i think generally poison should apply slower. even the poison ailment from sorceror seems to have been buffed. what are you actually supposed to do to avoid that? you just need to heal instantly or die. sometimes 10% health is the diference in winning a fight, so why do the poison swords make it so easy to get way beyond that in seconds? it wouldn't be a problem at all if it was just an "extra" portion of damage that works out about the same when everything's added together, but it just doesn't work out like that. it doubles damage potential, but since it ignores armour it effectively quadruples killing power.
By "apply slower", do you mean that it should deal less damage at lower levels, or do you mean the damage Tick should be longer (like 3s instead of 1s)? Then poison would take a lot more time to cure... which wouldn't be absurd.... @Brujah Thanks, I noticed a bit late too. That's actually a bad typing habit, when I want to type "shouldn't", given the word is pretty long, I type "should" and forget about the negative. Same goes for "would, could" ... Gosh darnit brain!
how i think poison should work: 1) applies slowly, so a constant stream is needed to get it to high levels. 2) goes away slowly, so it's more like poison than an acid explosion 3) does uniform damage until over 75% 4) only applied when you take damage from melee weapons 5) ork and nurgle buffed in AOE size so that if you go all the way through them it goes to 100% exactly so right now the poison has enough DPS to kill you outright in seconds, this would mean it's more of a long term ailment that just ticks away at you, and stops regen. if it gets above 75% it'll go back to it's current "sudden unexplained death" level of damage
1) uh, okay, I think it's already the case for nurgle stream of corruption, but why not 2) sure. 3) that's making the poison redundant if it's applied super slowly 4) yeah, we agree on this. (Note that nartheciums and syringes have been fixed on this side and don't apply poison through clanging on Dbashes) 5) uh... that's a bit contradictory with the 1st point. And Nurgle grenade doesn't work like that. Basically Nurgle grenades is a detonation. If you are in the blast area, you take 75% poison. That's all. The green smoke that remains afterwards is just a visual effect, it doesn't apply any poison. And buffing the AoE and poison applied by a Nurgle grenade would be absolutely absurd. It would render the grenade way too powerful. The sicky bombs aren't meant for damage. They are meant for denial. They are here to prevent you from accessing a point or go through a door. You already take 50% poison with 2 ticks or it, and you basically have no idea what you are rushing into since the smokescreen is blocking your view. And you are likely to get gunned down when entering the room... Sicky grenades are in a decent spot right now, Imo.
I am going to lay this out simple. Buff mid tier weapon speeds. Fix all the wonky melee interactions, more noticeable with DOT, but all weapons can do described stuff. Abbaddons like the AC kills you before the heat ailment can even take effect. It is visually more exciting is all. Learn to roll when you are on fire, you know like how smokey the bear tells you too. Stop standing in gas clouds. Why buff mid tier weapon speeds? Because they do as much or more damage than the DOT weapons for the same cost, but they lack the speed to be as noticeable or used. Also, mid tier weapons will break the lower impact of the DOT weapons. This would create what we call BALANCE. It has already been tested and it definitely worked for the those few days between patches. When those mid tier weapons were moving at roughly the speed of the chainswords I no longer used my Burny Chopper. I found it much more beneficial to run with a modded axe or mace. Since then they nerfed the hell out of mid tier weapon speeds......I almost exclusively use the Burny Chopper as it is the only Ork melee weapon that doesn't make me feel gimped.