Sharana wrote:The alchemist's main job and trading goods (outside of flax+naphta which are herbalism) are antidotes, restore soft hp potions and poisons. There were different suggestions submitted to them to buff the other potions as well, but other then duration increase (that at least made the restore soft hp viable) they didn't do much.
For example every time I leave the walls I check if I have 2 antidotes and 1 restore soft hp potion (to auto win battles vs mauls and other blunts) and grab some if I have none. If everyone was doing that there wouldn't be such a problem.
For the warcries - that's working as intended. They stop the poison, but they don't give you immunity window. Antidotes do, that makes them better.
You see, thats kind of the issue. Either you have antidotes or you don't, so basically with higher Q poisons its either you're screwed or absolutely unharmed. It doesn't add anything to the game. Imagine an end game where everyone carries antidotes and knows when to use them. What is the point of even having poisons in the game? To kill freshies that don't have the resources to make antidotes without losing alignment.
My point is that poisons in their current form don't add anything to the game. They shouldn't be a guaranteed kill for people against people that don't have antidotes, but at the same time antidotes shouldn't be a get out of jail free card. It would be better if the devs found a healthy middle ground, and personally I would like to see poisons not damage HP or Stam but rather have alternative tactical effects that an antidote wouldn't instantly fix but would rather just lessen the effects of the poison, so that the poison would still influence the course of a battle but not as one of the main factors.
Several people I know have made other suggestions, like making hHp poisons not drain the actual health bar but rather just instantly kill an opponent that doesn't get treated by someone with 60 or 90 healing within like 5-10 mins. There is just so much the devs could do to make poisons a more dynamic part of combat rather than just leave them as such stale fight enders.
And arrggh does give you an effect for poison immunity, a 30 second poison resistance effect that does absolutely nothing for resisting poisons. If its a bug that the effect pops up then I guess it just needs to be fixed.