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.
poisons advices
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.
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-kives 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 - 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