With the secondary effects of DOTs being removed, it has opened up a lot of design space for stuff like: Spark Curse 3 Nora Units that become Shocked also becomes Cursed for 2 turns. Here are my proposals (Names are intentionally kept consistent and intuitively-named): Weary Poison Units that become Poisoned also become Wearied for 3 turns. Note: At first glance Weary Poison may seem less powerful than the others as it only provides -1 DMG, but unlike the others, by continuously applying Poisoned, you should be able to continue stacking Weary ticks as each turn they compound. This provides Poison decks with a unique playstyle where you're attempting to keep Weary ticking each turn by reapplying Poisoned. Freeze Chill Units that become Chilled also become Frozen for 2 turns. Bur Rend Units that become Rended also become Burred for 2 turns. Sunder Scour Units that become Scoured also become Sundered for 2 turns. Note: Unlike the other effects, this secondary effect stacks, which means re-scouring units in the same turn provide stacking instances of Sundered. Inhibiting Disease Units that become Diseased also become Inhibited for 2 turns. Inflame Burn Units that become Charred also become Enflamed for 1 turn. Now, we have been waiting for Magic and Psychic DOTs for some time now, here they are along with my proposed Secondary Effect abilities: New Psychic DOT Trauma When this champion successfully damages a champion with a basic attack, that unit becomes Traumatized for 3 turns Wandering Trauma Units that become Traumatized also become Wandering for 2 turns. Note: Yes, this is powerful, but remember: no units currently have Trauma. So the Secondary application effect can be controlled and limited carefully. [Update] Alternatives: Confusing Trauma Ponderous Trauma Units that become Traumatized also become Ponderous for 2 turns. [Update 3] With Planar Disturbances, we saw equipment that give negative effects when removed. This included a a reference to Trauma on the Black Pearl FW equip that is consistent with my version of Trauma: Flavor: "They are powerful, but unexpected severance proves traumatizing." Description: Equipped champion gains Twisted Essence and Teleport 2. If this equipment is destroyed, this champion has Wandering for 8 turns and becomes Defiled. New Magic DOT Unstable Magic When this champion successfully damages a champion with a basic attack, that unit becomes Destabilized for 3 turns. Illuminating Instability Units that become Destabilized also become Illuminated for 2 turns. This is a difficult one. While magical fire burns and magical frost freezes, what are the characteristics of pure magic (metamagic) damage in Pox? Kills ghosts/spirits/incorporeal/etheral Alternative to physical damage Can stun (Bowmage's Imbue Stun) and illuminate - has the characteristic of brightness Can reduce defenses (Nature's Wrath, Magic Nova) What persistent, damaging effect could a magical attack have? Traditionally, Arcane Magic is thought of as unstable. Arcane magic AKA 'metamagic' is the magic of manipulating matter/time itself on a super-physical level. From this, we can conceive of a persistent arcane effect as being a magical attack which imbues/overloads the target with magical instability, causing residual damage over time as reality/time/physicality re-coalesce around the destabilized target. ----------------------- These Secondary effects can also easily be changed to effect only within 5 spaces which is the design direction Sok has expressed. I thought long about a Sonic DOT, but I couldn't come up with anything that made sense. The nature of Sonic damage is that it does not linger. The effect can linger (i.e. distracted), but I can't think of any way for Sonic damage itself to be a persistent over time effect that makes sense. Please let me know your thoughts and suggestions. --------------------- Changelog Update 1: Added Confused as alternative to Wandering for Trauma secondary effect Update 2: Rewrote Magic DOT, added note about Sonic DOT Update 3: Added Ponderous as Trauma alternative, added section about Black Pearl equip
Relic: Brain of the Elder God - 40 nora Wandering Trauma. All Jellebrium with Attack - Psychic gain Trauma 1. Seems totally balance, right guys? Right? :cough: Honestly I think distracted is a better dot effect.
Good idea - added you suggestion to the OP. I also considered Confused, but I think it's bugged at the moment and I've never found the effect very fun to play with or against.
Oooh. I like confused better actually. There is no on-damage source of it, so it would also make trauma a bit more unique.
You are correct there it's not a dot but a debuff so probably not... But I can dream!! (I miss inexperienced)
This looks great and would make sense to have in the game. The only concern I have about dots in general is if they get splashed out into ranged, as past history has shown. Range + Dots can produce very worrysome results.
I like it, but it seems complicated to implement. You'd have to price them all accordingly and some of them are obviously stronger than others.
I like the concept, but some of the actual conditions suggested sound VERY broken. I'd call them less broken if the main abilities weren't global though.
Good concept except trauma is a bit op I doubt the staff will allow it evaluating the new halucinogenic change