I would really like a poison alchemer or Brandish line. I think it would be very useful because in my opinion, poison is the second best status ailment.
It would help alot.
Thanks for reading my suggestion
(inb4 op)
I would really like a poison alchemer or Brandish line. I think it would be very useful because in my opinion, poison is the second best status ailment.
It would help alot.
Thanks for reading my suggestion
(inb4 op)
+1 to more poison weapons -1 to it being an alchemer or Brandish.
We need new weapons, not same weapons with a different status.
But don't we want a toxicburst brandish?
Like, that would be the best brandish
Although venom veiler might be good enough.
"But don't we want a toxicburst brandish?
Like, that would be the best brandish"
No.
We don't need every weapon to fight the same. That would be boring. So no.
My idea:
The s**t on a stick
A stick with feces stuck on endge, attacks like a flourish with med. elemental, minimal normal damage.
A charge is one clean swipe like the btb, poisoning anyone in range.
Potion inflict:1+ Med, 5+ high
Charge time reduction: 1+ high, 10+ultra
Basicaly a very weak support weapon, that weekens enemies, shorta like puff 'n sting for pyro.
I agree that we don't have enough poison weapons, but I would hate a poison brandish and whatever to an alchemer. We already got far too many elemental type weps, which causes imbalance.
Like, that would be the best brandish
Exactly.
I'm with Waffle on this one. I want more poison weapons.
@Ellthan-Cosmolion
Puff and sting for pyro is for immobilizing and killing, not weakening.
And as far as a poison alchemer/brandish goes.... No.
Both would be too good and boring.
First they need to fix poison so it's actually USEFUL. Poisoned enemies should take at LEAST 30% more damage, not 10%
Noooooo.
While poisoned - take more damage, while dealing less. Also, healing - if they're poisoned, healers hurt them instead of fixin them up. Also, if a player is poisoned, they cannot heal. That's a bunch of awesome things that poison does. You'd have to make a conditional thing, like negative defense orbs, for a defense lowering as large as that.
Degraeser with relatevly weaker attack than other flamerthowers sets the enemy on fire making him weaker to your axtinguisher, it doesn't immobilise him.
The s**t on a stick makes the enemy weaker to your sword so you can kill him easily.
Edit: Oh, now I undestand what you mean, I was meaning degreaser-axtinguisher combo, not degreaser and reserve shooter.
@dracora
You are aware that not every group of enemies has a healer? The whole "healers hurt" argument doesn't help much outside of arenas.
-1, but +1. A new poison weapon should involve either a new weapon scheme or be added to some other weapon.
poison 'IVY' anyone?
I never saw anyone dealing single hits with DVS then running away until a mender finishes the job.
Poison is cool on a venom veiler (area of effect) or against big targets (vanaduke, RJ).
I'm not sure on how usefull it could be on a mere sword.
Take plague needle for example. It has poison. But blitz kills trojans already. Who wants poison when the other can kill as easily (or even faster!) without it.
Considering Acheron or Combuster charge spams are already OP, would a poison brandish do anything for the game?
Eh, that's not really the point. Poison is "useful", like battle sprites, or specific weapons. Mixing up "useful" and "powerful" is what's happening here. And anyway, when used right, poison is incredibly powerful. You don't need to have it be that overwhelmingly debilitating. It loses finesse. It would become cookie-cutter boring. The point is that poison, as a status, does several different things. If you want to increase a single aspect of a status that does several different things, don't change a thing about that status which works perfectly wonderfully, promote a new status/condition/effect instead. And in a new thread that's about that specific thing, your specific idea, not in a thread that is about new poison weapons. Start one of those and have more fun :).
Idea for a poison weapon mentioned in one of my other threads:
A sibling to the heavy weapons line, such as Sudaruska/Triglav/Hammer: "Ancient" or "Thick" Club. This would look a bit like a lumber's arm. Hmm. A bit too much like one. Did somebody just decide to use a vilewood's arm??! Well...I guess I can't complain. The club would only poison with a charge. Due to the inaccuracy inherent in a slow weapon with a slow charge, having it cause minor poisoning would be doable. However, due to poison's various effects, it would still be smart to have the basic attack power of the club be a bit less than, say, the Sudaruska. Reducing the range would also be a good potential fix. This would essentially be a two-stage weapon, with the first stage being a set of normal powered attacks, and the second stage, assuming target was poisoned, being higher powered attacks of the same set. This is the problem with all poison weapons, except VV unless you're spamming right next to a target which doesn't really count. Not only that, the poison sticks on a target - so every other weapon that's used in the area benefits as well. The 5* version could have a Spiral modification, adding little spikes into the arm of the deceased vilewood for added ouchies.
To keep things interesting, the basic attack of the club, as well as the charge, would not be the same as other weapons. For the basic attack, a player would look cave-man like, raising the club over the head and bringing it down, (with a small AoE at the fat end of the club) and then around in a swing for the second phase - but you can swing around twice, not just once, because of the immense momentum caused by most of the mass at the end of the club. This renders the club a 3x, not a 2x, striking weapon. Remember the range of the club is not as great as its siblings. Knockback is pretty good, but, again, not as good as its other heavy siblings. It would look clunky, and not practiced, unlike the grace of the flourish, because it is a cave-man's tool. The knight would appear to be thrashing around out of control, like an animal. A slow animal.
Charge would utilize the other end of the club, the bit that's all wired up and allowed the vilewood to smash things - charging the club will not slam it into the ground, but stick it out in front of the knight and twirl it as the circuitry is abused. A knight is barely strong enough to do this, and will momentarily rest the club on the ground and pant -after the club spins around twice - inflicting knockback and dealing poison while doing so - resting would be the same amount of delay as the sitting down effect of punching guns. To picture this, take a pencil and stick your arm out straight in front of you, and try to draw circles in the air. You can see it would be a cone of effect, which I feel would be interesting to see in-game regarding poison.
It would be laughable in PvP, to be sure, but people crave new attack styles to play with. I'd like to see other ideas that could work with poison.
[Scrap] on a stick. Great idea. But they'd probably have to call it something else *withering crap humor.* A weakening sting indeed...they could even have wasps in the game to compliment the weapon. Oh gawd nevermind no no no. I said nothing. Don't give the scarabs any ideas!
Key Points to consider: poison is support. But sticking it on just anything would rapidly make that weapon OP, as clearly understood even by the original poster, with the smart inb4. As little-J said, it is really great against large targets, and in an AoE. That is where poison is King. If there's menders around, that is where poison is God. Making new weapons that use poison is a welcome challenge.
Hey, great idea. Got me thinking on something else. Let's have a wall hazard trap in poison levels - the wall is highly toxic vines, worse than any poison ivy and faster acting too! So any poison level that has vines growing on the walls - those are suddenly wall traps. No touchies. To make it interesting, they could be like blast cubes and be a natural hazard to anything that hasn't evolved with the glory of poison in the level (vs. the thorns which every non-knight thing is immune to...) - namely healers or any monster unlucky enough to spawn as a normal type, which happens pretty frequently, especially in wolver dens. Bump them to the walls!
Vines...poison...whips?
The DVS is kind of like a whip, but a true whip could have a unique basic attack, and have an interesting spin charge attack - passing through enemies and not knocking them all over the place, cause it's just snicking over the target. This would make it a fantastic support weapon, poisoning, and not messing with the attack patterns of other players in the squad with knockback. Whips always support/encourage something, don't they? Build those pyramids! Poison rate could be high, and only on charge, considering the risk the user takes to spin in place without knockback. Delicate.
Adding poison to existing weapons - I like messing with vials. Perhaps allow a knight to coat their weapon with a vial, and have its effects for one attack and one charge (must use within 20 seconds). This would have absolutely no effect on PvP, so we could have some fun with that. Limitations...perhaps the paintbrush (or whatever) used to coat the weapon can only be used so often, etc.
"Key Points to consider: poison is support. But sticking it on just anything would rapidly make that weapon OP"
That's funny. My assessment was that Plague, DVS and Venom Veiler are basically the only weapon archetypes in our arsenal where poison doesn't just straight-up suck. Putting it on just about anything else would rapidly make that weapon UP since it could've had a more powerful status on it.
Poison is great and all, but everything about it relies on supporting a low damaging, highly defensive playstyle. You know, that extremely popular playstyle you see everyone flocking around because it earns crowns so quickly.
Poison isn't "useful". It barely makes a difference if there's no menders. How is a measly ~15% extra damage "extremely powerful"? And while the attack reduction IS substantial, it's generally easier to just dodge and not get hit in the first place.
By saying poison isn't useful is giving up all rights to complain about lumbers being OP ^_^
So now you're trying to tell me I should carry dread venom striker everywhere I go on the off-chance I should run into a single Silversap? And you still think they're not OP?
What hex is saying is you can't say one status doesn't matter with out saying none of them do. That and the cutter counters all lumbers as you can slash around them.
Until we get boss-tier enemies as trash mobs or 000 decides that poison shouldn't cost a weapon half of its damage (seriously, full burst of plague does 2400, full burst of blitz does 4000, what a joke), poison will continue to be a gimmick.
Blitz is broken. It needs a nerf and always needed a nerf.
So now you're trying to tell me I should carry dread venom striker everywhere I go on the off-chance I should run into a single Silversap? And you still think they're not OP
People have problems dealing with a single silversap?
What hex is saying is you can't say one status doesn't matter with out saying none of them do.
That's not what I'm getting at; what I'm saying is that you can't complain that your shield gets destroyed in one hit by a lumber if "you can just dodge the attack".
If you don't want to (or are unable to) dodge the attack, and want to rely on your shield, use something like a Venom Veiler to greatly increase the durability of your shield. If people don't want to play defensively, then it's their fault when they get hit hard by things that are supposed to hit hard. I'm not saying that you have to play defensively, but I am saying that a defensive playstyle isn't completely unviable.
Poison is agreeably handy for defensive but it can be used offensively. how about a sword that generates an area charge attack?
how about a sword that generates an area charge attack?
Pretty much every sword does this to some degree :| The current poison weapons though are kinda themed at "assassinate a single target by dealing extra damage and preventing heals" though.
OP indeed...
Mechaknights - the poison knights - have cute lil glowing poison blades. I'd be happy if I could just grab one of those...lol. Picture that. GIVE IT TO ME. Bzzt ztt >:(
There is a reason that poison weapons are rare in the game. Poison is just too awesome to handle. The DVS doesn't have a ton of power, nor does the PN. The infliction rate on both of those is a bit low. The VV is the most useful in this area, having a huge AoE. Basically what you have here are weapons that increase in power when you use them. That's complicated stuff for balance.
If OOO were to have more poison weapons, they would have to either reduce the raw power of the weapon, or the range. Which would you rather sacrifice?
Imo, a sort of replica of the poison mecha knight blade for the high tiers (since poison doesn't show up in lower tiers for knight weapons) would be on the okay side. To be different from the DVS, it could have the same (or less) range, but be much slower and have a slightly higher infliction rate. As if it has trouble moving through its own exuded toxic cloud. I can't get over how pretty a glowing green blade would be.
As far as guns go - to be different from PN/biohazard, have a short range gun that can only poison with the charge, but with no splosions like biohazard.
Bombs - VV handles it pretty well. Maybe a sort of inaccurate snarb-ish bomb could have exploding poison needles. The inaccuracy (randomness of needles like some lichens) would help the balance.
The issue is more PvP than PvE. Poison vials drop all the time in PvE, so inflicting poison in PvE is not as huge an issue.