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Poison buff!

23 replies [Last post]
Mon, 06/17/2013 - 11:43
Autofire's picture
Autofire

A few added effects should go on poison. These all go on every kind of poison but the first one.

  • (Moderate and Strong only) Moving deals a small amount of damage. Note that this means only voluntary movement, not movement from a Lumber smash or a Troika clobbering. However, this does include movement from swinging swords, using charged gun-shots which move you, etc. UPDATE: The damage dealt from this is pure, direct damage, meaning it doesn't interrupt the user nor does it trigger invisibilities nor any other effect caused by damage.
  • Knights only: Dashing deals damage to the user equal to the number of spaces they move.
  • Knights only: Shields should not recover while poisoned.
  • Monsters only: Clockworks enemies won't block damage when attacked at the shield, but instead will take reduced damage.

Revised! Anything which you don't like? The reason for doing this is because I think that currently poison doesn't really have enough oomph compared to the other statuses.

Mon, 06/17/2013 - 12:43
#1
Coelydragon's picture
Coelydragon
Just a thought

I've always wanted a DVS but the thing that makes me not get one at the moment is that I saw a friend wailing away on the giant lichen at the end of RJP second depth and the poison never activated. Poison would be much more viable if the rate on the weapons were increased. Poison seems fine as is, but is more advantageous for monsters as the only reliable poison gear is Venom Veiler. I give points for your shield idea though.

Mon, 06/17/2013 - 13:28
#2
Little-Juances's picture
Little-Juances

^This is more about knights getting poisoned, not knights causing poison.

Mon, 06/17/2013 - 13:39
#3
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Well, the goal here is to make poison more viable on weapons which don't work too well with poison, AKA Plague Needle and DVS.

This would massive buff Plague and DVS without increasing the poison chance, especially in PVP. Plague in particular, which is gained through PVP, sucks in PVP. Poison is one of the rarest statuses on weapons, (aside from Curse and maybe Stun?) and I feel that that rarity should either be justified or removed. If this happens, poison would greatly help is killing Trojans, Gremlins, and Mecha Knights, even when there is no healers around. (Which makes it highly specialized ATM.) Strong poisons would make it a valuable kiting tool as well.

Finally, realize that in LD this is a massive buff to Guardians, who can sit still and soak up damage. A poisoned striker would take a crapton of damage just by using their dash, which would very quickly kill them. It would also mostly disable their dashing, because their dash wouldn't recover until they get cured. Recons would probably land somewhere in the middle. This would make poison more common in LD.

Mon, 06/17/2013 - 13:38
#4
Klipik-Forum's picture
Klipik-Forum

I don't like the movement part, makes it almost as good as if not better than curse.

Mon, 06/17/2013 - 13:39
#5
Zeddy's picture
Zeddy

These seem pretty good.

Mon, 06/17/2013 - 13:46
#6
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

I don't like the movement part, makes it almost as good as if not better than curse.

While I don't know how much damage, it would be a very small amount, even for Strong. I got the idea from Curse, yes, but I think it should be a very small amount to keep Curse unique. (Probably around 1% to 2% of damage per block, or 5-10 damage if you're an enemy.)

EDIT: ^This is more about knights getting poisoned, not knights causing poison.

Yes, currently getting poisoned (at least for me) makes me think "Oh it's just poison." while shock, fire, and freeze make me say "Drat no!" It would be nice to see Poison get to be a bit more powerful. However, in the end, it's up to the devs how much of this could effect a poisoned knight. (And for that matter, if it gets implemented at all!)

Also, monsters have been complaining that knights are too hard now. They need some way to counter our OP dashes. (OP in their perspective, anyway.)

Mon, 06/17/2013 - 13:52
#7
Klipik-Forum's picture
Klipik-Forum

One word: Interrupt.

Mon, 06/17/2013 - 14:05
#8
Krakob's picture
Krakob

Suddenly VV would be very attractive for LD for others than Zeddy and Contri.

Mon, 06/17/2013 - 14:55
#9
Autofire's picture
Autofire
You are experiencing a ID-10T ERROR!

One word: Interrupt.

Eight words: Poison would not interrupt when it deals damage. ^.^

Yes, VV would be quite viable.

Mon, 06/17/2013 - 22:05
#10
Hexzyle's picture
Hexzyle

Poison damage would also need to remove invinciframes, like shock, so that you're not constantly invincible at the cost of a very slowly reducing health.

Mon, 06/17/2013 - 22:42
#11
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

That too...I'm going to add these things.

Mon, 06/17/2013 - 23:42
#12
Blue-Elephant's picture
Blue-Elephant
+1

Woo, i like it, give's more use to Bio as well, I just love pew pew pew~!

That and PEEEEWWW.... Pew, BOOOM~!

Tue, 06/18/2013 - 10:58
#13
Klipik-Forum's picture
Klipik-Forum
/think "VV" = "W" :o

My bad, I was thinking that every time a knight takes damage you get interrupted. Forgot about curse >_>

Tue, 06/18/2013 - 14:35
#14
Coelydragon's picture
Coelydragon
Wait...

Sorry about earlier, I misunderstood the OP.

So poison deals damage over time? Weak version of fire much? Or is it a slow, constant health drain? Also, why is dash locked? Wouldn't it be better to drain a chunk of your health for the dash, or at least every time you try to dash?

Tue, 06/18/2013 - 18:40
#15
Zave
i like poison the way it is... mostly

poison already has a big list of nice effects, and i don't think adding more is really the way to go.
it already:
- addes 10% dmg when hitting poisoned targets
- halves the dmg done by poisoned target
- and prevents healing

what i find to be the issue with poison is the horrible chance to cause poison from all the weapons... i have all of the poison weapons, and have even tried to use all of them in LD.

- the venom veiler (poison mist bomb) does fine, but it's a bomb and not that hard to just stay out of.
- the plague needle only has 2 poison needles per charge attack out of ~12 total needles. that is horrible for all the time spent for charging and the possible spray patterns the randomly selected needles could hit. using it point blank sounds like a solution to the poor chance, but in pvp people can almost always just walk out of it. the normal spray usually only has one poisoned needle.
- the Biohazard rarely poisons. this is the weapon i've tested the most and from the guild training hall i can tell you the chance to poison is Bad. i've shot over 30 shots in a row at a single dummy and not poisoned it. (multiple times in a row, fyi) to put this is LD terms, if it takes me 5 shots to kill a person (max dmg guns vs strikers) then i can kill off a whole team of 6 people and only poison one of them... once. if you compare this to it's cousin the Polaris and the chance to shock, it is just sad.
- DVS also suffers from rare chance to poison. in total it's 10 swings per full combo with the ghost slashes. even landing a full combo i can still not poison the target many times.

the main problem with all this low chance to cause poison is that poison becomes less effective the latter in the fight it gets applied. it essentially doubles whatever health you have, so poisoning an opponent when you only have 2-3 <3's left (i've done it too many times) usually wont even make a difference in a fight.

to fix poison, for me it's simple. Double the chance to poison. (bio and DVS might even need more...) adding more effects to poison though, i don't think i would be a fan...

Tue, 06/18/2013 - 20:37
#16
Klipik-Forum's picture
Klipik-Forum

+1 to Zave's idea about increasing the chance. I've shot two full Plague charges into a training bag, and nothing.

Tue, 06/18/2013 - 21:47
#17
Coelydragon's picture
Coelydragon
@Zave

Lol, I called it, man. But yeah I couldn't agree more. I'm a swordy/swordy-bomber and that DVS needs a better chance.

And can someone answer my questions? This thread is getting confusing.

Tue, 06/18/2013 - 22:12
#18
Klipik-Forum's picture
Klipik-Forum
answers? I can do that. I think.

"So poison deals damage over time? Weak version of fire much? Or is it a slow, constant health drain? Also, why is dash locked? Wouldn't it be better to drain a chunk of your health for the dash, or at least every time you try to dash?"

damage - you only take damage when you move. If you stayed still, nothing would happen.

dash - hmm, that does seem like a better idea.

Thu, 06/20/2013 - 06:58
#19
Blandaxt's picture
Blandaxt
love your..

i like this idea, i feel poison will actually have some real impact in this game if these effects were implamented.

Thu, 06/20/2013 - 11:18
#20
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

UPDATED!!!

Thu, 06/20/2013 - 13:33
#21
Batabii's picture
Batabii

Better idea: flip it so poison makes them TAKE more damage and only reduce their power a little. This 10% or whatever is a joke.

Thu, 06/20/2013 - 13:40
#22
Zeddy's picture
Zeddy
@Larry

And how much should poison reduce defence by? The current is 15% for minor poison, 21% for strong. Remember that the stronger you make it, the more useless you make deathmarks, which have 100% reduction.

Thu, 06/20/2013 - 14:22
#23
Bleyken's picture
Bleyken

+1

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