@Ostaff said in Feedback on some mediocre skills & feedback on some other skills:
I believe bleed is a status effect that only does a fixed amount of damage each round that it is in effect. If this is the case, then it would be hard for them to "stack" its damage, though I would think they should be able to "increase" the duration of the bleed status.
It's hard to say what this status will look like in Fractured at release. If we go by the way people usually implement bleeding in D&D sessions, the options are:
-fixed (pure) damage over time. Reapplying resets the number of rounds or/and increases the effect level. Most games have it this way.
-extra damage that can only be healed when resting. it basically reduces your max HP. Very strong if burst healing will be a thing here.
-bleeding characters do a check against CON each round. On success, the bleeding effect gets down by a level, on failure, it goes up by a level. Damage scales with status level and can be cured with a healing spell or various items. Makes sense in a d&d session, but not really a good idea in a PvP game. Depending on the enemy, it could be either utterly broken or very weak.
-nothing in particular, but depending on the bleeding status level some spells/abilities have extra effects on the target
-the d&d wiki version nobody I know uses, which would be horribly OP in a PvP game -> https://www.dandwiki.com/wiki/Bleeding_(5e_Disease)