if Poison became another generic AoE Debuff secondary.

People complain about Assault Rifle not being single target focused, because it is AoE focused. Then you have people complain Beam Rifle isn't AoE focused when it is mainly a single target focused.

Play sets that fit your play style...trying to change a set to your play style is futile.


 

Posted

See... as far as I understand... Poison is supposed to be a strong ST debuff set... Which it is. It got buffed recently to alolow for a little AoE, but it's primary design is still a ST debuff.

So, seems to me to be WAI.

[Troll] And it seems the cries of "Buff Poison" are "Wah!" [/troll]


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Ok...

Let's get this right for the sake of debating whether Poison needs fixing....

When you say people want poison buffed... you can't be talking about this thread. I've already stated that a lot of the complaints people have about animations, and redraw, etc, I don't have that issue personally.

I've said in numerous threads the core powers of Poison (aside from the heal, and where it is in the set) are great!

But Poison Trap I think is borked or something. I have used numerous Vet-specs on my Beam/Poison and aside from the odd uncalculated hold, the power is... useless. I can't actually see it doing anything.

The venemous gas thing... testors have said enhancements don't work in it. A few people have stated this....

So I'm not sure what you mean by buffing.

I completely agree with you, the set is meant to be a single target oriented debuffer. It has a bit of 'splash' effect, and it has drawbacks beyond that... which is fine. I completely agree.

I still haven't found something that lets me go after rock-hard single targets better than the Beam/Poison combo that I consider as 'fun'.

I am just of the opinion that most of the end game powers should work, and or be a pay off for working your way through all those levels. I think Poison is completely lacking that right now.... is that working as intended?


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Speaking for myself, the issues with Poison:

- It is a single target set in a multi-target world. The so called 'revamp' that Poison already had did little to aleviate this. Even when you are on a tough single target that matters (AV/Hero), they resist your debuffs to the point that they don't make enough of a difference. I've said it before, and I'll say it again, if the set is intended to be primarily a single-target master, then the debuffs need to be split into two values, one resistable, and one not.

- Poison Trap, even with it's changes, is still a terrible power. I'll be honest and state that I haven't tried it since the revamp, but I've read reviews from people that have. The hold is apparently not as good as the /traps version (though I haven't looked at the numbers), and the end drain still doesn't do enough to matter, even against minions. I hear the damage is lolworthy too. On the bright side, I guess it's good that it isn't interruptible anymore...

-Noxious gas; ok, this one isn't so much of a problem as the power itself is incredible when it is up, but it can't be up often enough to cover the overall inadequacies of the set

Don't get me wrong, my 50 Thug/Poison is one of my favorite characters, but that's more because of theme and flavor. If I was a power-gamer I'd have deleted him long ago. The fact is that Poison does very little better than other sets, and other sets do most of what it does better and on a larger scale.


 

Posted

Quote:
Originally Posted by Dark_Impact View Post
Speaking for myself, the issues with Poison:

- Poison Trap, even with it's changes, is still a terrible power. I'll be honest and state that I haven't tried it since the revamp
Okay, stop. Don't do this. Hearsay doesn't help.

Now, I've been playing a Dual Pistols/Poison corruptor pretty heavy lately; getting close to 43 at this point. And yeah, I died a lot for most of my career, partly because of DP's substandard damage (and the fact that, for concept reasons, I *always* use toxic rounds), even running at -1/x2. But it's definitely a late-blooming combo, and while I didn't use Poison much before I21, it's definitely better than it used to be.

I'll say from experience Poison Trap is far from terrible. It often lacks a *visible* component to its holds, true, but they're still there, and the animation to drop a trap is *fast*. We're talking 'drop it on the run' fast. I've got it slotted with four Lockdowns (including the proc) and a stun proc to boot; to the naked eye, the Lockdown proc doesn't take effect, no electric cages, but I looked into it and targets definitely get held separate from the trap's native 2% chance to hold per tick. It recharges reasonably fast and hangs around a good while. No real complaints there.

I agree that Alkaloids is kinda gimp - I'd skip it if I could, especially since I have to go into Medicine *anyway* - and Venemous Gas is broken at the moment, but between self-stacked Envenom, self-stacked Weaken, VG and my shield, my Corruptor sometimes feels like a scrapper.

Could Poison use some help, apart from fixes? Sure. But it's not a horrible set as it is now.


 

Posted

Ok guys seriously none of you are answering the OP's question.

_Elekto_-We are still waiting for feed back but a fellow poster supposedly spoke with a Dev and (Synpase) and he said it will probably be fixed when 21.5 comes out. I bugged it in Beta and on Live.

The issue with Poison is as follows.

1. Poison Trap is broken- It's accepting Enhancements but they do nothing to help the power its self. In other words they are not working and Procs are not firing in the power. Enough said it is not fine it's needs to be fixed.

2. Venomous Gas-The same thing is happening, it's accepting procs but they are not firing.

I would of came here sooner but I had to renew my account sorry electro.



 

Posted

Quote:
Originally Posted by Negate View Post
1. Poison Trap is broken- It's accepting Enhancements but they do nothing to help the power its self. In other words they are not working and Procs are not firing in the power. Enough said it is not fine it's needs to be fixed.
This is false, or at least not completely true. As I said, procs are definitely working, and I'm fairly sure regular enhancements are, too. If nothing else, the stun proc I put in is working fine; I've got nothing in my build that stuns, but mobs definitely get affected by it.

VG I think benefits from EndRedux, but yeah, slotting debuffs does no good at all.


 

Posted

Than you Negate. I appreciate it.

I had heard about venemous gas, but not poison trap, but that makes sense because I have respecced it 3 times now and put different sets in it... and I can tell no difference whatsoever. So thanks for clearing that up.

I am reluctant to delete this character... I've worked hard to get him to 46 (no farming). I still like the poison basics, but it would be so much funner with the last two powers working I think.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Here's the rundown of poison, from my experience with the mastermind version:

Strengths:

Click-based debuffs, so you don't have to worry about the enemy detoggling, or running out of an area.

Varied effects: Anything that can be debuffed, poison debuffs it.

Weaknesses:

Hit checks: Most powers must hit, some can be slow. This means that with a miss, you have little to fall back on.

Limited debufff strength: Poison has equal to inferior values on its -defense, -tohit, -damage, -resistance, and -regeneration effects when compared to other buff debuff set powers, which offer equal/better debuffs in a full AoE variety. (dark, traps and radiation being the standouts here) I haven't played corruptors' venomous gas, that may even the odds a bit.

Powers do not stack: (aside from -regen) On a heavily recharge-based debuff set, recharge has limited value because a second layer of a debuff cannot be applied when you hit the same foe. This means that poison offers no better debuffs in short, easy encounters than it can to long, difficult/dangerous fights.

Limited support, mitigation: Poison has limited offense debuffs, so enemies hit pretty hard. As poison has limited mitigation through control, and almost nonexistant buff abilities, with low single target healing, and limited means of making targets die faster, poison has difficulty at keeping allies alive, particularly if it is the lone buff/debuff set on a team.


 

Posted

Quote:
Originally Posted by BrickWilson View Post
This is false, or at least not completely true. As I said, procs are definitely working, and I'm fairly sure regular enhancements are, too. If nothing else, the stun proc I put in is working fine; I've got nothing in my build that stuns, but mobs definitely get affected by it.

VG I think benefits from EndRedux, but yeah, slotting debuffs does no good at all.
It must be a recent change Brick...I mean like less than two weeks ago because the last time I checked the End Mod Stun did not work, neither did the Lockdown chance for +2 Hold OR the Fury of the Gladiator:Chane for -Res proc. Why would the end mod proc work and the rest...nada? Maybe Poison Trap doesn't pulse like the Traps version...maybe it does I don't know unfortunetly. I'd wager it pulses or checks every few seconds though...which means the power is still broke if only some procs work in it.



 

Posted

Quote:
Originally Posted by _Elektro_ View Post
Than you Negate. I appreciate it.

I had heard about venemous gas, but not poison trap, but that makes sense because I have respecced it 3 times now and put different sets in it... and I can tell no difference whatsoever. So thanks for clearing that up.

I am reluctant to delete this character... I've worked hard to get him to 46 (no farming). I still like the poison basics, but it would be so much funner with the last two powers working I think.
No problem!

Don't delete him/her just yet...wait until the two powers get fixed because if they fix the hold and -res procs then the set will balance out...I don't know about you but the Traps version of Poison traps makes things much-much easier when you have the lockdown proc slotted into it.

Oh and I have been pushing for changes in Poison since like July 2008 lol. Ask the devs! my two babies are Ice Melee (for brute or stalkers) and Poison lol.



 

Posted

At least VG is fixed according to the Beta patch:


Poison

  • Venomous Gas now properly benefits from To Hit Debuff and Defense Debuff enhancements and enhancement sets.
  • Venomous Gas will now accept customized colors.
  • Paralytic Poison now lasts the correct duration in PvP for all versions of this power: 4 seconds for Controllers and 2 seconds for Corruptors and Masterminds.
http://boards.cityofheroes.com/showthread.php?t=275743


 

Posted

Quote:
Originally Posted by Kioshi View Post
At least VG is fixed according to the Beta patch:


Poison
  • Venomous Gas now properly benefits from To Hit Debuff and Defense Debuff enhancements and enhancement sets.
  • Venomous Gas will now accept customized colors.
  • Paralytic Poison now lasts the correct duration in PvP for all versions of this power: 4 seconds for Controllers and 2 seconds for Corruptors and Masterminds.
http://boards.cityofheroes.com/showthread.php?t=275743
Oh! thanks for the update Kioshi! Maybe I need to bug poison trap again. Do any of you guys know if Poison Trap works just like the Trap version?