My game has an emphasis on pretty much everything being deadly. You need to cure states because they can't be ignored.
To that end, my "Bleeds" do as much damage as an enemy hitting you does. This exists in order to force players to CURE the bleed. Otherwise, like most RPG's, the players will ignore it.
I can't count the number of RPG's I've played and beaten without ever using a "Cure X State" consumable, in battle, or otherwise. Poison? Ignore it. Doesn't do enough damage to warrant curing, and I'll win the next attack anyway. Blind? Ignore it, I'll just cast magic until it wears off. Silence? Ignore it, and I'll just physically attack instead.
Only truly detrimental states have I ever bothered to cure. One of the Final Fantasy games had a state that made the XP you earned be 0 at the end of each fight. I cured that one as quickly as possible.
Anyway, I have several bleeds.
Can Be Inflicted on Player or Monsters
Poison - Basic DOT. Does nothing special except bleed your HP. 2%, 5%, 10%, or 20%, depending on severity of Poison state. Lasts 3-5, 5-8, 8-12, or 12-15 turns (depending on severity).
Burn - Situational DOT. Lowers HP and Defense by 3%, 5%, 10%, or 20%. Depends on severity of Burn state. Lasts 3-5, 3-6, 3-7, or 3-10 turns (depending on severity).
Can Be Inflicted on Only Monsters
Bleed - Powerful DOT. One Tier. Drains HP and MP by 12% each tick. Cures in 3 turns.
Hellfire - Overpowered DOT. One Tier. Drains 25% of HP each tick. Cures in 1-4 turns.
Sap Potential - MP DOT. One Tier. 5% MP drained every turn. Cures in 3 turns.
Anyway, the idea is that the player wants to cure the first two as quickly as possible and inflict the others as often as possible. MP is a reasonable resource to drain from my enemies or bosses in my game, so inflicting MP damage is a viable strategy to shutting down their stronger attacks. Hellfire, in particular is only inflicted through a "Limit Break", so it's a Risk/Reward type deal. It may kill an enemy in 4 turns. Or, it may just deal a ton of damage for 1 turn or a few turns.
The player should want to cure Poison because it hits as hard as the enemies do. The player should want to inflict/cure Burn because it actively increases the amount of damage that can be dealt to the target.