Weary, Enflame, Burred. I'm not sure about Inhibited either, since it has just been removed so putting it back wouldn't make much sense.
itd be nice if this happened but it probably wont, lol. we've been waiting for the fw faction bonus to change for over a year now.
Exactly. So if your champion has evasive as an upgrade, Plainswalker is going to deal damage as if it didn't. Same with absorb, he shouldn't trigger it.
How do you know they're imbalanced if they aren't costed yet? And furthermore the Magic and Psychic DOTs/Secondary effects aren't even on any champs yet - for all you know, they're on squishies, or expensive relics or something. I agree they need to be balanced, but that wasn't really the goal of this thread - only to propose concepts.
1. It'll put a few runes to ruin, because if these ability turn out to be cheaper than I assume they're going to be, the game'll be broken and we'll be seeing a ton of nerf patches. 2. They removed the secondary DoT effects for a reason. 3. DoTs aren't that hard to apply due to spells and high ranged units. (Especially the Psychic one, throwing wandering off just like that, Psychics are already strong, this'll just break them.) 4. The secondary effects already have specific costs, but putting that onto units at a higher/lower price is just weird. This is just like Ready and Opportunistic now. I know you're proposing concepts, and like I said, they're creative and unique, but you still have to keep in mind the balance. The game is already broken; cost adjusting doesn't really balance the game if the abilities are broken.
Psychic Anguish is pretty much a Psychic DoT secondary effect. But yeah Wandering from DoT for 3 turns would be so OP. There's a reason why Hallucinogenic got nerfed.
Guilty Trauma Units that become Traumatized also become Merciful for 2 turns. The idea is that your trauma weakens your warrior mind by increasing your remorse so you cant finish off the enemy
Depressing Trauma Units that become Traumatized also become Depressed for 2 turns. *Traumatic experience and you get depressed, might be op because its AoE Frightening Trauma Units that become Traumatized also become Frightened for 2 turns. *Same as above but not AoE Numbing Trauma Units that become Traumatized also become Weighty for 2 turns. *You are so firktup mentally that you cant even run properly Risking Trauma Units that become Traumatized also become Reckless or Careless for 2 turns. *When traumatized you are not able to measure risks or you dont care about them
I don't see the point of "If this unit becomes X, then it become Y." That's like telling a man who's looking for a gas station to take the following directions on a main road: "Take a left, go straight, take a right, go straight and you're there." If you look at that logically, you could've simply told the man to go straight. If you want the champion to be frightened off an attack, then give it frightful blows. There's no reason to create a DoT that does so. DoTs are there to provide extra damage, over time, and I think their role should be maintained. There's no reason to break the game with a new function.
Thats not the point, people use Spark Crone in Curse decks thanks to "Spark Curse", thats the idea behind this abilities, to enable split themes based on DoTs.
Not to buff splits Dx, devs are supposed to give this abilities to champs in factions that do not have that many dot type sources, so players make split decks around that ability with factions that one would not think to pick for that. For example "Weary Poison" in SL, FF SL Poison is not strong at all but players might comeup a split SL/FS Arthropods/poison, for example
Wearying a bunch of enemies whenever they take damage from a Poison Cloud just doesn't sound ok to me.