Poll

Should poison be able to set more values than 0?

Yes (same as venom, no delgene)
5 (71.4%)
No
0 (0%)
Yes, but with limitations.
2 (28.6%)

Total Members Voted: 7

Author Topic: Poison: underpowered  (Read 7327 times)

Offline Ammeh

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Poison: underpowered
« on: August 10, 2010, 08:23:08 PM »
It seems to me that poison is massively underpowered. There seems no reason why it shouldn't be at least as powerful as venom. What are your thoughts?

Offline Panda

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Re: Poison: underpowered
« Reply #1 on: August 10, 2010, 08:28:28 PM »
Hehe, 2 to 0, it looks like we can do it!

Offline ikke

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Re: Poison: underpowered
« Reply #2 on: August 10, 2010, 11:12:13 PM »
I'd prefer changing relative cost and not functionality if you feel there is an imbalance

Offline Ammeh

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Re: Poison: underpowered
« Reply #3 on: August 11, 2010, 05:41:06 AM »
The reason I suggest changing functionality is because, frankly, it's useless in it's current state.

Offline Panda

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Re: Poison: underpowered
« Reply #4 on: August 11, 2010, 10:54:27 AM »
Yeah, defiantly useless, you can't get their bot to do anything with it.

Offline bacillus

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Re: Poison: underpowered
« Reply #5 on: August 11, 2010, 03:35:53 PM »
I suppose poison does aim itself, meaning that you don't have to interrupt your feeding to defend yourself. I find it useful in some scenarios...
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Offline ikke

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Re: Poison: underpowered
« Reply #6 on: August 12, 2010, 03:06:28 AM »
The reason I suggest changing functionality is because, frankly, it's useless in it's current state.
In practice you force your opponent to use energy shots which are less lethal

Offline Ammeh

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Re: Poison: underpowered
« Reply #7 on: August 12, 2010, 06:40:04 AM »
But shell performs the exact same function, reducing the damage taken. I'm not saying we should completely change how poison works, just allow it to use a value instead of 0. There are practically no variables that when set to 0 are harmful.

Offline Numsgil

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Re: Poison: underpowered
« Reply #8 on: August 12, 2010, 12:22:13 PM »
I have no objections either way.  But you probably want something to differentiate venom from poison.

Offline Panda

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Re: Poison: underpowered
« Reply #9 on: August 12, 2010, 12:37:41 PM »
Maybe a higher cost of poison, or something like that. Maybe. I woudn't know.

Offline Ammeh

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Re: Poison: underpowered
« Reply #10 on: August 13, 2010, 08:46:52 AM »
Perhaps it'd be possible to make poison dwindle over time, like slime does. That way there is a definite difference between poison and venom. Venom is offensive and ready so long as you've stored some; Poison is defensive and must be maintained to work.

Offline Panda

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Re: Poison: underpowered
« Reply #11 on: August 13, 2010, 09:39:04 AM »
Yeah! :) Agreed!

Offline Numsgil

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Re: Poison: underpowered
« Reply #12 on: August 13, 2010, 01:20:05 PM »
Actually I was never too infatuated with the degredation over time of slime.  But at the end of the day there aren't that many things to play with.

The whole combat system could do with a good game designer adding a bit more depth and balance.

Offline Panda

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Re: Poison: underpowered
« Reply #13 on: August 13, 2010, 01:29:05 PM »
Well, it's almost programmed, so tough. :p Oh, and by the way, do I still have my SVN auth, if so, I have lost my password or username. :$

Offline Testlund

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Re: Poison: underpowered
« Reply #14 on: August 13, 2010, 01:47:44 PM »
It seems to me that poison is massively underpowered. There seems no reason why it shouldn't be at least as powerful as venom. What are your thoughts?

Quote
Perhaps it'd be possible to make poison dwindle over time, like slime does. That way there is a definite difference between poison and venom. Venom is offensive and ready so long as you've stored some; Poison is defensive and must be maintained to work.

I agree.
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