why not simply add a cooling period on cure pots just like heal pots. Also, take the chance of cure down from 100% to ANYTHING else...just not 100%
That would impact dexer (unless you can cast arch cure as a dexer) pvm against deadly and higher level poisoning monsters. Edited for clarity.
I think the obvious answer here is great cure pots have 50% chance or so of curing deadly poison if you spam them or a % relative to chance to inflict deadly poison on blades or casting
true, but that would also make PVM and PVP that much harder for all classes which would make the game harder in general...that's a plus in my eyes. Also, a dexer has potions, bandaids, and some have magic as well...so there is 3 different ways to cure.
In general poison damage is under-powered. Easy to cure and has a very low MAX-damage if your trying to use it for PvM. Poison Explained video
I think a better fix would be to give the deadly poison a 10% chance to bump up to lethal, and give cure pots a 40% chance to cure the lethal poison. Gm healing and anatomy should have a 100% chance to cure.
A couple things here, there's no 100% cure chance with GCure on DP. I've seen half a dozen failed cures in a row, many times. Making potions ACTUALLY COUNT AS INDIVIDUAL ITEMS AS THE ADMINISTRATION STATED THEY WOULD WHEN THEY MADE POTIONS STACK, would go a long way to unfucking this situation, among others. Cheers
my 100% cure chance on DP wasn't from the idea of using 1 potion to cure 100% My idea was that you can chug a keg in 1.5 seconds if needed to cure. You'll never not cure DP with cure potions due to lack of delay.
The problem is poison deals too much damage to not be easy to cure and you don't need poisoning skill on the one using the poisoned weapon to get the benefits. It could have one charge with a 100% poison rate that was very hard to cure, but required poisoning skill on the wielder. It could have lower damage, be possible to heal through, but usable by anyone and be harder to cure. It used to suck so bad no one used it at all and then in ONE patch they made so snooping turned you red and attackable in town (something unheard of until then beyond order/chaos) AND made it so a 50 alchemy/50 poisoning noob could get people to spasm uncontrollably and basically die on the spot. Thieves were never more awesome. Then they balanced it basically to what it is here which is fine if you can accept it's not a win condition, but rather a way to mess up someones healing with correct timing. I haven't tried it, but I'm assuming you still get level 5 poison if you poison food with deadly poison. Assassins are just going to have to be creative. And I'm going to start carrying a rune to an ankh again if poison becomes powerful.
You can only level 4 poison here and back then cure potions weren't stackable. You had a delay of x amount of seconds before drinking another one. That doesn't exist here.
That's for healing potions. You've always been able to spam cures. I've seen players die to level 5 poison from dread spiders here. Eating food and triggering tinkers traps could apply L5 poison at this point in OSI UO if I'm not mistaken, but I haven't tested it on this server. Weapons were never capable of landing L5 poison except for less than a week before they toned it down and that would've been around 1998.
There is an item use delay and you can't chug more than two potions in 1.5 seconds if you tried. I understand you are exaggerating because of your frustration with the mechanic. I'm just of the opinion that it wouldn't need a cool down if you couldn't carry so many potions without needing to balance your inventory.
Even with the potions counting as single items, you could easily carry 20 cures in your pack without anything really detrimental to item count.. 8 regs, bandies, say 5 wands, 2 wands, 10 pieces of clothing/AR, blessed runebook, recalls, that still leaves like 90 items for potions.