Yes, back when Avalon was young. Immunities, balance-free diagnose, advanced coding, innate allheale skills, and other changes means that afflictions are not easily maintained. You cannot ever truly lock a person in Avalon - you can delay, sure, but asthma is not absolute and there are only so many poisons you can stack with concentrate (one less now, because of the change to ajkara, which leaves us with, what whoring mouurark over and over and hoping they don't get feared out?). A slickness affliction would go a long way to helping make poisoning more viable, since spitting is essentially a novice or icing attack these days - you can put up kelventari in essentially ANY situation, making a solely afflicting fight pretty impossible.
Knights are better at afflicting than Thieves are, which is a bit sad. They can take down immunities - the best we can do is hope nobody has clear-picked bumba and try to use it for attacks (we can't even see who is immune to what), which gets very costly and time intensive, not to mention a headache to me to teach all the new Thieves enough zmud to write efffective bumba settings.
But yeah, that's another thing that was implemented without really thinking it through. Immunities have made being a Thief/Ranger fighter a much harder slog. TBH, I'm surprised there are any good ones. The skills have had a lot of downgrades, the major tricks don't work anymore or are lots weaker (shirolos tricks, slayerboxes, hammerflip, mandrake pwning, flip nerf, etc), new skills hinder us a lot (standground, fog, blankmind, grapple, stickyground, mistdome, etc), and a lot of time is needed to simply stay equipped in poisons/ore enough to be viable. If you look at old combat styles versus new ones, I think we've changed drastically, far more than any other profession, out of the necessity changes have wrought.
I'm not saying Thieves should have the damage power of a knight, anyways. I'd just like us to be more viable, since the meal change has nerfed us. YOU try fighting someone with 1700 health when your main attack does 400. That damage/health ratio wasn't intended to be, and after trying miserably for a while you'll see why.