Current situation:
Poison, bleeding and burn status effects are all very weak at the moment. Even on low level, the damage is negligible. Assuming a level 20 enemy with 20 life and 20 armor (life/armor pool of 40), even burn, while dealing the most damage (3 per turn), only does 7,5% of the enemies life/armor pool per turn. Which may be fine for that level, but quickly falls short as levels raise, not even talking about immunities.
The only decent use is to enable other abilities to trigger when targeting enemies with the corresponding status effect.
My suggestion:
Change poison, bleeding and burn to scale with enemy skills.
Poison is meant to be the “true damage status effect”. Poison deals 10% of the affected enemies current life rounded up as damage to its life. So, as the life decreases, the damage also decreases (minimum damage 1)
Strong against high life enemies, especially while using some other source of true damage.
Burn is meant to be the “anti-armor status effect”
Burn deals 10% of the affected enemies max armor rounded up as damage to its life/armor pool. Burns damage does not decrease when the armor decreases.
Strong against enemies with high armor and while using teams with high survivability because of burns steady damage income.
Bleeding is meant to be the “reapplying status effect”.
Bleeding deals 4% of the affected enemies max life rounded up, per stack to its life/armor pool. So with 2 stacks applied, the damage is 8% of the affected enemies max life.
Strong if you can continually apply bleeding.
Numbers are oriented on the starting example of a level 20 enemy losing 7,5% of its life/armor pool per turn, which feels significant enough without being overpowered.
Poison would deal 2 damage per turn until the enemy hits 10 current life. (2,5% of enemies life/armor pool but 5% of life when using true damage)
Burn would deal 2 damage per turn. (5% of enemies life/armor pool per turn)
Bleeding deals 0,8 (rounded to 1) per stack. (2,5% of enemies life/armor pool per stack)
Conclusion:
So what do you think about making damage over time status effects scale into lategame? Do you like the numbers or should they be higher or lower?
Tell me what you think.