The most infamous member of Team Immersion, the poster child of bad game design - welcome the Water Poisoning mechanic!
Nobody here needs me to explain what that thing is and what it does, so I’ll skip over it. All I will say is, receiving an eventually-lethal damage source at a completely random point in your playthrough, just for existing in a location, is dumb. Adding an always on-hand, easy way to clear it is even dumber.
Originally, (and I still stick to that claim) I said in Team Immersion’s suggestion topic, that this mechanic is unsalvageable and must be removed entirely from the game, along with the Soap tool. But, many people told me they, for some weird reason, want to keep it alive.
So, here’s when I need your help once more. Drop your ideas on how to revamp Water Poisoning and make it not obnoxious, and I will consider them when making my suggestion on it.
I will even start the chain. I think that a good way to reimplement Water Poisoning is to make it an indicator of points of interest appearing near the player.
In lore, the poisoning exists because of magic pollution. So, why not we make the usual Dark Sea’s magic pollution not enough to cause harm to us, but when a magic-related object or entity is present, the level of pollution gets amplified and it starts damaging the player, alerting us.
When the point of interest generates, the player responsible for it receives Water Poisoning for a short time - about 5 seconds. Not enough to kill, but enough to alert that something has happened, and you probably need to toggle on Sensing.
The list of points of interest is: Giant White Eyes, Giant Poison Jaws, Kraken, Giant Kraken, The Omen, Athena’s Page (is removed from the list after collecting all of them), Athena’s Statue Island, Hecate Essence, Dragon (excluding the younger ones).
When replying to this topic, please avoid talking about Water Poisoning being unsalvageable, or just blindly agreeing with my version of the fix - I need thoughts, not emotions.