Re: Poisoning
Well then do not, up to you. Thing is that what you're describing doesn't very much sound like having any great equipment nor having planned your strategies carefully. You may play on TC but I've been playing on Prod Shards. And since those changes are based on what's been going on where I play I can pretty much estimate a couple of things. I am not far off in such calculations either, even your own words seem to point that out.
I am not quite sure you even grasped the context in which I mentioned Alchemy, from what I see. Really, Forums ARE for arguing. I mean, if "Rubbish" offended you, I should apologize probably. Other than that I've presented you my arguements, as I had done in that Link I offer. And I've yet to see any logic in any of those conversations, on Poisoning.
Logrus, no matter how you try to put it it is what it is; 0.0 Skill at Poisoning and having Cured through any Skill offering such a method, on top of EVERYTHING else that strips Poisoning of any logic like Cures not Timed, now acts AS A PASSIVE CHANCE TO CURE POISONS.
Right so this doesn't prevent applying Infect again. Is that.. What? Doing us a favour? Nothing EVER prevented applying Infect over and over- To no avail I should add, for all reasons ever mentioned on this matter(Check my Link?)...
Except if you're doing what it is O2bav is doing... Which apparently you should NOT as they are the only player I've heard having ISSUES against Nox/Melee. No offense okay?
"1/4 Health DOWN from 1 Infect" and "Getting AIs constantly" on a MAGE.. With the latter, for some obscure reason, being Poisoning's fault. As if Mortal or Bleed wouldn't do the same thing for an AIer, saving them 100.0 and lots of FrUsTrAtIoN..
HINT: Not getting InstaNegated either!
Then you tell us that a Cure is rolled ON EACH TICK. Great. Not even on EACH INFECT. First, I don't often see additional Poison Ticks. It has happened, but it's extremely rare. The only Dmg I see Infect doing is on HIT. And let me tell you I've never EVER seen it taking 1/4 of a target's Health during PVP with properly equipped and built targets(That's EVERY PERSON I EVER FOUGHT, PRETTY MUCH). That's all. Second, if you meant for this to appear as a positive change for all Poison-Dom, Cure should be rolled ONCE per Infect. Not that it would make me
Poisoning any more as it is. But it would look more as if you were actually planning to improve the damned Skill.
"The target is guaranteed to remain Poisoned for at least 3" unless they Cure the Poison by their own initiative."
........Which in your thoughts, they have no motives to do so apparently..? Can't make sense out of this AS A COMBAT/BALANCE CHANGE. Great, let's all rely on our GM Poisoning working only when our targets don't decide to Insta/Spam GCures because their NEW FREE RESISTANCE SAFETY NET didn't AutoCure it after 3".
So they have to Cure through Skill to get that "Safety Net" and some simply won't even bother. Why would they, Pots still work; Spam 4-5/Sec as reported which is very similar to the # used PRIOR to these changes and
..
Seriously, WUT?!
Poisoning needs a BOOST(Preferably for those WHO HAVE THE SKILL EXCLUSIVELY!?) not a NERF.
Nor does it need to be a CRUTCH(Sp?) for Casters/Ranged, which I suspect is the reason WHY SOME PLAYERS see it as being OPed(Srsly. THINK). But that's not my problem, I'm commenting on Melee/Nox which is a long way from doing what it's supposed to do, let alone from being OPed.
Until Cures get a TIMER Poisoning is NOTHING compared to Mortal, Bleed.. In no way does it justify even 10.0 Points. You know what, it's all in my Thread on Poisoning. Which in you've commented as "Having lost momentum.." probably because there was nothing to be said other than Poisoning being crap.. I found no valid arguements against this. In the end, all of us involved just dropped it. Deja-Vu. I've said all I wanted to say on Poisoning Changes.
Sorry if I CAPSLOCK much.. It does look like I'm /NerdRaging, I know.
Why don't Devs ever take such arguements to the TC for a couple of days, tweaking and tinkering, actively participating as PLAYERS? Observing other players trying things out and encouraging them to have 24Hr DisArm Tests, DisMount Tests, Poisoning Tests.. Examining, experiencing the practical side of things, implementing new mechanics.. Instead of pushing out Pubs or having lengthy(MONTHS or even YEARS!) conversations with little participation, concentrating on theoretical calculations?.. The worst that could happen is proving some people were correct and some were simply wrong and do us all a favour. The best that could happen.. That depends. New Skills? More Game Balance? You name it. What's the point discussing this any further, for instance? How long would it take Devs to, say, implement a CurePot Timer and leave it like that for a couple of days, going from there? Just an example, this could be done for ANYTHING. I mean, what's stopping them? Are they actually TALKING about what they read around here, while there's a TEST CENTER available?.. Personally I would never bring up CurePot Timers again, if I was CLEARLY SHOWN that they wouldn't work no matter how they are implemented and what else could be HARMLESSLY changed to facilitate their implementation.