Revise the vials!: Tonics and Salves, etc .

Recently i have played a wonderful game called Bioshock Infinite, and the vigor system captivated and astonished me. And then I remembered the vials from SK, and I thought they need revising.
Here is my solution: Remove vials/vigors, and replace them with something that combines features of both!
I have alternate ideas for vials/barriers with Salves!!
Fire vial:
Mechanics would involve this: You consume the vial like a capsule, and then you temporarily (for about 10 seconds) have both of your attacks replaced by two different ones: left click causes you to secrete oil like an oiler, right click throws fiery projectiles upon the nearest enemy or oil puddle.
The name would stop being just "fire vial" and would be replaced with "oiler essence" and replace fire vials/barriers. It's appearance will change, looking like a soda bottle/mustard bottle/poweder flask but with spikes on it and colored like an oiler. Fire puddles would stay for six seconds. Can only use oil igniting fireball once
Curse vial:
Would be replaced by the unlucky 13. Bottle looks like stylised slot machine and using it summons a phantom to fight for you. Phantom will curse enemies, but once it runs out of enemies to curse, it will try to attack you directly. Phantom does not respawn after you killed it, but enemies cannot damage it. Fights like normal.
Freeze vial:
Frosty's Revenge bottle looks like a snowman and will allow you to breath ice and get a bonus to duration of ice effects. Will slow down movement by 10% though, at a cost of adding to defensive capabilities. Will refreeze ice cubes.
Poison vial:
Nuclear disaster will cause 3 orbs to orbit around you, but they follow individual orbits, not one orbit, and explode when they hit an enemy for strong chance of poisoning. Resembles a bottle of wine for some reason. Each orb explodes into toxic puddles, and you yourself ooze puddles.
Shock vial:
Electric catalyst is thrown like a grenade, deals no damage on the impact, but splits into 3 tesla bombs that work like a mist version of gremlin grenades.
Each mist burst is long enough to reach it's fellow tesla coils, no matter what.
Stun vial:
It's name will be Bulwark, and uses the power of the force to kill enemies, pick them up, and throw them like normal vials, causing stun, as well. Larger enemies like zombies, lumbers, etc, will have their chest or head ripped out and thrown in similar fashion, killing the victim.
These and all consumables can be dropped at will, even when one is dead. All of them can stop their effects with the R button or something. Might come with line of armors that boost effects of each, but I will elaborate later, perhaps when I got concept art of all of them. Each has 75-50% chance of appearing in place of normal vials, and comes with a "Classic" mode that has all consumables in order. Other consumables not affected.
There we go, that made sense, didn't it? Now talk about design and special effects, I want to know your opinions on the outward appearances. That means aesthetic appearances.
~~~~Fight Beetle

I took the ideas in mind, and...
Oiler essence 's projectile works like the normal vial and only works once.
Unlucky 13:No thanks on the 50% curse then. Anyways the point is to massivley curse everything you see and then only fight one enemy that is comparatively fit. This phantom won't respawn.
Frosty's revenge: Instead of shooting a overglorified bomb, you get ICE BREATH! You walk and shoot as normal, but you get a damage penalty to regular guns swords and bombs and you constantly create a zombie-like freezing cone around you. Damage penalty is lighter in later tiers and your cone's range is extended.
Nuclear disaster: Orbs explode into clusters of four poison inflicting oil puddles on collision with ANYTHING. Also, you secrete poison oil everywhere yourself. Will not interrupt maskeraith cloak.
Electric catalyst insted fires a chromalisk glob that explodes into 3-5 electric conducting globs connected together to form an electric net that lasts four seconds. Enemies walking through will slow down and be shocked.
I also thought of a more dramatic effect for the Boost Whip vial- it instantly kills any enemy you grab other than bosses and some minibosses, and when you throw the enemy it creates an explosion.
There is also another vial I wanted. I call it the Sandman, and when used it allows a person to possess another monster or creature, infiltrate the ranks of their fellow monsters, and kill them very quickly, but it works like this: First you have to throw a sleep dart, then you can possess with right click. You can possess for six seconds, you can use the monster's special abilities, and when your vial wears off, your monster dies. Looks like an hourglass, rarest possible vial.
My ideas are not perfect, so don't forget to try and contribute to them.
Don't forget that these new vials offer potential in terms of creating storylines about them. Just a thought, see what you can do with it.
You'll need a mandatory vial tutorial for most of them, I think. Especially Sandman and Boost whip.

From looking at your ideas, i like them in general. The direction you are heading is definitely an interesting one. But i do not agree with all of them.
One of the ideas i do not agree with is the curse vial. I feel it should instead modify the player then summon an npc. Something like an undead ghost possessing the player giving him higher shadow defense, and chance to cause curse on charge attacks. But also makes him vulnerable to attacks from his teamates. Something like that.
Another idea i do not agree with is the oil essence. I agree that the player can spread oil everywhere for a limited amount of time, but oil disapeears if not use right away. So i think it be oil, but the oil will automatically be ignited after 3 seconds of spreading it around the place.
I completely like the ice breath.
Nuclear disater was not bad.
Electric catalyst was not bad, but i feel monster attacks should be able to break this net so that it does not last the full time it suppose to last.
I completely disagree with the sandman. It sounds cool, but the player should not become the monsters and do undercover activities because we do not have smart enough a.i. so i feel the sandman should summon a friendly gremlin instead or recon that can use invisibility and attack monsters when they have death mark. Then goes back invisible and attacks again. This would last only 30 seconds. very similar to the item we have now, but i feel a gremlin shadow stalker would be more interesting to summon. Especially sense there on our side.
Well that is all the modifications i can think of for now. Good luck.

I don't see why unlucky 13 is nerfed so much, but your idea of making a person vulnerable to friendly fire is a good nerf.
I also want at least one complex and intelligent usable fitting an assasain or a sneaky person.
Also...
What if there were specialized armor that boosted the damage/duration of these new tonics I invented?
I recently had an idea for a black labcoat with slime-like spikes, glowing eyes, and a vial belt that could boost this effect and make it stronger. I don't quite know what to do with these ideas, but vial/barrier boosting armor could be a thing of the future.

For many reasons, we have stuck accessories as only a visual thing because they can unbalance the game. So i am thinking, why not make some accessories that we can wear in our knight as a trinket we can wear on any armor. So for example, the vial belt you mention can be an accessory and a trinket at the same time. So this way, you would equip that accessory in the trinket slot, but still be able to see it on your knight.
About the labcoat, that can be a costume accessory that can boost the effects of these actions like: longer duration of good effects, negative effects last shorter, maybe easier to find these special items and be able to use em, and some other things i can't think of.

My suggestion was for unique armor to be used to boost vials, not visible trinkets.
I have come up with armor ideas for all of these vials.
Oiler Essence:
As I mentioned, labcoat with oiler-based helm, and vial belt.
Unlucky 13: Reskin of kat cloak 3* and phantom mask with a metallic, chromed metal used for armor pieces.
Frosty's revenge: Bomber armor-shaped white and blue-ish armor, parts of the armor plates are simply ice. The helm is made of ice but it wears a hat and a pointy nose is carved.
Nuclear disaster: Knight wears a EXTREMELY skinny suit that reduces leg and arm size by 15% turning them into skeleton-like knights to represent effects of overuse of Nuclear Disaster. Skinsuit looks like lots of black bandages with part of a lab coat attached, head looks like phantom mask with the hood and all but the inner mask is replaced by a poison variety of the shade mask.
Only have a few ideas so far. talk about the vials.

Please talk about the visual effects and wether they relate to this game.

I would understand if i am wearing a shock armor and the armor takes some of the shock from a shock trap and allow me to shock enemies that come in contact with me, or if i am wearing a flame armor and if my knight is on fire, he gets enhanced attack power while he is on fire. These correlations i like cause it's armor situational boost power. I like the idea which you are saying basically an armor that is suited to using vials or the specific actions you mentioned. And that is exactly what i said, by wearing the trinket vial or the costume, you would get a small boost when using these vials. I just added the trinket visibility as an extra perk.

Good point blandaxt, but i decided that i will com up with a endgame content based around those armors as means of acquiry.
keep on postin'

You yelled at me in-game so I guess I should actually post here.
I don't like the suggestion.
I was just pulling a game master and not posting in the thread because all of you here seem to be discussing things and I didn't want to really bother your thoughts.
Reasoning behind it is that changing your attack up, even for a split second, can completely throw off a player. Vials should be used to inflict status at long range when you don't have a weapon to fill that role, and barriers are the same for close range. Deciding to make vials suddenly be some sort of power fluid seems rather unnecessary and completely throws off the game in both flow and function.
Consumables are here to debuff monsters, not to buff our knights. That's why all the pure damage consumables are so rare (mecha knight kit, recon flare, turret).
If I want to freeze an enemy, I want them frozen so I can keep attacking as normal. If I want those gremlins poisoned I'll use a poison vial/barrier. If I want that healer cursed I throw a curse vial at it. These instructions are very easy to follow, and very easy for new players to get a hold of. This also allows new players to understand the value of each status effect.
Consumables aren't here to change you, they're to fill in for what you don't have but are customized to your needs. You don't need to carry a health/remedy capsule, but many knights opt to do so.
As the suggestion has gone further, it seems to sort of fall off the deep end more in my view. Armors specifically created to enhance an RNG-dropping item that can only have 3 carried at max and are not only situational, but completely useless in some levels (and if you pull a dumb and make the armors resist the vial they use, then the armors are completely useless in the levels the vials are useful in), and making a cosmetic item affect gameplay is always a big no-no. This entire thread just doesn't click with any sort of game design already set in place. It might totally be okay in another game, but in Spiral Knights? Big no stamp from me.
Overall, in my eyes, the suggestion seems very out of place with what we currently have in the game. It's not something that makes or breaks the game but it's completely unnecessary and it doesn't fill any specific role other than the cool factor... And honestly, consumables aren't something to really try to make "cool".
There, those are my thoughts.

Good evening, Fight Beetle here.
I can only point out that some of the things you said were inconsistent. More specifically, this paragraph;
"As the suggestion has gone further, it seems to sort of fall off the deep end more in my view. Armors specifically created to enhance an RNG-dropping item that can only have 3 carried at max and are not only situational, but completely useless in some levels (and if you pull a dumb and make the armors resist the vial they use, then the armors are completely useless in the levels the vials are useful in), and making a cosmetic item affect gameplay is always a big no-no. This entire thread just doesn't click with any sort of game design already set in place. It might totally be okay in another game, but in Spiral Knights? Big no stamp from me."
I never fell off this "deep end" you mentioned. These items are intended not as full items, but rather as little collectibles for vanguards, perhaps as boss rewards. These items can not only be aquired from dead mobs, but also from vial merchants (would make those ghosts in moorcraft/gracken more useful and beloved, along with ever present basil.) Secondly, I would also say another mechanic is that they increase vial inventory size. Also, how can OOO "pull a dumb" by making armors resist vials that they use? I never meant for vials to damage the player and even if they did the probably provide little damage for the player and greater damage to the monsters. (plus they would use conventional status effects and damage, so any shadow armor can resist unlucky 13 for example). Also, when did I endorse a cosmetic item affecting gameplay? A visible trinket would be EVEN WORSE than a power granting/enhancing accesory because you would have to buy temporary slots using either real money or hard earned crowns! Although, I would like to say that I don't want to talk or explain about armors anymore, and keep them to myself next time I want to suggest an update. (plus I don't want to strain our poor devs)
Also, your first two arguments about changing player attacks made little sense. You could have said the same thing about the sprites one year ago or so, but sprites stayed because in game, before they were introduced to the player, the player was taught how to use them. Likewise, I think the same thing should be done for my tonics; once a player reaches haven, they have to go through the tutorials. And when a vanguard or so logs on, the next missions they have to do will be replaced with optional tutorials scaled to their level. Same for t2 knights. I was making a thread where you guys have to figure stuff out here, and am slightly dissapointed that I have to explain every mechanic to you.
And last of all, my entire point here is to create something cool for players to enjoy using, not to make something to fit into the game. It's made not to fit in with the game.
Alternatively, here's a compromise; each one of my vigors has a 50% chance of replacing any barrier or vial, and they have a hotkey that instantly stops the effects of the vigor. They could also be placed in a coliseum minigame, similar to some idea for a bunch of endless bosses against 12 players idea I have read.
Have a nice afternoon.

You know fangel, after i read your reply, i realy felt like we were on a chopping block as if being judged by the spiral knights developers. But after i have thought about it for a bit, we are all just players chatting away in these forums and have no real actual power to make changes in the game qhether we could make a petition or what not to get the developers to look our way. It does not mean anything we do will have the intended result where looking for. Remember that i said i felt this way, i did not accuse you of being a developer or anything else.
Anyway as we are all plauers just throwing out suggestions, all of the power to make changes lie in the hopefully watchful hands of the all mighty developers. This means just because you disagree about what fit into spiral knights, doesn't mean we have to suddenly ride your wave of thought and agree with you. So this means you really can just say what you believe in like "i don't agree with the course this idea has taken". While if you were to say " this idea does not fit into sk", it makes me feel as if you can actually judge what content can be in spiral knights. I mean who ever thought the developers would add a goat reskin for the maskeraith pet. Did sk ever had a goat like animal before? No! And yet randomly and suddenly, we now have goat reskin maskeraith pets all over the place. I mean if we had our say in it, wouldn't that goat be a much better addition as a rare monster then a pet reskin? I think most players would agree to that, but nope, we just gotta live with a reskin goat pet. Anyway, i'm not going to kick you off your high horse if you do believe that you have that power, just keep on with that mentality. But what i am going to do is request to agree to disagree. Cause were not all made the same way and we all think differently from each other. So i completely disagree with your reply and will continue to try my best to aid figh-beetle when i can to improve on his idea.
Well hope to see you fangel in other threads which we as powerless players can chat our time away and hopefully the almighty hands of the developers will look our way.

Remember that i said i felt this way, i did not accuse you of being a developer or anything else.
Often times I wish I could be a creative mind behind my favorite games, but alas I'm just another player like you. :(
You two seem to be taking my response as if I have just eaten a baby or something. Fight-Beetle mailed me in-game asking for my opinion, and also made a post on this thread asking me to talk in this thread. I started my first post with the disclaimer that I wasn't going to post on here due to my opposing viewpoint (and again, not having much to add to the discussion), but if people seek out my opinion goshdarnit I'll give it.
Now, I suppose I can now climb back onto my theoretical "high horse", as you've chosen to call it, and retort a bit.
You could have said the same thing about the sprites one year ago or so, but sprites stayed because in game, before they were introduced to the player, the player was taught how to use them.
Battle sprites do not modify combat. They add to it. The original design in this thread, at the very least, was that once you use a consumable, your attack and shield keys were replaced by two different attacks for several seconds. This both disables your weapon and disables your shield. If you meant something completely different, then I misunderstood the original idea. If the idea has converted back to you push a button you use it/prep it, then that's great...
how can OOO "pull a dumb" by making armors resist vials that they use?
They could make mercurial armor give bonuses to shock vials. Since mercurial resists shock and piercing, it would be best if used in a shock slime/beast level. If it boosts shock vials, it is useless against the enemies in shock slime/beast levels, because status monsters are immune to status vials of their type. That's pulling a dumb.
Also, when did I endorse a cosmetic item affecting gameplay?
Because of this the vial belt you mention can be an accessory and a trinket at the same time. So this way, you would equip that accessory in the trinket slot, but still be able to see it on your knight. statement. Yes, you didn't personally say it. No, my original quip wasn't aimed at just you - honestly I was aiming it towards the thread as a whole. I don't like to single people out.
It might be me misunderstanding some statements, but overall I really don't see the connections between the game and this suggestion. Dual wielding is a reasonable suggestion for this game, but it has to be implemented correctly (i.e., just a weapon line that has two swords/guns/bombs as a cosmetic appearance) to really work with game mechanics. This suggestion just seems like it was inspired by another game with its own game design, and trying to cram that game design into this game's design. If we were bio-chemical weapons or had bio-chemical weapons, maybe I'd be more for this idea, but the closest we have to anything like that in this game are toxoils.
Consumables shouldn't change how you play, but rather enhance a single battle every so often. Being in control of your surroundings is critical to this game, and vials/barriers accomplish that. Many of these items induce chaos instead of control.

1# Never reacted too harshly. Blandaxt, in his furvor of misspelling, did.
2# Same update that gave use the sprites also made combat harsher, so most player had to use sprites, at least, some players. Same goes for vials. Only some people like me use vials. The rest don't like them, or don't even know they exist. I do not wish to make combat harsher, though. It is harsh enough. I wish only to make it more fun. Also,
3# I made a sub-suggestion. Those things would have a reset button for quick consuming or for general situations, and probably drop 50% of the time in place of status effect item. This is clean, simple, and previous vials don't go to waste.
4# I never intended for most existing items to gain buffs. Neither do I intent a pulling of a dumb in the new armors I have in mind. Spoiler: New items have rare and overpowered abilities at the cost of, depending on armor, damage, movement speed, sheild health, etc. or sometimes increase one for the other. more on that later.
5# I mentioned an armor that had a special effect and used an already existing accesory as item decoration. quote
"Also...
What if there were specialized armor that boosted the damage/duration of these new tonics I invented?
I recently had an idea for a black labcoat with slime-like spikes, glowing eyes, and a vial belt that could boost this effect and make it stronger. I don't quite know what to do with these ideas, but vial/barrier boosting armor could be a thing of the future."
It was a bit open to misinterretation on blandaxt's part.
note
"vial/barrier boosting armor could be a thing of the future"
To conclude, why do I want to change the theme of the game, the battles, the fights? It is because I want to stimulate excitement, and bring adrenaline into a stale game. The "being in control of the battle" thing was good at the time, but now it has become boring.
I will wait for the admins. I know they can do this. They are part of sega, they can code this.
P.S. almost forgot for a subsuggestion
Classical mode that keeps everything just as before the updates. Combat, vials, barriers, etc. all the same. Good enough?

Well on the good side, I do agree there should be a cancel button, but not for passive effects once activated (such as barriers), however the current vials would benefit greatly from being able to put them back in your inventory after prepping them by pressing, say, shield.
"vial/barrier boosting armor could be a thing of the future"
As I expressed before, having vial/barrier boosting armor is only as good as RNG gives you. With gunner armor, you don't get the benefit of the bonuses unless you use guns, but that's the player's choice. You don't necessarily choose which consumables drop, as they are a quick and temporary thing.
Honestly? Honestly I think you started this suggestion with vigor, but in that state of mind you sort of added too many suggestions. I would say have one suggestion that relates to the current system (vial/barrier armors, trinkets, and sprite perks... And the cancel consumable options), and one that is this new system (new consumables). I agree with that bit.
As for a classical mode, if things change, we can just follow along. If we're given the ability to drop consumables then there's not even a need to make a classical mode as you won't have to "use up" a special item to get that vial you wanted.
1# Never reacted too harshly. Blandaxt, in his furvor of misspelling, did.
Mostly you both reacted as if you were surprised that a regular on the suggestions forum posted an opposing viewpoint after not posting on the suggestion for 11 days. I'll agree that I wasn't exactly throwing constructive criticisms at the suggestion, but that's why I started my post saying "I was just pulling a game master and not posting in the thread because all of you here seem to be discussing things and I didn't want to really bother your thoughts." However, I did share my concerns with the suggestion in an aggressive tone of voice.
After looking back a bit at the original suggestion I realized that the only vial that affects player attacks is the fire one. Oops. Still, I believe that consumables should not be a focal point in this game's combat, rather they are a tool to make a fight easier when you need a specific boost.
2# Same update that gave use the sprites also made combat harsher, so most player had to use sprites
If you're referring to the difficulty settings, combat was not made harsher. In fact, battle sprites made the game easier for new players, and more rewarding for veteran players. Enemies didn't become harder, they just had a health adjustment and players got a base defense adjustment depending on the difficulty level.
Adding new consumables didn't make the game harder, adding new levels made the game harder. Apocrea and Tortodrones are hard because of their design, not because battle sprites happened.
Similarly, revising the vials won't make the game harder. It will make the game easier for new players, and veterans will continue to not use vials. Heck, I rarely use my consumables unless A) I have 3 health capsules and another one dropped, B) I'm inflicted with a status and either about to die from it or there's a remedy capsule on the ground and I have 3 already, C) I need to inflict a status to affect my game (poison on enemies a mender is healing, fire on an ice cube, curse on a healer), or D) Some mofo with a shield is not moving and my barriers go through them. Every other situation is solved with weapons, as it should be.
I want to stimulate excitement, and bring adrenaline into a stale game.
Adding more consumables will not make fights more exciting. Fighting the same enemies with new toys isn't exactly exciting, but fighting new enemies or a new level does make exciting. Fighting the swarm is exciting, why? Because they don't drop anything and thus, when you're hit, you have no form of recovery other than your battle sprite or a lucky RNG (heart drops too few and far between). Doing a deconstruction zone with a new weapon (imagine, say, a shadow mixmaster) is only as fun as it can be before the fun of it wears off. Battle sprite excitement died off after about a month. Auto-turret kit excitement lasted less than a week when it was fixed. These new things would be super exciting to you (since you suggested them), but the general public would likely stick to their current consumable setup and these would fade into obscurity within a few weeks, like how the recon flare and artillery strikes have.
Lastly as a heads' up, if by "admins" you mean "game masters", they are not part of SEGA (they are part of Three Rings, which is owned by SEGA), and they are not currently working in the San Francisco office programming the game - that's what the developers are doing.

I would greatly enjoy some more variation to the pickups we have in the game already. Vials have a lot of use in the game as support items being able to supplement gunfire with a supporting status.
I don't think this needs to be replaced but I would like some more things to use. A pickup that can temporarily buff a stat on command would be useful.
Right now we have attack, defense, and speed ORBS which you character can walk over to gain a short boost to those stats. I think that being able to get boosts like this on command (but for a shorter time) would be nice.

@fangel
I think I went overboard with the Ideas a bit for armors, and other things, etc, and I WILL talk about them more in another suggestion, but not right here anymore. My Tonics/Vigors/Vials, whatever I call them, also drop by damage type and status. For example, all shock vials and barriers can become a bottle of electro-catalyst.
When I said that comment, by harshness I simply meant the health adjustion, and the fact that you can't be revived by other players sacrificing hp. (in retrospect this is a bit short term, as energy was abolished at that time.) Still, what this system does is that it makes combat easier and rewarding. Even if it becomes stale, these things would be common, and would make combat rewarding. At least, more rewarding. Also
>new levels inspired by my tonics/vigors/vials: factories, laboratories, distilleries, etc.
I also wrote the EXACT mechanics on the OP.
@holy moly
Thanks for the feedback.

A level inspired by a consumable? That's... That's not likely, honestly. We aren't given a tutorial on a recon flare, it's the description of the item that we have the option to read that gives us an insight to how it works, but if we use it we'll know what it does, hopefully. Same with artillery strikes and auto-turret kits, and to some extent, mecha-knight kits.
If your consumables are so complex we need levels made in order to teach players how to use them, then perhaps they're too complex to be a consumable. Stat-up orbs are obvious what they do because of their icon (sword = damage, got it. Shield = defense, got it. Runny person? What's that do walks on it, gets super speed, oh that's what it does), and vials/barriers are color coded the same way status levels and enemies are. The extra items are a fair bit complex to new players, and you often see people making posts asking "what is this and why can't I pick it up?" while looking at an artillery strike.
If we do get new consumables, I would rather we not have a level to go with them... Scenario rooms, totally. You could have clockwork tunnel, deconstruction zones, and compounds all have little science rooms with a new consumable or two inside, perhaps with a few of Herex's goons lurking around. But full levels and tutorials on how to use the things? That item is too complex to be a consumable - perhaps it should be tagged on a battle sprite instead.
The whole idea that more consumables is going to change the game is about as faulty as saying new weapons will. The gunner update added a bunch of new weapons, but it doesn't change how I play the game. If I wanted to go full gunner before the gunner update I'd just have less choices, but it'd still be completely do-able. Similarly, more consumables won't change the game. Sure, you may now carry around a poison tonic instead of a poison vial, but honestly, you're probably not going to use it unless the time calls for it.

I could see Salves being used as something to prevent a certain status. Much like how remedy capsules are valuable because they can cure and status these Salves would make it so that you have a certain amount of time in which you cannot be inflicted by that certain status.
For example a Fire Salve would make it so you cannot be lit on fire for a certain amount of time, this would allow you to use armor like chaos and still walk through fire hazes and fire wisps without getting lit on fire.

I see that as having a niche and being rather easy to learn. It also isn't anything huge (you could just wait a little while for the things to move), and the color-coded icon would be easy to identify.
The traps would still deal damage, just not the status. Pretty sure a freeze one of those would be amazingly helpful in later games (silversap no silversapping), and a fire one would make Vanaduke's mace much less of a threat for a limited time. Technically you could have it be given as a player "buff", much like status and power-up orb icons, and have them be applied by battle sprites (buff drakon's fire barrier to give this effect, or make firestorm give players fire immunity if they walk through it, but not as long as the consumable would give).
Best of all you can pretty much do what the consumables do already with the right equipment, which has been a pattern with consumables outside of damage ones (recon/artillery strike/mecha and turret kits).

Perhaps the time the salves work are affected by the resists on your armor, if your armor has some natural resist to the status then the immunity lasts longer if it has a huge penalty then it would be rather short.
Traps would off course deal damage but not the status and like other pickups you only get 3. Of course as you increase in tiers the power of these would be greater and would last a bit longer.

Health capsules and remedy capsules don't really scale on anything, I'd say just make salves give you immunity to status and call it a day. The time it lasts should be at max 30 seconds (tier 3) and at minimum 10 seconds (tier 1).
The only question is if these items would remove the status from you if you have it, or just prevent future infliction. I would say keep remedy capsules for removing statuses, but use these to prevent them.

I agree with durations, but not with a limited outset of 3. Removing current statuses? That's tricky. I would say, they grant heavy resistances to status. I wish a GM would come on here.

Here's some effects for you
OE: does not remove fire, but makes you faster when set on fire
U13: does nothing for status
FR: removes freeze and prevents it
ND: does not remove or prevent poison
EC: same as Nuclear Disaster
BW: removes and prevents stun

bump
conclusion required. I need somebody to provide concept art, something I can work with
or, we can keep the vials since they are perfectly fine and add these new items as rare items. maybe you don't use vials, but I do. when I actually remember I have them at least.
now to the actual ideas:
oiler essence: as a fire-spreading thing it's ok, but I would see it more like an actual weapon than a vial effect. also, the "fire at nearest" makes oil completely pointless since you can just spam that and the enemy catches fire.
unlucky 13: not a good idea until OOO decides to upgrade the AI on things. curse self-infliction on use is also not a good idea, since nobody would use this in a battle to make a phantom do the work for them, since the weapons we have deal more damage.
frosty's revenge: and this is different from the freeze vial because? seriously, if you sue this, you are aiming for the thing you are freezing, not hoping that somebody else is going that way to freeze itself too.
nuclear disaster: this could actually replace the barriers mechanic entierly, since OOO doesn't want us to spread status too much with barriers anyway.
electric catalyst: same deal as frosty's revenge.
stun ram: it's a stun vial, but you use it by throwing an enemy. it also doesn't work on bosses, but the stun vial does.