ok i understand that having a unit dying all of a sudden is a very very powerfull ability, however the way death mark currently work is just plain stupid, since death mark can’t kill the first 2 turn is inflicted, and a unit has a 10% chance of healing from it and the chance of it healing is cumulative, that means that death mark has a 28% chance of heal before it has any chance to trigger, even after sticking for 2 turns, the unit has then has a 30% chance to heal and a 10% chance to die which means that in 3 turn the unit had a 51% chance of healing, a 10% chance of dying and a 39% chance of keeping death mark
i’ve had a full arena run where i picked revenant and was able to cast his skill at least 3 times per fight and out of 24 cast, death mark killed a unit only once,many times death mark was cured before 2 turns passed, even kerberos and the land shark have better odds and their devouring skill is better
death mark is supposed to make you feel worried about losing a unit at any time but in it’s current implementation, it just leads to nothing happening most of the time so here’s some option that i think would fit the status effect better
- remove the limit that death mark can’t trigger on the first 2 turns
- have a unit inflicted with death mark unable to heal status effect for 2 turns
- bump the chance of death mark to 25% so that the odds on turn 3 are at least 51%/25%/24%
- death mark can’t be cured naturaly but instead of having a chance to trigger every turn, it has a chance to trigger every 2 turn
- death mark can’t be cured naturaly, however instead of having a 10% chance of triggering it has a 10% chance of triggering and a 10% to be cured, each turn either the chance of it being cured increase OR the chance of it triggering increase