Combat Medic Archive
Thread: How much better will poisons get with the next patch?
There are 3 major changes to CM crafting -
1) The ARC will now be craftable. This could be huge on potency and range. I wouldn't be surprised if you no longer need to spend any experimentation points on potency.
2) Many of the schematics will now use decay resistance (instead of conductivity and others where the required resources don't have that stat). This should give us some gain in poisons in all stats.
3) General crafting changes making it so a "great success" does less with bad resources than with good. The effect of this change appears to be that you will no longer be able to max out one column and still have experimentation points leftover for another column. This is a general nerf to all crafting (and since it is to all crafting, there is no real balance problem here) and should result in somewhat weaker poisons (and weapons and stims...).
They should be better after the patch, but #3 is a bit of a wildcard right now.