By the gods do I want to pick apart your asinine response...but I'll let your inability to actually make a counter argument stand on its own two, little itsy bitsy weak arse legs.Calodan wrote:Like your inability to find loot? I think that is a L2P issue too.....![]()
Been here a few years myself Steve. Not a dummy can build and use the gears and stuffs for this server quite well thank you. Stand by my statement just like you do with the loot. Better L2P noob......
3 uses per application plus a minute in which a poison "sticks" to the weapon in order to be used, is pretty spectacular at the moment. If you cannot learn how to apply—and may I add infinitely apply since there is no end to poisons available—a 30 DC save to your attacks against the appropriate opponent, then your INT assassin ain't much usin' dat INT, ain't he?!?
With Poison feat and current poisons, you are essentially getting a tailored made Save or be really SCREWED weapon. But for some reason people either a) can't see how to use it well and bitch, or b) are impatient with its use and want it to be so much easier that we might as well call this Toddler D&D...for toddlers.
The reason Poisons are not longer or higher DC is exactly the reason why weapons are not dropping with DC 16+. Because a toon is hitting avg. 4 times a round, and the Engine is such that your bound to land a hit against a Save fail, so damn often that its actually UNFAIR to the mob, not to mention another PC.
I'll just make an example for you hard headed: I have a quarterstaff with a On Hit: Stun DC=30 / 33% / 1 round property. Do you have any idea how often that thing cripples an opponent?!? Put it in the hands of a 8 APR monk and you'll watch mobs actually cry before you...and yes, that animation does exist!!!
EDIT: on the other hand, my arguing that everything is puppies and rainbows with Poisons will probably fuel someone to actually go and change it, just because!!! So Calodan wins anyway!!! lol.
