Hello everyone!
I'm working on some states for element based skills and I need some insights in therms of balancing and how they will affect the character when applied. Let me contextualize everything first:
Right now I have 8 element types (Aside from physical and magical):
Water, Air, Fire, Earth, Ice, Thunder, Light and Darkness. Every skill or weapon that inflicts damage based on one of those elements will also have a chance of inflicting a passive status on the target, for example: If you attack with a fire enchanted sword or a fireball skill, there's a chance that the target will be afflicted by "Burned", which will increase fire damage and decrease ice damage (Throw fire in the fire, and the flames will increase, throw ice on the fire and it will melt).
I have the following states created for the element based attacks:
Burned: 100% Fire weakness, 0% Ice weakness.
Wet: 100% Thunder weakness, 0% Fire weakness.
Chilled: 100% Ice weakness, 0% Water weakness.
Blessed: 100% Light weakness, 0% Darkness weakness.
Doomed: 100% Darkness weakness, 0% Light weakness.
Earth, Air and Thunder: I don't feel right that someone could be afflicted with those (Aside from the initial attack damage). If someone is attacked with earth, how could he be afflicted by... Dirt? He'd be dirty, right? Then a bath is enough to work it out... I guess. Same for air. You'd be at most blown away by a hurricane (Which would be interesting by the way). As for thunder, you can be electrified, I know. That's why I have the "Paralized" state, which can be inflicted by thunder based skills and the "Wet" state already increases thunder based damage, so this one is already covered, no need to a "electrified" state.
I want to hear it from you guys. What do you think of this design? What tinkering could be made to make it more... pleasing? For the player at least, I don't imagine that being burned by a massive ball of fire in the face is anything pleasing.