It’d be stackable but caped, besides, it doesn’t deal constantly +1 damage per stacks.
Say it’s capped at 5 stacks.
At 1 stack, it has 75% chances of dealing 1 damage, 25% 0 damage
2 stacks => 40% 2 damage, 60% 1 damage
3 stacks => 20% 3 damage, 60% 2 damage, 20% 3 damage
4 stacks => 60% 3 damage, 40% 2 damage
5 stacks => 100% 3 damage
Still has a 20% cumulative chances to wear off at the beginning of each turns, reseted to 20% when a new stack is applied, NOT reseted when trying to go over 5 stacks.
@Mitheithel. I never said it would stack. Repoisioning a poisoned troop would do 1 leathal true damage only once. It would still be 50% chance to do 1 non-lethal true damage regardless of the number of times poisoned.
Well, we are just making suggestions, it’s not even like devs are looking for a way to change their poison system at the moment, so I’m just throwing ideas that could help us come around something new that would please everyone
Instead of 2 damage, I was thinking more toward Poison being stackable.
Of course, as balance, the chance of being cleared every turn would also clear away the entire stack. So you either apply it fast, or just treat it as regular old Poison. I think players could work out a feasible poison stacking build with this feature.
What i want to see is poison like its real world counter parts, to kill the target but also fade over time like poison can. Also it would be nice by extension to have it and burn stack. I would also like to poison and by extension burn Not trigger frenzy. I hate that i poison someone and their frenzy gets triggered. It makes me think. “i feel sick, this makes my anger explode.”
As far as I recall, there’s at least one troop that has “anger” and “regeneration” - so when you poison this guy, he pretty much will increase his attack every time poison procs and also regain the lost life instantly, thus resulting in an increase of attack almost every turn at no cost whatsoever.
EDIT: Guess it works for the ogre and berserker but there might be more - both no troops you encounter on a regular basis. If at all, you find them in the arena, where the traits dont work, so no harm there. I believe I ran into this while doing stormheim challenges with a serpent in my team.
Thanks for the complete list. Well at least for Bul’tauros it doesnt make sense to give him poison immunity with the way poison works right now. Currenty not at home so I cant check: is ‘Impervious’ the third trait you unlock on Bul’tauros? If so, you shouldnt unlock that, for the reason given above.
I don’t think there’s anything wrong with that. There should be a counter to poison, just like there are counters to everything else.
Also, I don’t think poison should change, it’s fine as it is. For beginners, poison has similar weight to other status effect, and plays a significant role in the game. The fact that is less significant to high level players should not bother you, as there are plenty of mechanics in the game targeted mostly for higher levels, there’s no harm in having something targeted more for lower levels.
lets say you have serpent and Valkyrie. neither of these can kill outside of skulls. Poison cant kill any troops so you get past their armour to lower their health but now you need to tear through their armour to kill them. if you cant get the skulls you lose. you can loop both of these to get souls but they can not kill with out skulls.