Any Word On Poison getting Fixed?
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To be honest, as of late the focus has been on doing small changes over time, with revisions as the tweaks pan out. This is nice as there are very few reversals/nerfs needed, but frustrating as it's slow.
obiviously...
anyway...i like the idea of making the 50% -regen not resistable... but tbh i dont think there will be more changes for poison in the near future cause they already changed a lot to improve the set. Sadly they forgot some major problems |
Look at stalkers- they got their buffs before, now more are in the works. Energy Aura was tweaked, then re-tweaked for performance. The Developers were on a short deadline for the proliferation of poison to corruptors/controllers, with several other powersets being tweaked at the same time. I'm pretty certain they didn't want to slow things down with lots more tweaks (followed by testing) when they could release a slightly better version of an already established set. I also think they wanted to see if the working trap/splash debuffs were good enough.
Now that the splash mechanics/somewhat functional trap (The sapping part is still 'meh') have been released, I do think it's time to revisit the set with it working at the level it was intended to, and still having a few rough edges.
I so want them to add "puking" effects in Venomous Gas. I mean that's like the signature effect for /poison powers in this game.
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.
Just to reiterate what others have posted and I have said repeatedly in every thread of this sort:
- Poison is a single target focused debuff set that is lacking in the most important tool for solo enemies that matter: AVs and GMs. Give it -regeneration debuffs that are on par with Time (-250%), Radiation, Thermal, Dark, Cold (-500%) or Traps (-1000%+). Yes, this is how immensely important -regeneration is against AV and GM class foes, and all of these sets that offer superior AoE debuffs and buffs are simultaneously better than Poison against AVs and GMs.
- Alkaloid is terrible. No other set is burdened with a single target heal as its only ability of this sorts while simultaneously being forced to take it at level 1. Radiation has an AoE heal. Storm has a single target heal that is primarily a buff (mez protection, perception, endurance protection) with a secondary effect of healing. Kinetics and Dark receive two of the most powerful AoE heals in the game. Every set that has just one heal in it is granted something unique or exceptional, while poison gets a weaker version of Heal Other with 15% toxic resistance slapped on for flavor. And then there is Time Manipulation, a set that was released when Poison was ported and has two of the best heals in the game and BOTH affect the caster. Talk about a slap in the face.
- The risk versus reward ratio for Venomous Gas is out of whack. Poison is forced to spawn dive with virtually no AoE mitigation, personal buffs, or self heal/mez protection. Meanwhile, Traps is a set that similarly encourages one to play in melee range, and aside from Poison Trap it also has Seeker Drones, Force Field Generator, Caltrops, and Triage Beacon granting it a suite of self-affecting buffs, mezzes, and debuffs that make this set far more playable. It also has superior -resistance aganist AVs and debuffs regeneration 20 times betterthan poison; that's a value of -1000% versus -50%.
- Neurotoxic Breath is nice, but its targeting geometry (the size of its cone) is not suitable to be used in close proximity to enemies-- it's just too narrow and long. Widen the cone so it could be more effectively used after dropping Poison Trap and debuffing foes with Venemous Gas. Right now, this skill can only be used at range while the only viable form of AoE alpha mitigation is toe bombing Poison Trap in melee. Notice the lack of synergy there?
- Venemous Gas absolutely needs a prolonged duration on its debuff. Hurricane does this with a 10 second duration on every debuff tick, allowing some form of protection to be granted even when the caster is mezzed and the power detoggles. I consider a similar change for Venemous Gas to be the bare minimum that needs to be done for this skill.
- Paralytic Poison is a single target hold with no secondary effects, much like Petrifying Gaze for Dark Miasma. While Dark Miasma can readily skip this power because every other skill in the set is top notch, the same can't be said of Poison. Having this skill offer nothing more than a mag 3 hold weighs heavily on a set that is filled with par or sub par powers. How is Time Stop with a suite of powerful debuffs and a mag 4 hold mechanic not the baseline for what this skill should be?
Do they ever... Didn't it take took over two and a half months for them to get around to fixing Poison Trap? Considering that my DP/Poison became my main leveling character, I basically never experienced a viable Poison Trap until I was a tier 4 x 5 Incarnate.
obiviously...
anyway...i like the idea of making the 50% -regen not resistable...
but tbh i dont think there will be more changes for poison in the near future cause they already changed a lot to improve the set. Sadly they forgot some major problems
BANG BANG!!!