» Thu Aug 19, 2010 2:42 am
Poisons have always been a little overpowered. The "Killer" Poisons should require master Alchemists, and rare ingredients, however many more utilitarian poisons could be introduced. Off the top of my head, a KO poison is something that I've wanted to see. Poisons should also be tailored (Again, nod to the OP on methods of delivery) for certain weapons. Arrows and Dagger "Backstabs" Have a 100% chance to inflict the poison effect on strike. However, a sword or axe slash, might have a much lower probability of properly delivering the poison into the target's bloodstream. A delay in effect for "Kill" poisons, both against and for the player, is something that should be considered. I can't call attributes here, since I'm not sure we know if attributes will be in game, but if they were, the delay might be based off the targets END and WIL. This came to me while playing NV, and those damn Cazadors sting you, already inflicting a ton of damage, then the poison is instantly applied, making a bad situation even worse. On the flip side, it's laughably easy to poison a shovel and whack a Giant Radscorpion at level one, and watch the HP fall off instantly.
I've always been something of a balance [censored] though. I doubt everyone would want a "win the game with no effort" button removed like that.
Also, I really like the idea of "Alchemy as a weapon", instead of a buff. An alchemist making things like Poison, hallucinogenic(Frenzy) stun(KO) traps and bombs could add a world of fun to Alchemy, and stealth as a whole. Again, props to OP.