Venoms changes idea

Venoms changes idea

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Posted by: Daendur.2357

Daendur.2357

I think devs should put a second part in venom skills.
my idea is that the thief should be able to consume venom charges to obtain a certain effect.
Obviously if you consume your charges you will no more apply the effect to your enemy.

skelk venom: heal yourself by x per charge
spider venom: gain 3s of regeneration per charge
skale venom: remove 1 condition per charge
devourer venom: gain 1 stability per charge
ice drake venom: gain 2s of protection per charge
basilisk venom: gain 2s of damage immunity per charge

Random numbers there, try to get the general idea:
venoms could be used offensively OR defensively and thieves would get some more survivability and build diveristy.

what do you think ?

Black Thunders [BT] – Gandara

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Posted by: Kocoff.7582

Kocoff.7582

In other words, you want them to behave like signets.

Blackgate Server [RLR]
Thief – Raiden Hayabusa
Thief – Gouki Kurokawa

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Posted by: Zodryn.4216

Zodryn.4216

In other words, you want them to behave like signets.

More like spirits really. You activate them and they do something, but you can sacrifice them for a different effect.

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Posted by: Lokheit.7943

Lokheit.7943

I have an idea: make them have different cooldowns from each other so each one can be balanced on its own way.

It makes no sense that they all have the exact same cooldown, even the elite one (wich is what’s preventing it from being something worth of calling “elite”). I get that they put a “30 seconds effect” on you so they want a window of that effect not being active before the recharge but they could either make each one be active for different times or keep it and let some of those venoms recharge before the effect is gone to balance it in a way where it doesn’t matter if you can throw it frequently.

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Posted by: YOUNGaz.5690

YOUNGaz.5690

I like where you’re coming from, but we’re never getting consistent access to things like stability, block, reflects, protection, etc and imo, that’s not really what the class is about. The problem is that the charges are used up as soon as you attack, so for you to really spend charges for the effects, you’d have to cast the venom, use the charges you need, then attack again and just seems like a long process.

I do like the idea of secondary effects for venoms though. For most thief builds, it’s usually the same small pool of utility skills so perhaps have venom activation put you into stealth or make them break stuns. Activating a venom grants x number of initiative.

There’s so much they could do with them but yeah, the problem is balancing Venomous Aura and that the only 2 traits that alter them are in SA. Venom’s are something that would be great to have an entire trait line around but sadly that is not the case.