» Fri Mar 12, 2010 10:17 am
Yes, but how would poisoning be implemented? Right now adding poisoning abilities to MW seems to still be something of a challenge.
Meaningful bonuses to alchemy may be hard to grasp because it is almost a cheat in and of itself by such a high state. The potions are really high quality, weigh amount nothing, are really valuable and easy to make. You can't change ingredients because that would undoubtedly conflict with other mods that are prolly in people's load list, and many item bonuses would seem like a useless reward.
So what in alchemy can really be boosted? Even a feather affect seems unusual because although you do haul a fair amount, in theory most alchemists do their mixing and experiments in a set location. Really they are sending people after ingredients, going to get it themselves, or already have it on hand. Hauling isn't supposed to be a big factor in it.
Feather does make sense as a bonus for heavy armor so I can see it's on the right track there. As you lvl that skill the armor gets lighter (doesn't it? It's been awhile.), and after hauling all that metal around for so long, a lot of objects would seem lighter. But it really doesn't work for medium armor, as medium is kind of the standard.. let alone light armor. And defense bonus for these are actually already granted even without shield btw, because as the skill in an armor class goes up, so does it's armor rating.