TL;DR I propose poison/venom center around an anti heal mechanic rather than flat damage, but also want to talk about any solutions people think of
At the moment, poison and venom are in a bit of an awkward spot where it's very strong and doesn't scale at all with gear/strength/prayers at all, making it pretty much a no brainer wherever it is useable. Due to it's "set and forget" nature, the meta is just whack the monster until it applies and then switch to a better weapon, and because it is a static value, it's especially OP for lower level accounts. As a result, most bosses have been made immune entirely to both venom and poison with some exceptions.
My goal is to create discussion with the community here and try to find a way to rework this mechanic to something that is more interesting and useable. Please share your thoughts or solutions below.
Possible solution: Poison/venom anti heal
My idea is using poison to negate healing mechanics. This would include both natural regeneration as well as boss specific healing such as p3 warden enrage or verzik red crabs, which would make it useful at both regular monster slaying and bossing.
My proposed solution is to have poison procs generate "anti heal stacks" on the monsters instead of damaging them (or, a lower amt damage from poison as well as creating stacks). This would persist indefinitely or until they are cleansed by leaving combat or through boss specific mechanics/phase changes. Then, when they go to heal through any means, they would instead have to eat through their stacks, preventing all or some portion of it. I saw a lot of proposals talk about adding a "poison resistance" stat for bosses, which I think here would just affect the potency of the anti heal (50% resistance means a 10 heal would need 20 stacks instead of 10).