galehar wrote:Mankeli wrote:Make the "poisoned" status disappear as soon as you have killed the monster that has poisoned you. There. No more "fiving" after adders/sea snakes/nagas (or if you escaped before killing the monster, at least much less fiving on average).
Reducing or removing the need to rest off poison is indeed one of the goals of the proposal. Although I think there are more elegant ways to go about it than that.
Flavor: you found an antidote when you killed the poisonous monster
So, every random snake and spider in the dungeon is carrying an antidote phial which you can instantly grab and drink once you've killed it even if it's 8 cells away? And you call that flavour?
Crawl also misidentifies numerous venomous animals as poisonous, and nobody seems to complain about that. I see no further problem with also misidentifying them as producing antivenom, and "8 cells away" is a pretty ridiculous nitpick when you are also e.g. notified when something dies on the other side of the level; these things are abstracted away all the time (you aren't shown actually taking your gloves off when you put on a ring, or actually unwielding your great mace to butcher a corpse).
That said this proposal doesn't address the annoyance of waiting out poison when you
don't kill the source, so I prefer making poison faster, though you'd need to divide its duration by way more than 2.
Or maybe make it go away if you don't suffer any non-poison damage for 5 consecutive turns. That would have no effect on genuinely dangerous fights but would make resting much less of a pain.
It'd also be nice if poison weren't on so many monsters just for the hell of it. Monster nagas, jumping spiders, wolf spiders, spiny worms, ghost moths, etc. do not need poison attacks.