What does "Immune to Poison" mean?

CaseStringer

Well-known member
The Maralith in Threats Old & New and her poison DoT which she can also throw across the room @ you. Having potions and ways to stop the DoT are needed as she reapplies it quite often
 

RayRay Ramone

Well-known member
It's one of the things that are extremely frustrating in this game.

The devs have time to add dumb scripts to automatic dismount and kill striding in taverns to satisfy two-three whinny players TOTAL but don't have time to fix 4 different types of poison damage or FoM problems that affect nearly everyone.

Goes to show you where their priorities are.
Even better, it shows you how the devs only do half the job. Apparently 2 or 3 people whined about mounts in taverns so the devs made the automatic dismount, but no one complained about the absurdity of horses in banks or other shops so they left those alone.
 

Drunken.dx

Well-known member
It's one of the things that are extremely frustrating in this game.

The devs have time to add dumb scripts to automatic dismount and kill striding in taverns to satisfy two-three whinny players TOTAL but don't have time to fix 4 different types of poison damage or FoM problems that affect nearly everyone.

Goes to show you where their priorities are.
I couldn't believe how fast they suppressed mount just because 3 VERY RUDE whiners were crying.

But fixing actual issues that actually made people quit game? NOPE

I mean you regularly see people on Steam discussions complaining they CAN'T MAKE ACCOUNT BECAUSE ACCOUNT MAKING FORM HAS CERTAIN ISSUES

NEVER FIXED
 

Bogrot

Well-known member
Even better, it shows you how the devs only do half the job. Apparently 2 or 3 people whined about mounts in taverns so the devs made the automatic dismount, but no one complained about the absurdity of horses in banks or other shops so they left those alone.
my horse goes into the bank to make a deposit!
 

Ptalon

Well-known member
This is something I have meant to post about for awhile now.
Immune to poison doesn't usually work at all.

Sometimes it does.

But as far as the "magical" or "natural" 'poison thing, the Devs do not follow their own rules

Many traps actually say what type of poison, and they are clearly natural poisons..... yet......

Hero's Feast immunity doesn't work at all as far as I can tell, against any poisons..

Being Warforged or Undead does work.

Using Neutralize Poison spell against Cloud Kill or whatever the Iron golems use, does work.

But I haven't seen Hero's Feast work for anything.
 

kmoustakas

Scourge of Xaos
I couldn't believe how fast they suppressed mount just because 3 VERY RUDE whiners were crying.

But fixing actual issues that actually made people quit game? NOPE

I mean you regularly see people on Steam discussions complaining they CAN'T MAKE ACCOUNT BECAUSE ACCOUNT MAKING FORM HAS CERTAIN ISSUES

NEVER FIXED
I'm surprised it was actually three, I vividly remember two and a bunch of karens trying to defend it saying "this makes no realistic sense you're not allowed horses in a flying tavern" but they didn't say anything about all the taverns in the middle of wilderness areas or the daft who designed the vecna tavern
Even better, it shows you how the devs only do half the job. Apparently 2 or 3 people whined about mounts in taverns so the devs made the automatic dismount, but no one complained about the absurdity of horses in banks or other shops so they left those alone.
It was one developer with big personal issues and they were thankfully stopped before they could do more damage (not to mention their actual script is terrible, it kills your actual striding speed so it actually slows you down). But they did manage to implement it in the two crafting halls but thankfully not in guild airship crafting area.
 

Smelt

Grumpy old Dwarf
What everyone else said, but to boil it down....

Back in the day when DDO was brand spanking new, FoM protected you from all effects that stopped you from moving, including earth elemental's earth grab, Poison immunity and neutralise poison protected you from all poison for their duration, disease immunity protected you from all diseases and the spell protection from elements protected you from all damage from one type of element for it's duration. Yes all damage. So if the level 10 cleric cast protection from fire on you it was perfectly safe to go and stand in a stream of dragon fire for 10 minutes. Well the wise man would only stand there for 9minutes and 30 seconds, allowing himself at least 30 seconds to run away in relative safety.

Then around the time of the MotUD coming out, all this changed. All these protection lost their power, Fom became proof against hold person/monster, poison and disease immunity became next to pointless.... I mean proof against some poisons and diseases, while neutralise poison and remove disease still work on the neutralising/removal front. And the protection from elemental damage spells became protection from a certain amount of elemental damage for a certain amount of time.

I never use poison or disease immunity gear, unless it has something else that I really need on it, as it is a waste of a slot. I just carry pots, or wands if my alt can use them. As you can buy these potions at any potion vender, and always have been able to, I don't really understand the need to change the immunity items myself. The change to the elemental protection spell was probably needed because players running round with blanket immunity to all elemental based damage for 34 minutes per cast would make the game a little easy and if casters obsolete of mob clerics and shamen had the same spell to cast on all their cohorts.
 

Bjond

Well-known member
Immunities are boring. It removes options for devs to make encounters challenging.
Immunities are actually required in a game with instant-kill abilities or the game becomes too frustrating to bother playing. Imagine no deathblock/ward -- you'd instantly die to 1-in-20 finger of death spells. Same thing for D&D's CC abilities -- they're game-death.

IMHO, D&D itself is utterly unsuited to rigid algorythmic rule enforcement; ie. RPGs & MMOs. Major rule alterations are required to achieve something fun to play. Ideally, the way this is done keeps the general "feel" within the realm of D&D play, but the devs do need to butcher the rules to make it work.

DDO's big problem is they've gotten a taste for rule butchery and have moved on from slaughtering D&D to dismembering their own alterations.
 

Ying

5000+ hours played
Immunities are actually required in a game with instant-kill abilities or the game becomes too frustrating to bother playing. Imagine no deathblock/ward -- you'd instantly die to 1-in-20 finger of death spells. Same thing for D&D's CC abilities -- they're game-death.

IMHO, D&D itself is utterly unsuited to rigid algorythmic rule enforcement; ie. RPGs & MMOs. Major rule alterations are required to achieve something fun to play. Ideally, the way this is done keeps the general "feel" within the realm of D&D play, but the devs do need to butcher the rules to make it work.

DDO's big problem is they've gotten a taste for rule butchery and have moved on from slaughtering D&D to dismembering their own alterations.
Permanent immunities should be rare AF. Removing tools from the developer toolbox to make challenging content is why the overwhelming majority of spells in raids are no-save. Instead of Evasion being meaningful, now it's about how much elemental absorb you have to deal with DoTs or your real-life observation and dexterity skills to avoid Cyclonic Blast. It's dumb that every build has access to Deathblock through an augment, and there's so many ways to get Lifesealed/Death Ward clickies. Devs are already finding ways around some of those scenarios with dead magic zones.

D&D was never designed to be played as an online game. It failed to scale in a meaningful way to meet the demands of the medium. Lots of us still remember 64 AC being god-like in elite content. DDO would have been dead a decade ago if devs hadn't added PRR, MRR, Dodge, etc for the game to scale.
 

Ptalon

Well-known member
Our latest quest has a lvl 27 (if I remember correctly) option to challenge our Epic level (multiple past life) characters with....... a sewer full of vermin....

Instead of taking us to a truly epic environment, like another plane... where maybe certain immunities don't work.
Or epic monsters that can bypass those immunities.

Or Spell wards that cast Dispel Magic when triggered.
(or Mordenkainen's Disjunction.)

So many ways to allow both are protections to work as they should, and also to bypass them (at times...).

Just takes some imagination and a commitment to do so.
 

nix

Well-known member
How you run a campaign with no monster manual? 'You rolled a 1, nothing happened - continue deeper into the dungeon.'
No, but i have cut the head off a troll and ignored (ic-ly) the unsubtle countdown because my character wouldn't have known
 

The Narc2

Well-known member
Permanent immunities should be rare AF. Removing tools from the developer toolbox to make challenging content is why the overwhelming majority of spells in raids are no-save. Instead of Evasion being meaningful, now it's about how much elemental absorb you have to deal with DoTs or your real-life observation and dexterity skills to avoid Cyclonic Blast. It's dumb that every build has access to Deathblock through an augment, and there's so many ways to get Lifesealed/Death Ward clickies. Devs are already finding ways around some of those scenarios with dead magic zones.

D&D was never designed to be played as an online game. It failed to scale in a meaningful way to meet the demands of the medium. Lots of us still remember 64 AC being god-like in elite content. DDO would have been dead a decade ago if devs hadn't added PRR, MRR, Dodge, etc for the game to scale.
The game you are describing is called everquest, that would be a great place for you to start playing to get that experience. DDO does not need to become a second version of everquest under the same companies umbrella. Of course they have already taken too much advice from ex everquest players and it has cost them a loss in population and a big decrease in end game population in particular.

Of course every nail the game designers hammer into their own coffin with the game becoming more and more like everquest, the more our specialized permadeath community has grown, since our return from time spent in the event on Cormyr we have seen our guild growth double. We cant wait for the next event SSG organizes, if it is anything like the last event we can expect even more growth within our community.
 

TempestAlphaoMega

Well-known member
There are people who enjoy playing a game where they find something and equip it because it has a cool name and they just don't worry about what the thing actually does. Good for them (really).

I prefer my game to have some structure to it where if it says something does something than that is what that something should do.

DDO has so many things that make it so hard on new (and even long time players) to know if something is working as intended. What stacks with what based on types that may be mislabeled, not tell you what type it is or be the rare type that actually stacks with itself. Things not adding up because of 'rounding' issues. Things that don't do what they say they do, such as Poison Immunity.

If the developers want to introduce a damage type that isn't resisted or have a total immunity available somewhere in game then do so but call that damage type something other than a type that already exists and has counters that use terminology like "immunity". And if they do roll out that new damage type that they don't want any of the exiting immunities to work against then don't later introduce an item/effect that claims to work against it, that is just making the job harder and the game more convoluted (not harder just confusing).

In the end if they really want to make changes then do it right and change all the in game descriptions to be correct so that people are not constantly wondering if things are working correctly and new players are not looking at things and saying why do things in this game not work the way they say they do.

Today's rant is brought to you by the number 3, the letter G and DDO Poison that is poison and yet not poison.
 

Ying

5000+ hours played
The game you are describing is called everquest, that would be a great place for you to start playing to get that experience. DDO does not need to become a second version of everquest under the same companies umbrella. Of course they have already taken too much advice from ex everquest players and it has cost them a loss in population and a big decrease in end game population in particular.
I have zero desire to make DDO anything like EQ. P99ers are a scourge.

Spell absorb is a great example where limited immunity can exist without making boss abilities be wallpaper.
 
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