Any Word On Poison getting Fixed?


Biowraith

 

Posted

That's good news about Venemous Gas. Unfortunately, I play a few beam characters now (yes I am that crazy) and it just may not suit the character.

Wait a second... I just rechecked the numbers. Apparently Venemous gas is... 70 Feet? Is this true? This -could- make it worth while?

I still think trap is buggered and apparently not handled by the patch in any way.

For the sake of this thread, I re-slotted Poison Trap and could not see any appreciable difference with any enhancements in it. Honest, I could not tell the difference.

I started to think perhaps I am placing poison trap too far from my enemies/fight area... but unfortunately at higher levels AOE's wack the device almost instaneously.... It's useless. I don't mean to be derogatory but if Poison Trap is working as intended, it isn't very useful... expecially for a Tier 8.

Unfortunately I am running out of Vet-specs.

I am going to post my build for 21.5.... see what you guys think.


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

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
That's good news about Venemous Gas. Unfortunately, I play a few beam characters now (yes I am that crazy) and it just may not suit the character.

Wait a second... I just rechecked the numbers. Apparently Venemous gas is... 70 Feet? Is this true? This -could- make it worth while?

I still think trap is buggered and apparently not handled by the patch in any way.

For the sake of this thread, I re-slotted Poison Trap and could not see any appreciable difference with any enhancements in it. Honest, I could not tell the difference.

I started to think perhaps I am placing poison trap too far from my enemies/fight area... but unfortunately at higher levels AOE's wack the device almost instaneously.... It's useless. I don't mean to be derogatory but if Poison Trap is working as intended, it isn't very useful... expecially for a Tier 8.

Unfortunately I am running out of Vet-specs.

I am going to post my build for 21.5.... see what you guys think.
Nah, Venemous Gas doesn't have a 70-ft radius. More like your basic damage aura, I'd say.

I still say Trap's pretty useful, though I have to admit that the stun procs I mentioned happen only *very* rarely, and I did some checking and what I *thought* were the Lockdown procs were actually native PT holds, so I'm just full of 'I don't know' about that. The stuns definitely do happen, though.

Even so, it holds every non-boss in range (though yeah, it looks like the hold isn't enhanceable, even though endurance, recharge, etc) and periodically applies holds to things after that. Not amazing, and it's no PGT, but definitely a gamechanger for my Corr.


 

Posted

Ah crap... there goes that idea. lol

What was I thinking...? It is actually 15 feet.

On the poison trap, how do you use it? I find I seem to place it too far and it has no effect, or it is too close the action and it gets destroyed almost instantly.


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

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
Ah crap... there goes that idea. lol

What was I thinking...? It is actually 15 feet.

On the poison trap, how do you use it? I find I seem to place it too far and it has no effect, or it is too close the action and it gets destroyed almost instantly.
Well, I'm DP, so I'm getting close in to mobs pretty often. Either I jump in the middle and drop the trap, tagging them with VG automatically, or pull around a corner and drop a trap as I go. Then it's just a matter of Envenom/Weaken/HoB/Bullet Rain, and the minions are dead or nearly so. Poison Trap gives me that bit of extra time to apply the debuffs.


 

Posted

Yeah like Brick said...I also like to just lay two down for good measure and aggro the mob then run to where the trap is...but I have to /Trap toons so I'm kinda set in my ways.

It's ok Brick, I hope they fix the power!

I do think it's funny that the posters that were making fun of Elektro for bringing up the bugs are now silent.



 

Posted

Quote:
Originally Posted by _Elektro_ View Post
Ah crap... there goes that idea. lol

What was I thinking...? It is actually 15 feet.

On the poison trap, how do you use it? I find I seem to place it too far and it has no effect, or it is too close the action and it gets destroyed almost instantly.
While a 70 radius debuff would be OPed and a bit absurd, it's actually weird because Mid's says it has a 70 feet range for some reason. It also says 15 feet radius, but it's understandable that you mistook it because if you pick other auras there's no 'range' value in Mids at least, for example Shadow Fall just lists the radius (40) as Time's Juncture (25), the 'range' field doesn't appear like in Venomous Gas (and wow, Time's Juncture, available at level 4, does a lil more -tohit than VG, also does more -dam and has a much bigger radius - it does slow instead of -res but otherwise they are quite alike since -def is not that useful by the time you get VG especially since Envenom already does massive -def, I don't wanna sound like 'Poison needs love' again but VG with a 25' radius like Time's Juncture would be nice).


 

Posted

Quote:
Originally Posted by Errant View Post
/agreed

What failings/lacks does poison have?
1. Too active to be a good Corr or even Controller set. Envenom takes 1.33s and Weaken takes a bit over 2s. Just to cast those two, you already spent over 3s when Freezing Rain and Tar Patch take less than 3s and they debuff a LARGE area. Since the Splash effect radius is small, you may need to re-apply again and again and you do miss too. Both Envenom and Weaken should have innate accuracy bonus IMO.

Mastermind has the time to debuff one by one but the set is terrible for MM because the debuff is not good enough to protect all 6 pets and it costs a lot of endurance.

2. Neurotoxic is an ok aoe control. It just needs to take Hold Sets.

3. Poison hold is slow and has no secondary effect.

4. 3 powers are for ally-only. I honestly don't think people think of /Poison as a "Buff Set" but it has 3 powers that are very "buff/healer" like. Speaking about healing, the green ball travels too slow. It has should have a Splash effect as well.

5. Poison Trap has been improved a lot. The old version is beyond terrible. It used to have 4s casting time, 4s INTERRUPT time and it used to only cause Sleep and some endurance drain. The endurance drain is terrible for Mastermind because none of the pets really drain endurance so there's really nothing to stack with. Endurance Drain is ALL OR NOTHING. You either drain the target dry and keep it that way or don't bother with draining at all.

The current version is ok. I just don't like the constant low DoT damage because those DoT damage do draw aggro to you and DoT messes with Sleep power. I thought about Elec/Poison Troller but the dot ruined it.

6. And lastly, Venomous Gas. It is a neat power but its pbaoe doesn't fit well with Corr who has many cone attacks and lack aoe control to go in. It used to cost A LOT of endurance too. The debuff values are ok. Put -resistance aside, Time's Time Juncture can easily compete with VG. Time Juncture, a tier 3 power, has 25' radius (VG only has 15'), debuff Tohit more and Damage more. Both toggles cost the same endurance. Yes, I do know Time Juncture is more defensive while Venomous Gas is more offensive but VG's radius is smaller and it costs the same endurance. VG should cost less or have larger radius.

7. Visually UNIMPRESSIVE. People probably can't tell what you spit out.


Overall, I am not surprised that people find /Poison subpar. It has always been a very subpar set on MM and its weakness is even more enlarged in Corr who can't handle /Poison's weaknesses.


Oh, one more note, I used to think /Poison has very good -Regen but the numbers just don't add up. I used to think Envenom debuff -Regen by base 500%?? But it is only listed as 50% and 25%? I don't know why two numbers but even if you can stack -regen, it is still weaker than /Cold and /Thermal. So if you plan on soloing AV with /Poison, good luck. You probably have a much better experience with /Cold Domination and /Rad.


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

In a good team you really are rolling every spawn in a matter of seconds so unless the buff/debuff set contributes to this then it's .. well... not what makes the team good.

Why spend almost 3 seconds breathing on people when they are practically dead by the time the animation is over?

The best sets either prebuff everyone so they don't waste time in combat doing their business or they have one or two "go to" moves that affect wide areas with considerable power behind them. Poison was once considered the "AV killer" but the other sets are very proficient at this anyway and AVs are even more soloable nowadays than ever before.


 

Posted

Quote:
Originally Posted by Jibikao View Post
I don't know why two numbers
One's the half-strength aoe splash.


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
Poison was once considered the "AV killer" but the other sets are very proficient at this anyway and AVs are even more soloable nowadays than ever before.
Yup, maybe 2-3 years ago /Poison was considered a good "AV Killer" but at that time, /Cold Domination wasn't that popular and hadn't got ported to Defender/Controller.

Now the real good AV Killer is /Cold and /Rad.

I also heard that /Poison had one of the best -Regen debuff but I am not seeing it. Is the in-game value wrong? I only see 50% and 25%. And are they even stackable?


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 Biowraith View Post
One's the half-strength aoe splash.
Yes, the Splash effect is considered another buff so technically you can stack more debuffs before the splash effect runs out.

You'll have 15% Resistance debuff from Splash and if you use Envenom again on the main target, he'll get another 30% Resistance debuff, which will result in 45%.

/Poison really sounds NICE on paper but I just don't think it's very practical because it's too active and just like some of you said, on a good team, the other sets AoE debuffs will take care of it.


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

the sad part here, is that Poison has been improved, and many of the same problems people have mentioned since it has been ported, was even worse when it was MM only.
Here's what I would like to see,
1) Its heal converted into a aura heal
2) its tier 2 & 3 debuffs cones' increased as to hit more foes, or made it into targeted AE debuffs
3) Poison trap made identical to Traps
4) its tier 9 made into a location based AE with a decent recharge


 

Posted

Quote:
Originally Posted by Errant View Post
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]
If it is a ST based debuff, will it be a deadly choice on a Mind/Poison/Fire Controller?


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

Quote:
Originally Posted by Shadow Wail View Post
If it is a ST based debuff, will it be a deadly choice on a Mind/Poison/Fire Controller?
I don't know to be honest. It depends on the numbers.

I do know well into my incarnate experience I am actually 'wanted' on teams doing incarnate trials. I turn into debuffer extrodinaire, hitting the AV's/Elite Bosses. Combining my proc loaded debuffs on top of the -reg of Beam Rifle.

It's been refreshing, because to be frank, a lot of low end content doesn't truly help as much as it does in late game. Don't get me wrong it still helps, but you will find if you are on a massive damage team.... the debuffs aren't quite as important, but any level... Recluse, for example, can be an issue.

If the controller numbers are as high, I think it will be a good debuff set for them as well. I'm certainly glad I stuck it out. Again, end game powers still stink bad.


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

 

Posted

What i would like them to do, and what i feel would make the set a lot more playable, is this:

Alkaloid: Put something extra here. Either make it a decent heal, give it splash aoe, or give it regen resistence and some other minor buff, like a minor +rech

Envenom: increase radius to match venomous gas

Weaken: increase radius to match venomous gas, increase -dam and -tohit values

Neurotoxic Breath: Make it be able to stack OR add a minor-moderate toxic DoT

Antidote: possibly change into a PBAOE status resistence buff?
Cool idea popped into my head:
combine anditode and alkaloid into a pbaoe aura:
Neutralizing Vapors: Gives +regen, res to status effects, res to -regen, possible add in the resistences that alkaloid and antidote offer

Paralytic poison: add -regen -recov

Poison trap: copy it from traps....

Venomous gas: make debuffs linger for 10 secs


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

 

Posted

I think Poison is the most complicated set to create and get everyone behind. Storm is a set that wasn't fully respected for a good while and then not fully understood for a good while longer. Certainly the -range in hurricane was underestimated, ignored and so under utilised when a lot of late game issues was easily sorted with it and other powers complimentary to it. Every attribute has to be taken into account or set that doesn't help in certain situations at first look won't ever help.

I've got 3 of these Poisons so my perspective is not too one sided but to fully understand the set is going to take time. From that I think if you buff it after the new changes, it has to be carefully done. Like with Sonic Resonance you can't quite give Defenders or Corrupters exactly what might be needed because you overpower Controllers. Before considering changes all ATs have to be taken into account.

With each AT there is a design concept. This set is built around a design intent. We either play to it or we don't. Play completely wrong and yes it needs the most buffs, find the right playstyle and build to help perform in it, still there might be issues in places, take into account PvP and maybe needs a slight buff thats complicated to nail. I was troubled by the set initially, the trouble I had with it is what's being fixed. Now for me the sense of urgency when it comes to fixes is elsewhere.

What might be an idea is try to replicate accurately a problem from ingame into peoples minds. People can come together to solve them or duplicate the situation ingame to see how shocking it is. By solving we might see the play intent, by being shocked we might see where a problem lies and maybe come up with multiple ways to fix it.

Teams steam rolling content might make any set feel useless, except those buffing away with shields perhaps but even with one debuff thrown in you're part of the equation. I've had it with TA, but I knew the team was faster as result of what little I did. With only so much fight duration everyone has to fit their cast times in that small timespan, so we as a team were all doing equally as little. Ofc any excessive cast times would have to be fixed but what is excessive compared to everyother set and would it in a pvp environment be OP if lowered?


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I think Poison is the most complicated set to create and get everyone behind. Storm is a set that wasn't fully respected for a good while and then not fully understood for a good while longer. Certainly the -range in hurricane was underestimated, ignored and so under utilised when a lot of late game issues was easily sorted with it and other powers complimentary to it. Every attribute has to be taken into account or set that doesn't help in certain situations at first look won't ever help.

I've got 3 of these Poisons so my perspective is not too one sided but to fully understand the set is going to take time. From that I think if you buff it after the new changes, it has to be carefully done. Like with Sonic Resonance you can't quite give Defenders or Corrupters exactly what might be needed because you overpower Controllers. Before considering changes all ATs have to be taken into account.

With each AT there is a design concept. This set is built around a design intent. We either play to it or we don't. Play completely wrong and yes it needs the most buffs, find the right playstyle and build to help perform in it, still there might be issues in places, take into account PvP and maybe needs a slight buff thats complicated to nail. I was troubled by the set initially, the trouble I had with it is what's being fixed. Now for me the sense of urgency when it comes to fixes is elsewhere.

What might be an idea is try to replicate accurately a problem from ingame into peoples minds. People can come together to solve them or duplicate the situation ingame to see how shocking it is. By solving we might see the play intent, by being shocked we might see where a problem lies and maybe come up with multiple ways to fix it.

Teams steam rolling content might make any set feel useless, except those buffing away with shields perhaps but even with one debuff thrown in you're part of the equation. I've had it with TA, but I knew the team was faster as result of what little I did. With only so much fight duration everyone has to fit their cast times in that small timespan, so we as a team were all doing equally as little. Ofc any excessive cast times would have to be fixed but what is excessive compared to everyother set and would it in a pvp environment be OP if lowered?
i respect your opinion on this, but i feel that poison should be buffed again. I have a feeling thisll happen once its ported to defenders, when they realize how important it is to make the powers more effective.

The problem is, poison is supposed to be a superior debuffing set. I feel that the devs have gotten the right idea for the set, but made a few minor mistakes. I've said earlier what i would personally like changed.

I'm going to play the set anyway because im in love with the concept, but i will still pray every time i play it for it to be buffed :P


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I don't want to quite dismiss PvP but at the same time, I don't think PvP presents near the concern it used to. If it is that big a concern than a bigger solution might be to have AT's behave differently between PvP and PvE. Otherwise balance is just too difficult to achieve.

Quote:
With each AT there is a design concept.
This ideal has become watered down quite dramatically in 3 ways: 1- Power proliferation (a biggy) 2- the actual changing of AT performance. (damage in tanks, etc.) 3 - New Powers.

The price of creativity seems to be a blurring of those lines. The best example of that I can think of is 'Time'. Time is absolutely amazing and has a solution for any problem short of status protection. It buffs, it heals, it debuffs, it holds, it slows. What AT am I talking about? Any AT that takes Time.

I agree a corruptor has a 'role' but that is clearly defined in the AT numbers. We're 25% less damaging than a blaster. So why give me a broken secondary? Because I'm a corruptor?

To me there are two 'levels' of issues going on here. The first level is -powers that are not behaving- (Venomous Gas and Poison Trap), the second level is -powers that under perform or simply do not fit or are too cumbersome to consider.)

Again I find it curious in this thread (some) people are telling me 'poison is fine' and in the other thread of someone asking about beam rifle/poison, I get pounced on pretty good for defending it. (Some) people allege it to be pretty much the -worst- secondary you could take.


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

 

Posted

I'll offer my 2 INF, bearing in mind that my experience is with my plant/poison controller, which I've now played to 50+3 into the incarnate materials - not as a corruptor.

I use poison trap and venomous gas differently as a controller, but they work for me now AS IS.. when these finally get fixed and will take procs, they'll be truely fantastic.

Poison trap for me right now is 6-slotted with various IOs (no sets or procs) to improve hold duration and recharge. It now recharges around every 30 seconds, so I use it often - usually on Nemesis that resist my seeds of confusion. The hold isn't very long, but certainly long enough for my AOEs to finish off pretty much all of the spawns. Combined with Vines (when that's up), I'm locking down a team of bosses (on incarnate trials, not all bosses, but certainly a few) with a decent frequency. I've read that the chance to hold on poison trap isn't good, but it seems to be hitting with a far better frequency than it should. Usually, ALL minions are held by it.

As for venomos gas, it's currently slotted for endurance reduction (which seems to work), an anchillies proc and a lady Grey damage proc. I don't think either of the procs are working on this power. I'm just keeping them there in anticipation of a fix. If I were slot starved though, I'd just keep a single endurance reduction IO in there, as even the base debuff is really good.

What I haven't checked yet is whether the debuffs from weaken or envenom stack as I spam these on an AV/EB. I just got a Power Analyzer Mk III and will check this out. I haven't done so yet as plant/poison was just so much fun and didn't feel the immediate need to worry about this.

That's my 2 INF.


Malakim

-Playing since COH beta and still love the game!

 

Posted

I am still underwhelmed by Poison. Storm is a better debuffing set and more fun to play. Even with a pet that doesnt move and a pet that is insane. I find storm more useful on teams and solo. Poison is more fun than Dark Miasma to me though, so maybe my opinion is skewed.


YMMV---IMO
Ice Ember

 

Posted

This thread has several comments about the end drain in poison trap being minimal. I can not find on at all. My level 35 elec/poison dropd a poision trap at the feet of a held minion then monitored the mobs endurance. No drop in end throughout the duration of the gas cloud. Also if I drained the Mob of some end with an elec/ power, there seems to no -recovery as stated in poisin traps description.


 

Posted

So... what got fixed?

I have been playing other toons lately. Poison got on my nerves, and the one Poison toon I have that I do like... I respeced to take almost all Beam powers anyway (aside from the must have poison powers.)


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

 

Posted

Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duraton of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.


 

Posted

Quote:
Originally Posted by Deus_Mortis View Post
Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duraton of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.
Hrmm...Elec/Poison...sounds like a stout combo...why didn't I think of that? lol Thanks for the heads up Deus keep us posted!



 

Posted

Quote:
Originally Posted by Deus_Mortis View Post
Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duraton of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.
Yeah the efects are all meh, the power has too much going on and ends up doing nothing special except for the initial hold.

So when you cast it, it summons a pseudopet that does 8s Held (mag 3) (after 0.25 second delay), which is good, but after that the effects are lackluster, the other pseudopet that ticks every second does very little damage and the chance to hold and end drain are too low.

4s Held (mag 3) (after 0.25 second delay) (2% chance)
-10% Endurance (2% chance)
-100% Recovery (mag 10)
1.67 Toxic damage


Looks like the only consistent effects for the duration of the second psudopet are the -100% recovery and the ZOMG 1.67 toxic damage per sec.