Author Topic: Poisons  (Read 17 times)

Enchat

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Poisons
« on: Today at 12:38:52 am »
The game already has so many different poisons with interesting effects, but in practice, all this variety only works well at the beginning. The closer you get to the end, the less useful the poisons become, with the only exception being the leper poison . Below is a list of my ideas on how to make poisoner gameplay more interesting and make poisons relevant until the end.

Feats
Hypertoxicity - now req 8 int, damage increase scale with effective biology or intelligence, poisons now ignore resistances and immunities of organic targets(not sure if last part is balanced, maybe it should only ignore X% of biological resistance and value increases with effective biology). It should address the endgame relevancy of poisons.
Vile weaponry - also works when target get poisoned, but increased damage only affect bio and bleeds. DoTs based gameplay requires some measures against healing. Alternatively there could be a poison that reduces healing, or even do dmg when target restore health
new feat  - metabolic catalyst, active ability next attack advances all other poisons by one turn, works with melee, t-knives and xbows, 3-5 turns cooldown
new feat - system shock, applying poison to target that already suffer from 2-3 poisons cause additional bio dmg and incapacitate/daze
new feat - hemorrhagic agent, applying poison to target also affects its with effect that converts a percentage of missing HP into damage, something similar to morphine effect but weaker

Crossbows
new xbow frame - injector 10-15 AP shots, week dmg and can shoot only chem/poison bolts
new attachment mutually excusive with superstring, something increasing bio dmg or dosages applied
quiver belt - added one additional slot or maybe new belt that allows to shoot poisoned bolts from inventory

Throwing knives
Quite good already

Melee
new attachment - injection module, poison target with each hit, can be rearmed mid combat. Exclusive with energy dmg modules. Reservoir size increases with quality.  Maybe it should have multiple reservoirs that allows to choose from 2-3 poison options, giving melee poisoners same variety of choices as t-knives and xbows have


Poisons:
Dmg dealing:
   burrower - ok
   heartbreak - applying new dosages does not refresh duration
   spirit - -65% resolve debuff stays after doppelganger appears

Debilitating:      
   black dragon - ok
   blinding - each stack add flat 10-15% chance to miss with melee or ranged attack
   new paralytic agent/myorelaxant - reduces AP/MP progressively

Control&utility:
   crawler - add hyperallergenic effect
   cave ear - add -65% fortitude effect
   leper - should be nerfed
   new hallucinogen/neurotoxin - chance for target to attack random target or run away, just like AI Scrambler but for organic. Can be stackable, each stack increases the chance that the target waste the turn

Additional Ideas:
Cross-contamination - poisoned corpses become hazards that create toxic clouds or acid puddles or infectious spread
Its probably a bug, but now if target have at least one stack of poison from weapons its immune to caltrops with same poison


« Last Edit: Today at 09:50:49 am by Enchat »