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Paralysis poison actually broken or am I just using it wrong?

DragonbornVet

New Member
Running a pure poison assassin on my second playthrough and paralysis seems insanely overpowered early (literally one hit and enemies just... stop), but by level 35 or so it feels like it barely lands anymore. Am I hitting diminishing returns on the alchemy skill itself, or is there some enemy resistance scaling I'm not accounting for? Should I be stacking different poisons instead or just accept that poison damage falls off hard on Legendary difficulty?
 
Paralysis scaling is weird, yeah. The thing is - and this might sound counterintuitive - poison effectiveness doesn't actually scale with enemy level the way damage does. Your paralysis poison lands the same on a level 5 bandit as a level 35 draugr, but by that point enemies have way more health and resistances, so it feels useless even though it's technically working.

On Legendary the problem gets worse because everything just has bloated HP pools. A paralyzed enemy is still a paralyzed enemy, but if you're not one-shotting them during that window, you're basically wasting the poison.

What actually helps more than stacking different poisons is getting the alchemy perks that boost duration and potency - there's one that makes poisons more effective per rank, and another that lets you apply multiple poisons to a single hit if you're on PC. The PC version also has mods like Alchemy Adjustments that rebalance how poison scales, which makes it feel less cliff-like. On console you're kind of stuck with vanilla scaling though, which sucks.

If you want paralysis to stay relevant, honestly you're better off leaning into a hybrid build - get some decent one-handed damage or archery going so you're actually killing them during the stun, not just... watching them stand there paralyzed while you reload. Paralysis is a setup tool, not a finisher by itself past early game.
 
Yeah that reply nails it. The paralysis thing is brutal on Legendary because you're right - by level 35 you've got maybe a 2-3 second window to actually capitalize on it, and if your weapon damage isn't there, you're just burning poisons for nothing.

I'd add: the perk that boosts poison potency (ranks up your poison effectiveness) is genuinely worth grabbing early if you're committing to this build. It's way more useful than people think because it applies to all your poisons, not just paralysis. Pair that with the one that extends duration and you get maybe an extra second or two of stun time, which on Legendary actually matters.

But real talk - if you're already level 35 and feeling the fall-off, you might be past the point where pure poison carries you. The hybrid approach is the move. Even just getting your bow damage or sword damage to a respectable place (doesn't need to be optimized, just functional) turns paralysis back into a legit opener instead of a wasted poison bottle. Paralyzed enemy takes a power attack to the face, suddenly it's a viable strat again.

On Switch you're definitely stuck with vanilla scaling, so yeah, the hybrid build is basically mandatory if you want to keep playing pure poison past the early game. PC players can mod around it but console players have to work with what's there.
 
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