# A fix to the poison status effect!

**URL:** https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786
**Category:** Feature Requests and Game feedback
**Created:** [June 11, 2018, 7:23am UTC](https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786 "2018-06-11T07:23:48Z")
**Posts on this page:** 1
**Showing post:** 5

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### Author: ![JuaitoR](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/juaitor/32/11770_2.png) [@JuaitoR](https://community.gemsofwar.com/u/JuaitoR)
#### Post date: [June 11, 2018, 10:29am UTC](https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786/5 "2018-06-11T10:29:00Z")

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My opinion:

> [@Head in the Clouds](https://community.gemsofwar.com/t/head-in-the-clouds/40770/37):
>
> My suggestion to how poison should work: 50% chance to lose 1/8th of max life each turn. The game already tracks a troops max life value for healing mechanics. This system allows for poison to scale with stats and for poisoned troops to actually be hindered. Pokemon style.

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_[View the full topic](https://community.gemsofwar.com/t/a-fix-to-the-poison-status-effect/40786)._
