SzGamer227
Spazmatism
This is pretty much just a few ideas surrounding when Debuffs should be going away.
Liquids
Water and Honey removes the On Fire debuff. What about other debuffs that can be cured by dunking yourself in certain liquids?
Weak could be cured with Honey. If it gives you a regen boost, the rejuvenation should bring your strength back as well.
Bleeding would be cured with Honey as well. Bleeding's sole effect is losing HP regen. Honey gives you a regen boost. It only makes sense.
Chilled and Frozen would be removed by touching Lava. Really. If that won't warm you up, nothing will.
Mutually-Exclusive Buffs
Some buffs/debuffs can't logically exist along with another. Certain Buffs and Debuffs should cancel certain other debuffs, and prevent them from being inflicted.
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Honey would cure and protect against Bleeding. See above.
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Warmth would grant resistance to Chilled and Frozen. It protects from cold, and this also makes up for the Hand Warmer's seasonal availability.
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On Fire and Cursed Inferno would remove and prevent Chilled and Slow. Being lit on fire's gonna to get you moving.
Immunity Items
If you're saying "You can already equip debuff immunity items to cure the debuff!" then let me explain. Equipping and unequipping an accessory to cure a debuff is inconvenient. (Yeah, that's probably an exploit, but there's no going around it, so we may as well embrace it.) Each of these items would have the additional ability of curing their respective debuff when used as an item. Their tooltips would be changed to "Use to cure [Debuffs]. Provides immunity when equipped."
If a Debuff Resistance mechanic (see thread for details) is implemented, then items that also provide resistance would be given the additional tooltip "Also provides resistance to [Debuff]." These debuffs would not be cured by equipping the item, but they would still offer protection when equipped. This would provide incentive to have these items equipped rather than just carrying them around in a Piggy Bank.
That's it for the suggestion. Feedback is appreciated!
Liquids
Water and Honey removes the On Fire debuff. What about other debuffs that can be cured by dunking yourself in certain liquids?
Mutually-Exclusive Buffs
Some buffs/debuffs can't logically exist along with another. Certain Buffs and Debuffs should cancel certain other debuffs, and prevent them from being inflicted.
Immunity Items
If you're saying "You can already equip debuff immunity items to cure the debuff!" then let me explain. Equipping and unequipping an accessory to cure a debuff is inconvenient. (Yeah, that's probably an exploit, but there's no going around it, so we may as well embrace it.) Each of these items would have the additional ability of curing their respective debuff when used as an item. Their tooltips would be changed to "Use to cure [Debuffs]. Provides immunity when equipped."
If a Debuff Resistance mechanic (see thread for details) is implemented, then items that also provide resistance would be given the additional tooltip "Also provides resistance to [Debuff]." These debuffs would not be cured by equipping the item, but they would still offer protection when equipped. This would provide incentive to have these items equipped rather than just carrying them around in a Piggy Bank.
That's it for the suggestion. Feedback is appreciated!