A deeper take on status effects. Just for consistency, maybe generalize ALL status effects to minimize confusion and help with strategies. Snipe (BH), for example, explicitly stated bleed as nature damage, while Rending Slash (W) just says bleed.
The idea is to make each status effect have the same school of damage and an included unique bonus to each. For example, any unit that is poisoned is slowed; lower attack/movement speed, takes more damage, and is always a nature damage
Burned, cannot be healed (yea, I hate healers in this game), takes a damage equal to a certain percent of max health per second (a little too specific ?), always a fire damage
Bleed (ALWAYS nature damage) also damage per second, takes more and more damage every time the unit affected is hit.
Freeze/Stunned, same effects, frost/physical damage (not that it matters)
Cursed (just kidding, wanted to add arcane damage lol)
Those are all just examples, but the thought is each one will be different, and each effect has some science and lore pit into them.
Will love to here more ideas regarding this.
The idea is to make each status effect have the same school of damage and an included unique bonus to each. For example, any unit that is poisoned is slowed; lower attack/movement speed, takes more damage, and is always a nature damage
Burned, cannot be healed (yea, I hate healers in this game), takes a damage equal to a certain percent of max health per second (a little too specific ?), always a fire damage
Bleed (ALWAYS nature damage) also damage per second, takes more and more damage every time the unit affected is hit.
Freeze/Stunned, same effects, frost/physical damage (not that it matters)
Cursed (just kidding, wanted to add arcane damage lol)
Those are all just examples, but the thought is each one will be different, and each effect has some science and lore pit into them.
Will love to here more ideas regarding this.