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New Curse debuff: withering health?

Curses are becoming awfully fun to me to think about, but the ones we have could be a bit more interesting.

Currently, we have
Corrupted (7/10/14-second Henchman/Villain mind-control, ending with percentage health damage),
Debilitating Poison (16-second 12% toxic damage resistance reduction),
Devoid (12-second 18% dimensional damage resistance reduction),
Hexed (12-second 18% magic damage resistance reduction),
Illuminated (20-second debuff, 15% chance of Mend for attackers, healing every 2 seconds for 8 seconds),
Jinxed (-10% all damage strength, -15% all movement speed, lasts 8 seconds, ending in knockdown),
and Noxious Poison (16-second 10-foot-sphere toxic AoE DoT).
There's also Sigils of Ebon Weakness (5 sigils for 24 seconds, reducing damage strength and movement speed), though it's not applied directly like the others.

These are good, but I've been looking around for ideas.

What if we had some kind of Decay/Wither Curse that causes a debuff that builds up over time, maybe once every second or two, lowering the target's maximum health by a small percentage, maybe 0.5-1% per instance of the debuff? It only goes so far, maybe a max of 25-50% max health reduction, and it won't actually cause damage, but lower health makes it easier to take the target out of course. When the Curse is no longer affecting the target, the debuff stack wears off bit-by-bit, at a rate of maybe one every 1-2 seconds, slowly bringing the target's health back up to their original maximum again.

Healing abilities could maybe help speed up recovery from this weakening effect. It could either be that healing causes "damage" to the Curse's debuff, like breakfree damage against holds, or maybe it's an advantage that helps remove the stacked-up debuff, but that'd probably be good only if more things were done like this.

Celestial Cleansing should remove the Decay/Wither Curse itself, preventing it from further weakening a target. This will help to give Cleansing more of a reason to be taken, as it's pretty ignored right now.

If the Curse is an advantage instead of its own power, when used against players, it should probably either have reduced effectiveness or a different one altogether. It could also cause an extra effect like "Bionic Tampering" that prevents re-use of it on a player too quickly, or it might be seen as too powerful.

It probably shouldn't work on high-ranking enemies, or at least not Supervillain, Legendary, and Cosmic rank. It could be useful for it to work on Master Villains and Enforcers (I think people would appreciate that), but maybe not all of them. Kigatilik's hounds for example should be immune.




This will probably more likely just end up an NPC ability if anything, but it could be fun to throw in.

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