I’d say, that Cruse and Stun should be the hardcoded as last 2 negative statuses applied by EoE.
Why? Because EoE is strong enough even if you need two casts for impervious/fortitude troops to make them properly disabled.
Its a matter of game balance: when a troop has Fortitude/Impervious it takes it’s trait slot to provide that troop some kind of protection against negative effects. It would be a poor design, if EoE ignored all that by applying Curse as 1st debuff…
Same goes for any troop that has protection against any other effects. Without EoE, you at least need to apply stun to be able to apply other effects and if troop has Fortitude/Impervious they were basicaly immune to “disable their traits”.
Now i can imagine 5 scenarios, that are possible:
- curse is last, stun is 2nd to last cast → whatever immunities troop has, they will protect troop on 1st cast. Troops immune to stun, won’t be stunned after 1st cast.
- stun is last, curse is 2nd to last cast → All troops end up being cursed+stunned. Their traits are switched off. Whatever immunities troop has, they will protect troop on 1st cast (except for stun resistance).
- curse and stun are somewhere in other place than last 2 and stun is before curse → Troops with stun immunity wont be stunned=they will keep their traits active. Troops without stun immunity will get all debuffs applied after stun. Any debuff applied after Curse will take effect on any troop.
- curse and stun are somewhere in other place than last 2 and stun is after curse → Any debuff applied after Curse will take effect. All troops end up stunned.
- debuffs don’t have fixed order in which they are applied → depending on rolled order, effect might be different, especialy on Impervious and Fortitude troops… (this would make this weapon more affected by RNG, but generaly it wouldn’t be stronger than option 4)
So, I ordered these scenarios from “weakest debuff order”, to “strongest debuff order”. And my whole point of view is that only 1st and 2nd option, would be somewhat fair…
ofc, these scenarios matter only for troops that have any immunity and will affect only their immunities. troops that aren’t immune to anything will take all debuffs on 1st cast.
There are only 7 troops player can use, to be somewhat safe from EoE → 6x dooms + enraged Kurandara… And if we go with 1st/3rd scenario (stun before curse), than Monk is only class that can somewhat manage to withstand EoE cast on it… If we go with scenario 2/4, there’s no hero able to counter EoE on his own, as all troops will end up at least stunned after 1st casts (not mentioning other debuffs).
Unless ofc, if we want to make it “random order of debuffs”, which might make this weapon a bit unpredictible vs impervious troops (depending on curse and stun position, effect will differ a lot) and might generate a lot of uneeded bug reports. But there’s that.
I eliminated all scenarios, where curse or stun would be removed from EoE, as I see them as "weapon is not working as descripted’