Rogue poison QoL suggestion

Ideas for new content, features, and balance changes.
Cookieguy
Posts: 11

Rogue poison QoL suggestion

Post#1 » Mon Jun 15, 2026 8:28 pm

Greetings!

I just did my first MC as a rogue and the poison management was just straight up awful.
The constant switching between Instant and Dissolving Poison to fit the target type goes against any QoL imo. Maybe I am just too unfamiliar with rogue but what is the issue with (e.g.) Instant Poison just being able to be applied to any enenemy type?
Having an extra poison just to go around that seems to me so unnecessary and as a fact to me very very annoing.
I know Twow introduced the anti immunity poison but as I said I dont understand why the poisons we already have weren't just ajusted.

Would love to read some opinions on this from more experienced rogues / players and hope an octo dev has some thoughts to spend on this :)

Cheers!

Edit: Unfortunately a lot of the initial discussion so far went down in the rogue channel of the community discord o7
Last edited by Cookieguy on Tue Jun 16, 2026 5:37 pm, edited 1 time in total.

Dzielkus
Posts: 30

Re: Rogue poison QoL suggestion

Post#2 » Tue Jun 16, 2026 4:36 am

And what about fire mage or fire shaman with all MC and Ony + BWL being immune to fire?

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Vaelen
Posts: 2

Re: Rogue poison QoL suggestion

Post#3 » Tue Jun 16, 2026 12:21 pm

The compromise would be to make applying poisons instant. The current poisons are fine, it's just the amount of time it takes to swap them mid raids.

Cookieguy
Posts: 11

Re: Rogue poison QoL suggestion

Post#4 » Tue Jun 16, 2026 5:36 pm

Vaelen wrote: Tue Jun 16, 2026 12:21 pm The compromise would be to make applying poisons instant. The current poisons are fine, it's just the amount of time it takes to swap them mid raids.
Would be also a nice solution if it doesn't break the game in some places. Main point from me is something with poisons should be changed and be adjusted.

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Vaelen
Posts: 2

Re: Rogue poison QoL suggestion

Post#5 » Tue Jun 16, 2026 10:42 pm

I think perhaps Crippling/Wound/Mind-Numbing should keep their cast time for pvp balance.

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