I'm not sure I agree. If you want an in-depth system, you can't expect to do everything with just the press of a button. See also the various ideas on scaling and real-time altering of spells (rather than just buying different spells of a different pre-made intensity than one you already have, you can just cast what you already know at a different intensity with an associated change in cost). Obviously it should be made as unobtrusive to do as possible, but that doesn't necessarily mean every possible action can be brought down to a single button press.
Saying that, though, I don't see why we couldn't make it so a quick key can apply a particular potion to a particular weapon. Select a potion for quick key, and it'll ask if you want to drink it or apply to weapon, and picking the latter will let you select a weapon. Then when you press the key it automatically applies the potion to the weapon if it doesn't have something applied already (or if you selected to drink it, it acts like it does now).
Sounds like it'd be a maintenance nightmare for user-created poisons. As you increase in skill or get better equipment, your poisons would get better, meaning they won't stack with the other weaker poisons you've made (or similar poisons you've bought/looted). So you have to constantly swap them around as you run out of your various stacks. And if you only want to apply a particular poison once to a specific enemy, having to go into and out of the inventory to change it both before and after the hit would be annoying.- Using the equippable TESO mode the creator of this thread suggested is an excellent way to bypass a lot of ergonomic issues that poisons often have.
That's basically what I'm suggesting. When creating the potion you can choose to enhance the negatives (make a poison) or the positives (make a potion), and to make it consumable or throwable. The only difference is you wouldn't be restricted to using only negative-enhanced potions (poisons) on weapons. For instance, you could apply a Cure Disease or Resist XYZ potion onto a weak weapon and hit someone with it to crudely help them. There'd be no functional difference between potions and poisons, the selection just dictates various scaling factors that get applied to individual effects when making it.- I still don't get why both of you seems to be so strongly against having a simple button that toggle between potion/poison/throwable into the alchemy menu.