Would this fix venoms?

Would this fix venoms?

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Posted by: yolo swaggins.2570

yolo swaggins.2570

Venomous Aura becomes part of Venoms abilities and trait is deleted for a new one. Perhaps one related to traps?

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Would this fix venoms?

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Posted by: Zero Day.2594

Zero Day.2594

My beef with venoms is that it’s not like in WoW where it’s a time duration (1 hour ?) it’s 3 (?) hits…
My beef with Venomous Aura is that spreads to 5 people. 3 hits on 5 people doesn’t mean much… like they really wont be coordinating who’kittenting who at what time (unless ofc some sort of tournament team), which makes the trait “nice” at best.
Those are my only two beefs with venoms.
I do/have use(d) them in my p/d (spvp) build just to cover the stacks of bleeds from getting removed from certain abilities. So they’re like decoys. Sometimes the one that roots them (not basilisk) helps as well to get CnD off of a stationary target.

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Would this fix venoms?

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Posted by: crouze.3078

crouze.3078

My beef with venoms is that it’s not like in WoW where it’s a time duration (1 hour ?) it’s 3 (?) hits…

problem with duration instead of hits are skills that hit to often in a short duration.
warrior whirling axe with 15 hits in 3 seconds would result in overpowered venoms.

Would this fix venoms?

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Posted by: Zero Day.2594

Zero Day.2594

My beef with venoms is that it’s not like in WoW where it’s a time duration (1 hour ?) it’s 3 (?) hits…

problem with duration instead of hits are skills that hit to often in a short duration.
warrior whirling axe with 15 hits in 3 seconds would result in overpowered venoms.

True to some extent, the venoms would need a re-work if they do do time instead of hits.
Spider Venom wouldn’t really need a change, as poison stacks in duration and not intensity, and chances are it’s going to get removed before the duration runs out anyways. Still it can be changed with the other venoms.
The over venoms could do the follow:
On each hit apply a <venom type> marker on the target.
After X amount of markers have been applied, trigger <venom effect> and clear the <venom type> markers.

Modify things whirling axe to not apply venoms (say, since it’s a stolen weapon there’s no venoms applied to it anyways…), cluster bomb (when triggered to explode) will apply only 1 marker.

But ZeroDay wouldn’t you have to change all the other classes’ venoms/poisons?
Not really, if they have skills that already apply poisons, they can be left the way they are, or modified to do the same marker thing with possible modification to how many markers needed to trigger effect. Programmatically, the other effects that cause poison, would either skip the marker step all together or apply max marker stack in one hit which would cause it to instantly trigger. But I doubt it’s that simple.

But what about venomous aura?
Well, it can be removed/changed to something… or kept.
If kept, the allies that are granted the venoms will have the same effect as the thief, except the duration of their venoms would be a lot lower (say the thief gets it for 1 hour, they get it for 30seconds – 1 minute?). If venomous aura is removed, the venom effect can be just instantly applied for infinite time on the thief when they equip the venom. If the aura is kept, the thief will need to use the venom to have it’s effect for a certain duration (longer than cooldown), which would mean the thief could occasionally use it to grant their allies some venoms.

Right now, maybe it’s because I’m bad, but I consider the stack of 2-3 venom hits to be pretty much 1 hit. More than likely when I pop venoms for my own use I will stick to that target instead of switching, 2-3 hits happen really fast. :P Though they work for what I use them for, and that’s covering bleed.

Might have some flaws, considering I made this up (and spun it off of WoW’s old deadly poisons) in a couple of minutes.


I think i should resurrect the Change wish list.

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(edited by Zero Day.2594)