Idea to Revamp Poison
Well, right now it’s balanced pvp-wise…and quite useless in pve unless the boss/mob heal (almost none…maybe it ll become more useful later on)
Giving it the effect of deep wounds i think it would be a lil too much, removing something like 20% hp from a boss is quite insane here in gw2 to my eyes…
I approve the bleeding mechanic, but it would just become a second bleeding…making bleeding itself useless (since a poison stack remove two times a bleed one), maybe just increasing is dmg would be better (like 2/3 of a burning dot) or give it some other bonus, like the 33% healing and put that it works like anticoagulant and makes bleeding do a little more xD (sin and necros would love that lol)
I don’t really like your idea for a “new” poison, but I agree that the current poison feels like it could be changed.
Poison doesn’t feel like poison. It feels more like Burning that’s specifically for countering heal.
If I had free-reign, I would make Poison stack in duration, but no longer reduce healing and have no flat damage. Instead, it would have 2 new effects.
1) Deals damage equal to a % of the target’s max HP. (like 1~2%)
2) Increase the duration or damage of all other conditions on the target by a flat %.
Basically, it would be re-tooled as a condition-amplifier.
It attacks the target’s internal resistances, making burn, bleed, chill, vuln, weakness, and cripple all more effective.
The %hp-damage is to ensure its own independent usefulness, and to differentiate it from Burning or Bleeding.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)