# Why no "Deal double Skull damage to poisoned enemies." trait?

**URL:** <https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912>\
**Category:** Feature Requests and Game feedback\
**Created:** [August 14, 2017, 5:25am UTC](https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912 "2017-08-14T05:25:50Z")\
**Posts on this page:** 4\
**Page:** 2

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**Author:** ![Lyya](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/lyya/32/3650_2.png) [@Lyya](https://community.gemsofwar.com/u/Lyya)\
**Post date:** [August 15, 2017, 2:47pm UTC](https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912/22 "2017-08-15T14:47:21Z")

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I think the devs are disinclined to making status effects complicated (as in, having degrees of effect, such as stacking). They did this in Puzzle Quest and PQ2, where each effect had an independent falloff timer and separate stacking contexts, and the result was a very complex status box that required zooming in to see timers and stacks. This is possible with a mouse but much less desirable with other inputs and with the cramped real estate on mobile. In this aspect, GoW is a lot better than its predecessors.

You could argue that the myriad effects now added in game overlap the card in ways that would muddle a troop simultaneously affected by many effects (as in [here](http://community.gemsofwar.com/t/cool-screenshot-topic/10368/844)), but this is a rare occurrence at least. Any “degree of” indicator on a single debuff would likely fall under a higher degree of scrutiny.

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**Author:** ![turintuor](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/turintuor/32/4097_2.png) [@turintuor](https://community.gemsofwar.com/u/turintuor)\
**Post date:** [August 15, 2017, 3:26pm UTC](https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912/23 "2017-08-15T15:26:37Z")

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![poison](https://us1.discourse-cdn.com/flex019/uploads/gemsofwar/original/3X/3/b/3b0d3c9c1e9f5f2b65a1ac0ce573808cf5c7039e.jpg)  
Not that difficult to understand, I guess.

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**Author:** ![Lyya](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/lyya/32/3650_2.png) [@Lyya](https://community.gemsofwar.com/u/Lyya)\
**Post date:** [August 15, 2017, 3:29pm UTC](https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912/24 "2017-08-15T15:29:18Z")

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Could work, I guess. In any case, something to make Poison less meaningless in the higher levels would be nice.

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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:** [August 15, 2017, 3:37pm UTC](https://community.gemsofwar.com/t/why-no-deal-double-skull-damage-to-poisoned-enemies-trait/28912/25 "2017-08-15T15:37:15Z")

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Poison is my favourite status effect, probably since it doesn’t randomly get cleansed. Too bad it is near useless in late game.

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