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File: 1783169880632365.jpg (126 KB, 1080x995)
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Fix this.
>>
Ok. What exactly is there to fix?
>>
>>747653520
Introduce pain and morale mechanics, introduce procedural bodypart damage.
>>
>>747653520
Burn makes you take bonus damage, poison cuts healing, done.
>>
>>747653520
>normal attacks deal 25 damage each
>enemies have 150 health at most
>inflicting status effects takes several hits
>>
>>747653520
Additional stacks of fire increase the damage.
Additional stacks of poison increase the duration.
>>
>>747653520
Make poison a very slow acting permanent status ailment you can’t heal on the go, HP healing items only do 50%, need to be in a city to remove poison
>>
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>>747653520
Fire makes you take damage at the start of your turn, poison damages you at the end of the round
>>
>>747653629
They’re both mecanically the same with a different paint coat.
>>
Fire:
Deals damage over time, also increases damage taken by other sources due to exposed flesh
Poison:
Deals damage over time and prevents use of healing items (with exception of antidotes) until cured
There I fixed RPGs
>>
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>fire doesn't go out automatically and must be put out with water, a fire extinguisher, or rolling around on the floor
>poison wears off over time
>disease gets worse over time until cured by a healer
>>
>>747653853
and?
nothing wrong with that
>>
Fire damages outer shields and burns through armor making them more susceptible to stacked burns or further damage.
poison deals true damage and ignores shielding entirely.
>>
>>747653520
how it should work and literally no one has done it:
Burn causes debuff where chip damage is inflicted every action
Poison causes debuff where chip damage is inflicted over time.
>>
Pokemon unironically does this well, with burn damage also decreasing physical attack.
>>
>>747653520
Fire makes them save vs panic, poison reduces stats.
>>
>>747653520
Burning reduces attack
Poison reduces defense
>>
>>747653520
Pokémon sufficiently distinguishes between the two, ironically. In tactically useful ways too.
>Burn: does more early on, also lowers Phys Attack
>Poison: Capable of Heavy Poison, which does more in the long run
>>
>>747653924
"I like redundancy in my games"
>>
>>747653520
Pokemon fixed this two decades ago unironically.
>>
>>747653520
Pokemon has the Burn status also halve the power of Physical Moves used by the inflicted. Poison sadly doesn't do anything other than periodic damage.
>>
>>747653924
So you just like shitty games.
>>
>>747653520
In pokemon if you're burnt your attack value is cut in half. If poisoned I think its your speed? I can't fully remember. While both keeping the tick damage.
>>
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>>747653520
Fire
>has a chance to make the target panic while on fire, making them less accurate

Poison
>has a chance to spread to a random enemy every few seconds
>>
>>747654112
I like how you gave poison a chance to spread rather than fire lol
>>
>>747654112
Ehhh... If anything I'd say fire should have the spreading property. POsion can be coupled with physical stat debuffs.
>>
>>747653520
Pokemon fixed this decades ago.
>>
Burning does way more dot but is easier to get rid of while poison does less but there are either extra steps to get rid of it or the cure you use takes effect Gradually
>>
>>747653520
>Set someone on fire
>Speed Increases
>Defense Decreases
>Attack is given a Fire element buff, does more damage and can set others on fire
>Is confused and may strike teammates or not take a turn
>Poison someone
>They just get weaker and debuffs across the board
>Will sometimes not attack
>>
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>>747653520
Fire should be a fast acting DOT which does more damage over a shorter time.
Poison should be a longer acting DOT which primarily debuffs the enemy. It should have synergy with stealth.
>>
>>747654092
Brn is atk, psn is def, par is spd
In the areas system frz is frostbite and is spA
>>
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>>747653520
Dev here. Here's what you do:

Fire
>Inflict 20 damage every 1s for 15 seconds

Poison
>Inflict 100 damage every 5s for 15 seconds
>>
A chemical burn IRL feels the same as fire burns, so no. Video games DoTs are right.
>>
>>747653520
It's already fine in most games. But obviously it depends on the fuxking game rather than some generalization.
>Fire is magic and elemental, therefore is subject to the usual weaknesses and resistances
>Poison is not elemental but may be static and easier to cure
>Fire likely scales higher and is a bigger issue depending on build and stage of the game
>Poison may have a upgraded Toxin form that ticks faster or for more damage and actually makes you shit your pants when you get hit by it
>>
>>747654112
you forgot to turn on your brain before typing, stupid dog
>>
>>747653765
>drinking more poison just makes it take longer
>>
>>747653520
But most games do treat them differently. It's going to vary by the type of game, though. You can have burning's duration reduced by movement while poison procs more often when you move. Burning goes out automatically in water. Presumably poison has some other effects: in some games, it doesn't deal damage at all.
>>
>>747654092
Paralysis affects Speed while also having a 25% chance to stop you from doing anything.
>>747654254
Poison doesn't affect any stat in the mainline games.
>>
>>747653520
>Fire
Damage scales off the largest single hit of fire damage. Smaller instances contribute fractionally to the magnitude of the burn damage and can extend it indefinitely
>Poison
Individual stacks with their own duration timer. Poison DOT damage is entirely scaled dot multi, and duration affects individual stack duration. Infinite stack limit if enough application chance and attack speed can be obtained

>Both
Better server infrastructure so as to not implement an artificial dot cap on damage due to how damage over time is calculated (like in POE)
>>
>>747653520
You need antidote to cure poison, you roll to put the fire out.
>>
>>747654273
>A chemical burn IRL feels the same as fire burns, so no.
Ok but what about poison?
>>
Noita solved this
>>
>>747653520
That's not what debuff means. At all.
>>
>>747653520
You can't have good debuffs because then there is no game.
You can't posion hades, then die, come back and discover he died of poison because that might work as a joke but not fun games.
>>
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>fire deals damage at start of the turn but decreases stack by one
>poision deals damage at start of every turn
>>
>>747653520
Assuming 100HP
Fire
>Low damage over time (1hp/s) for a set period
>Stacks indefinitely leading to large ramp-up damage
>Works immediately
Poison
>High damage over time (10hp/s) for a set period
>Affects stamina as well
>Doesn't stack but can be reapplied to refresh effect time
>Requires overcoming resistances first
>>
>>747653853
That depends entirely on what other mechanics the game has that interact with either damage type.
>>
>>747654412
Oh I didnt read the OP properly. Ill go to bed now.
>>
>>747654554
>being on fire
>low damage over time
>>
More importantly, is poison green or purple?
>>
fire effects can spread and have AOE. having enough "heat" can refresh its own duration until there is nothing left to burn.

poison also slows enimies, can lower accuracy, and reduce healing effects.
>>
>>747654631
Poison is green, stronger poison is purple
>>
>>747654620
>Fire immediately damages you instead of burning your clothes / armor first
>>
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>Fire
Inflicts Fire Damage, which can be resisted only by X moves, special traits, equipment

>Poison
Inflicts Poison Damage, which can be resisted only by Y moves, special traits, equipment
>>
>>747654631
poison is green. toxic is purple.
>>
File: Basketball glasses.gif (1.19 MB, 400x400)
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>Fire does X damage per tick
>Poison does X! damage per tick, but can be stacked
Solved
>>
>>747654745
Fire immediately damages you WHILE burning your clothes / armor
>>
>>747654018
Pokemon ironically has some of the best implementations of status effects, they all have unique elements even if some appear similar on the surface.
>>
>>747653520
Fire is affected by environmental factors
Fire reduces maximum healable HP while in effect
Fire increases in intensity after a set duration

Poison adds secondary effects if left unchecked
Poison even if cured has a lasting secondary effect after curing
Poison can affect other enemies and party members
>>
I'm 32 years old and have been playing Pokemon since the first generation and I only just now learned that the various status conditions actual do stuff besides just damage. I always knew paralyzed made mons slower but never knew burn made physical damage weaker for example. My retardation aside, more games should do this.
>>
fire should act as a CC that does 50% of your hitpoints per turn/5% hp damage per second.
If you make some kind of saving throw it doesnt CC you for the first turn/few seconds.

Poison should just be an anti player/revenge skill. It kills you after a while if you dont use the specific antidote
>>
>>747653520
Poison decreases health and stamina regen until you heal it (no fucking taking it)
Fire decreases health faster but stops after some time. It also decreases your defense and health regen until you heal it, because burned areas hurt like hell.
>>
ok ok ok ok but what does bleed do?
>>
>>747654816
>more fire doesn't do more damage
>>
>>747653520
That's not how it works on <popular franchise>(tm)
Fire lower your attack and poison has a "badly" version that the damage increase over time.
>>
>>747653520
ebf5 fixed this, fire decreases max hp every turn, poison has a chance to spread every turn, poison damage is increased if the foe is tired, fire damage is increased if the foe is dry
>>
>>747655013
The damage inflicted each turn grows as the wound gets worse and worse until treated.
>>
>>747655013
DoT, inflicts reduced STRENGTH
>>
I've got it

>fire is fire
>poison is poison
>but poison is also flammable increasing fire damage
>but fire will burn off poison quicker
>>
>>747653520
Fire should induce panic, chance to miss or use wrong attack.
Poison should weaken, damage dealt decreases over time until poison is cured.
>>
>>747653520
Poison typically has smaller ticks over longer periods of time.
>>
>>747653520
Being a game dev is similar to being a demiurge. I loved when I specifically figured out this one.
>>
>>747653520
Fire aftereffect: Gives you burn wounds that permanently decrease your charisma
Poison aftereffect: Lingers a long time but gives immunity/decreased effect when being poisoned by the same substance in the future
>>
>>747653520
poison is additive, if you have high enough vitality you can tank it
fire is a percentage, you will be fucked if you don't extinguish regardless of how tanky you are
>>
>>747653520
Fire: deals a decent amount of DOT and can spread to others on contact, however it can be extinguished easily with water. If not treated soon it can destroy your equipment and items.

Poison: deals a small amount of DOT however it requires medicine / magic to cure. It can stack to become more potent. If not treated soon it can lead to other debuffs and illnesses.
>>
>>747655359
building up a tolerance to poison over time is a myth bro
>>
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>>747653520
Fire inflicts a brief initial "flailing around" stun and partially melts armor (DEF down). Poison directly damages health, bypassing energy shields.
>>
>>747655720
>hmm, i seem to be on fire, should i treat this immediately or ignore it for now
>>
>>747653520
I'm mad. Why is the text different sizes when it says the same thing? This is horrible.
>>
>>747653520
Fire should be a high damage, easily dispellable DOT.
Poison should manifest in a variety of progressively stronger debuffs as its applied, with instant death being the one that procs at max stack (asuming the enemy doesn't have poison resistance or something).
There, fixed.
>>
>>747654237
Seconding fire/burn being fast DoT over shorter time while Poison should enhance other playstyles.
>Defense/Resistance Debuffs
>Agility/Evasion Debuff
>Strength/Damage Debuff
If the game has stealth elements, poison could damage while not triggering combat if the target doesn't notice while fire will alert the target obviously
Both should stack. Both should have specific resistance, but burn specifically should be partly affected by physical armor.
Antidotes should heal one stacked poison effect at a time

>>747655013
Bleed does DoT based on Max HP%. Can stack too.
In summary
>General DPS: Burn
>Status ailments: Poison
>Targets with lots of HP: Bleed
Everything Stacks
>>
>>747653520
Alternative ideas for debuffs:

Burn: when a foe is afflicted with a burn they lose 10% defense, and also take an extra 5% damage from sources inflicting fire damage. Once afflicted with the burn a foe will immediately lose 5% of their max health. the burn will remain until it is cleared via healing or a medicine/potion of some sort.

Poison: a poisoned foe will take 1% total hp in damage every second for an amount of time determined by the strength of the source of the poison and the levels of resistance to poison the foe has, regardless, while the poison effect is active they lose a stacking 5% attack every 15 seconds until either their bodies expel it naturally (the timer runs out) or they get it cleared.

While I'm at it ill come up with a few more:

Frostbite: when afflicted with frostbite, a foe loses 10% movement speed, they also take 5% more damage from all sources, and a further extra 5% if those sources are ice. Frostbite remains until cured. If struck with fire damage while afflicted with frostbite, foe gains frostburn, which just means they're immediately inflicted with the burn debuff, but the frost debuff is removed.

Static shock: when afflicted with static shock a foe takes 10% of their hp in electric damage, they also become charged with electricity, while charged they gain a 5% movement speed and attack speed buff, but every time they take damage from an electrical source while afflicted with the debuff, there is a chance the electric charge will discharge and will either arc to a nearby enemy, dealing 10% hp damage and charging them instead, or if hit with an electric crit the enemy simply explodes in a corona of electric energy, damaging and charging all enemies near them.
>>
>How you inflict the debuffs: Poison is a "pure DOT" while fire is "deal direct fire damage and additional burn damage over a time"
>Enemy vulnerabilities: Fire elementals aren't affected by fire, and undead by poison, but there can be greater granularity here: for example, even tree bark is in fact pretty good protection against fire (that's how trees protect themselves from forest fires) so fire damage probably should be at least partially affected by armour, while poison is entirely armor-negating
>Removing the DOT: Fire can be extinguished, poison cured by magic or medicine, which can be a very much different procedure (jumping into a river vs priestly spell) and not always available
>Additional effects: The "decay" of poison can sap physical strength, while "writhing in agony" is actually crowd control or does e.g. morale damage
>Skill synergies: Fire can spread or DoT consumed for instantaneous damage, poison can be applied by any weapon skills using poisoned weapons, or in lingering mists
>Skill tags: If you have e.g. "+2 to poison skills", "+50% increased poison damage", etc, then this alone makes the skills not interchangeable, as the player is incentivized to make a "poison build" or "burn build"
>>
>>747655013
Increases physical damage taken + DoT + Stamina Reduction + Additional Effects deoending on your build
>>
Okay, smart guys. How do you balance the Instant Death debuff for players?
>>
>>747656243
if you die ingame you die for real
>>
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>>747653520
Yeah, but in its d&d conception, Poison was meant to kill the player If he failed a test. But such consequences I suppose were seen as unfair, a pity...
>>
>>747653520
add real physics and chemistry to video game
ppl just stuck in old fomula mindset
cant wait for ai btw
>>
>>747656345
Where did you find this image of me?
>>
Why don't rpgs have pain/stress/shock mechanics?
>you're literally on fire but you still fight just as well you're just going to die quicker

unironically dark souls is more of an rpg than basically every arpg or mmorpg simply because the poise mechanic.
>>
>>747656243
bosses have multiple lives. bam.
>>
>>747653520
Fire damages units around the burning unit, has small chance to spread. Poison does low damage initially, goes up over time, also caps stamina/mana at half.
>>
>>747655013
deals more damage if the enemy moves/performs actions
>>
>>747653520
I like the way NEO TWEWY does it where fire DoTs are high damage but last for a short time and Poison DoTs are low damage but last for ages. This matters a lot because, due to some various mechanical things, bosses counter attack less when affected by a status.
>>
Confusion: hit self, hit allies, or completely random action including wasting items?
>>
>>747653520
It fixes itself. Those are different damage types.

Scale fire DOT with flammable materials on enemies, wind skills for oxygen, soft armor damage, etc. Can easily be extinguished.
Scale poison DOT with curses, %HP damage, stronger toxins, buff removal, etc. Hard to remove.

>>747653629
Its not that theyre mechanically the same. They just both do damage over time. Which is fine.
>>
>Burn
You have to roll a willpower save each turn or you're stunned/panicking. Even when you succeed, unless you have immunity to stuns you deal 50% reduced damage while burning. Damage from burning also intensifies with each turn.
If you succeed the roll, you can perform an action to put the fire out.

>Poison
Damage doubles with each failed constitution save. If you reach 0hp, you start to suffocate until you die, requiring the poison to be cured before you can be revived, and you're on a timer.
>>
>>747653853
It has resistance to one but not the other
>>
>>747653520
How it's done in Necromunda:
>Blaze, dude is on fire, he is getting a hit, he start running around randomly, his friends can help put the fire down
>Toxin, if dude is hit, there is a chance he just die
>>
>>747655013
I thought bleed usually reduced max health?
>>
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Fire attack does 15 damage and deals an additional 5 damage every turn for 3 turns.
Poison attack does 15 damage and inflicts a non-stackable debuff to the opponent's speed, healing, and damage output for 3 turns.
>>
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>elemental status debuffs
>they are all DoT
>some are flat damage which is fucking useless
>others are %hp damage which is fucking broken
>poison for some reason can drop enemies to 1hp but can't kill them on its own
>>
>>747653520
in pokemon burn cuts attack power in half and poison persists in draining hp outside of battle
>>
>>747657586
Maybe it should do
>5
>4
>3
>2
>1
damage ticks? To simulate weakening fire
>>
>>747653853

yeah but you are not taking in count enemy types, some may be weak to fire or poison, some arent affected by one , or they can have different properties on different enemies.
>>
damage over time chads where we at
>>
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>>747653520
Fire causes high pain which stuns.
Poison causes sickness which causes vomiting.
Which... stuns...
>>
>>747653520
I like the idea of Persona having some technicalities when applied a debuff.
I think fire should make make it as if you can heal it but your skin gets weakened, so you take more damage to melee attacks post burn. If they apply a wind skill, the fire increases so it stacks up.
Poison should cut healing, and have a chance like with the usual "stunned" that you could be too sick to take a turn.
>>
>>747653520
Fire spreads to nearby enemies and poison slows and decreases defense stats
>>
>>747658436
>poison enemy
>enemy projectile vomits
>you are now poisoned
>>
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>>747653520
>heat based attack
High HP loss followed by quickly diminishing damage
Pain: short moment of weakened stats, then it quickly stabilise to a lower but persistent debuff

>liquid fire based attack
Lower but continuous HP loss as long as you keep burning
Pain: any stat linked to perception is dulled while it burn, the longer you've burned the higher the persistent debuff remain

>weakening poison
Your stats become gradually weaker up to a peak, then it slowly subside, very little loss of HP
Pain: your perception and reactivity stats follow the same curve

>deadly poison
Start loosing HP slowly at first, then faster and faster, eventually it just stops
Pain: stats are also dulled faster and faster, then it subsides

You are expected to heal naturally out of battle
But in battle the RPG cleric possess spells to
- instantly regenerate HP
- cure poison
- instantly regain stats

You can introduce plot-level poison the RPG cleric cannot heal without plot-level spell or potion
>>
>>747653520
Burn causes a guaranteed pain/flinch state once it reaches a high enough threshhold
Poison doesn't but it starts lowering enemy attack and defense immediately on contact
>>
>>747653853
they're like that in real life as well, though
>>
>>747658196
>weak to fire or poison
>*look inside*
>the status effect just gets applied to them more easily but does no extra damage
>>
>>747653520
>fire drains your health bar from above
>poison drains your health bar from below
there, fixed
>>
Fire DOT is retarded. who the fuck wants to see their character standing perfectly normal on fire?
>>
>>747654019
What is wrong with that?
>>
Pokemon is the only RPG to do status effect right.
All others are
>why bother using status spells on random encounters when you can just attack. Also they dont work on bosses because theyre immune btw
>>
>>747653520
burn causes flinching every 5th tick
poison causes stun if poisoned for 6 seconds
>>
>>747653520
The bazaar fixed this. Burn ticks twice a second and decays in damage every tick. Shields also reduce burn damage by 50%.

Poison ticks every 1 second, does not decay and bypasses shields entirely.
>>
>>747659025

such a lack of imagination

scenario 1
enemy hits really hard but if you use fire on him his dmg is halved BUT your best spell is a water spell so you could remove the status by using it

scenario 2
An enemy is both weak to fire and poison but he is surrounded by bushes , if you use fire on him the bushes catch fire and end up causing dmg to your team

scenario 3
enemies have their health linked together so if you poison one they are all poisoned
>>
>>747659937

The RPGs where bosses are weak to status effect always end up being so easy that is best they are used sparingly.
>>
>>747653520
Fire -> reduces enemy damage in addition to the dot
Poison -> It does increased damage with each tick
>>
>>747660460
You could just use the etrian odyssey system where bosses can be affected with status but only for a limited time. The boss also gains a stacking resistance to more applications of the same status effect.
>>
>>747653520
Pokemon lowers attack when burned, and there's a stronger version of poison that doubles in potency every turn.
>>
>>747653520
Add bleeding
>>
Aging is a DoT debuff if you think about it
>>
>>747659937
>Pokemon is the only RPG to do status effect right.
>>why bother using status spells on random encounters when you can just attack. Also they dont work on bosses because theyre immune btw
Ask me how I know that the only other RPG series you've played is Final Fantasy
>>
>Game has poison, disease, and decay as status effects
>Poison deals damage each turn
>Disease lowers Con by 2 points and decreases the damage they do by 35%
>Decay causes healing items/spells to damage you



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