Status effects - love them or hate them - are an integral part to any RPG game. Without them, strategy is unnecessary. With the upcoming changes to Steadfast availability, I think a discussion is warranted. Can we make status effects a more welcome mechanic?
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Damaging effects are often completely ignored through passive healing/overhealing.
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Is Panacea too good?
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As mentioned in another thread, because debuffs fade at the end of a turn, your opponent can do things like stun-lock you. If debuffs had a chance to fade at the beginning of the turn, you could at least take one turn before getting stunned again.
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Also mentioned in another thread, multiple immobilizing effects can be oppressive. Should they stack the way they do? Should rates be adjusted?
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Preventing statuses entirely with SF or similar effects enables
mindless grinding"Quality of Life", but many players feel overly locked down without debuff resistance (due to stacking immobilizing effects?). What's a reasonable middle ground? -
Should SF apply equally to all effects?
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Immunity gear creates a guessing game, which can be problematic for squishy classes that rely more on turn skips. Additionally, there is no way to counter it. Should it give 100% immunity? Should it be counter-able? Should your immunity be displayed as a buff?
While many effects have been added, there are some notable missing effects/spells:
- Healing prevention
- Ward regen prevention
- Ward turn negation (decreases available ward turns)
- Ward bypass (% of damage goes through ward)
- Stackable DoT
- Buff prevention
- Buff removal
- Buff stealing
- Silence (can't cast any spell/skill)
- Disable (prevents a single skill from being used)
- Ethereal (invulnerable but can't take turns)
- Block revive
- HP leeching (steal HP on hit, or passively per turn)
- Ward leeching
- Mana leeching
- Mana burn
- Ensnare (can still take turns, but can't dodge)
- Immunity reduction (reduce SF or similar effects)
Anything else?
