@Carlos said in New DoT ideas:
Totally agree with pigredo and slow. But slow / haste are working weird, an I don't dare adding those effects before fixing them.
Good. I try not to use slow/haste moves for that very reason. It's cool when it hits, but after the effect wears off, the turn order gets seriously messed up.
I like the ideas proposed, but I would prefer to modify existing ones. Now they are too similar.
Nightmares needs a small buff. Poison and bleeding need to be different. Poison is too powerful.
I like what you all have done with some of the new buffs, doing multiple things at once (sunburn - DoT and reduced accuracy). I'd recommend focusing on that sort of thing a little bit more (I know poison and bleed technically do 2 things at once, but -20% doesn't seem like a lot to me). What if one of them did the same damage, but gave -50% damage for only one or two turns?
I also agree that nightmares is lacking. It's a worthless effect in my opinion. I like the idea someone mentioned (it could be used with nightmares or with other effects) about a % chance that the enemy can't attack.
And the last (to heavily debate) idea I want to share with you is giving freeze a 10% damage when cancels turn. But if a frozen enemy is hit, freeze will be removed.
Interesting. Freeze is already objectively better than stun (not considering immunities). This would help balance it. That's a rather extreme nerf without giving anything back though. What if: in order for a frozen monster to be 'unfrozen' by an attack, the attack has to deal damage (0 damage attacks won't unfreeze). Additionally, what if a frozen monster receives some sort of extra damage from all attacks (say +50% or so)? It gets the benefit of being able to attack but the detriment of receiving more damage. Or (another idea) if a frozen monster is attacked and unfrozen, then they are dazed for one turn?