Well, I sure didn't expect to be back with a suggestion again. This particular topic's been left untouched for a bit too long, though, I think. Debuffs. I'm sure everyone's noticed it at this point: Damage over Time (DoT) debuffs (*COUGH* Cursed Inferno) just kinda really suck. I've sure noticed it. I've seen several people mentioning the fact in several suggestions, to the point where a couple of suggestions have been made concerning the topic. After seeing the first message about debuffs, I started paying attention to them in-game, and that's when I, myself, realized how much they actually suck. Every message I saw afterwards just bolstered my confidence in the fact. Also, their tooltips just kinda generally suck. Now here I am, with a suggestion to remedy this problem. The Debuffs themselves. I'll be changing every DoT debuff that we can naturally inflict, as well as debuffs like Oiled and Dryad's Bane. I'll also be adding and changing some debuff icons and descriptions, since some really need it. If you want, leave me some feedback on my ideas. I might've made some things a little too strong, who knows? I sure don't. Debuff Previous Effects Previous Tooltip New Effects New Tooltip 1 Poisoned -2 health per second. Halts natural health regeneration. Slowly losing life -2% health per second; scales to -2.5% or -200 damage (whatever's smaller) in the span of 5 seconds. Halts natural health regeneration. Absorbing toxins. 2 On Fire! -4 health per second. Halts natural health regeneration. Can be put out with water. Slowly losing life -8 health per second; damage increases by 1 for every second of infliction, up to 16 DPS. 400% damage against slimy and cold enemies. Can be put out with water. Burning alive. 3 Venom -6 health per second. Halts natural health regeneration. Losing life -1% health per second; scales to -4% or -400 damage (whatever's smaller) in the span of 10 seconds. Halts natural health regeneration. Injected with toxins. 4 Cursed Inferno -6 health per second. Halts natural health regeneration. Losing life -24 health per second; damage increases by 1 for every second of infliction, up to 36 DPS. 200% damage against slimy and cold enemies. Cannot be put out with water. Water won't save you from these flames. 5 Frostburn -8 health per second. No natural health regeneration. It's either really hot, or really cold, but it REALLY hurts -22 health per second; damage decreases by 2 every second, down to 6 DPS. Attempting to put out the flames with water doubles the damage rate and reduces movement speed by 20% for the rest of the debuff's timer. 0% damage against slimy and cold enemies; they'll be immune. It's either really hot, or really cold, but either way, it REALLY hurts. (I really love this debuff's tooltip, by the way.) 6 / Oiled On Fire!, Frostburn, Cursed Inferno and Shadowflame each deal 2 extra damage per "tick" when inflicted at the same time. Taking more damage from being on fire Target gains a yellow tint. On Fire!, Frostburn, Cursed Inferno, Shadowflame, Burning and Daybroken deal 200% damage. Each inflicted debuff decreases Oiled's timer by 10%. Oiled will not do any damage on its own, nor will it combine the debuffs' damage into 1 number. Avoid fire at ALL costs./The oil strengthens the fires! 7 Shadowflame -15 health per second. No natural health regeneration. Losing life -36 health per second. The screen is covered by a gradient that's a solid black at the edges and transitions to a much more transparent purple as it moves to the center of the screen, which hinders visiblity. 150% damage against slimy and cold enemies, and 250% damage against Hallow enemies. The flames burn so hot, yet so dark... 8 Penetrated -3 health per second per Javelin stuck in the enemy, up to -18 DPS. Losing life -4 health per second per Javelin stuck in the enemy, up to -24 DPS. Impaled by javelins. 9 Daybroken -100 health per second per Daybreak stuck in the enemy, up to -800 DPS. Incenerated by solar rays (Beautiful typo, by the way) ...Actually, upon further observation, I think this might be fine. Being incinerated by solar rays. 10 Celled -10 health per second per mini-cell stuck in the enemy; damage caps at 100 DPS. Being eaten by cells -0.6% health per second per cell; damage caps at 2500. Your cells are trying to fight off star cells. It doesn't look like your cells are winning. 11 Dryad's Bane -2 health per second; first-time boss defeats increases damage, up to 10 DPS with every boss defeated (or 16, in Expert Mode). 'The power of nature compels you' -8 health per second; first-time boss defeats increases damage, up to ~50 DPS with every boss defeated (or ~75, in Expert Mode). Event bosses grant further increases, up to ~70/104. The power of Nature compels you! After looking at the icons for a while, I think the boxes themselves need a bit more to them (especially seeing those new map outlines [and now I've dated this suggestion]). Introducing, the new debuff and buff icons! The wooden-bordered icons are normal (de)buffs, while the gold/platinum (you can toggle that) frames are for infinite (de)buffs! A bit unnecessary, but I think it's better than the black outlines. Maybe we could have several frame options for buffs, too, though I don't know how well the game would take that. And now for the fun part! Interactions between Debuffs! Yep, I'm making things more complicated because I think it'd be cool. Game developers HATE him! Of course, I'm gonna knock out the obvious stuff like Wet with On Fire!, but I'm also gonna throw in some other weird stuff, like Bleeding with Ichor. Now, uh, I actually have no idea how I'm gonna format this, so I guess it's time for me to ad-lib. Bleeding Debuff Interaction 1 Poisoned If Poisoned is inflicted while active, the time necessary to reach full damage is halved, and the maximum damage it can deal is doubled. 2 Ichor -20 max health while active. 3 Weak, Penetrated and Celled Doubles the debuff's effects while active. 4 Feral Bite If Feral Bite is inflicted while active, all possible debuffs it can inflict will be active at once until it wears off. 5 Moon Bite Moon Leech Clots have doubled health and heal double health to the Moon Lord. Burning Debuff Interaction 1 Wet, Bleeding, and cold debuffs Immediately removes the debuff. Oiled Debuff Interaction 1 Fire debuffs Damage is doubled. Each fire inflicted decreases Oiled's duration by 10%. 2 Electrified The electricity ignites the oil, inflicting On Fire! Poisoned and Venom Debuff Interaction 1 Eachother Both debuffs' damage ramp-up speeds are halved, but their max damage increases by 50%. 2 The Tongue and Moon Bite Inflicts the Wall of Flesh/Moon Lord with the inflicted debuff(s). Slimed Debuff Interaction 1 Fire debuffs Damage is tripled. The first fire debuff inflicted cuts Slimed's timer by half; subsequent fires decrease the timer by 10%. Wet Debuff Interaction 1 On Fire! and Shadowflame Douses the fire, and prevents it from being re-inflicted while active. 2 Oozed, Slimed and Ichor Washes off the gunk, though the debuff can be re-inflicted while active. 3 Chilled Guarantees infliction, and multiplies slowdown and duration by 160%. 4 Frozen Increases infliction chance and duration by 50%. 5 Electrified and Frostburn Doubles damage rate. 6 Mighty Wind Wind dries you off, removing the debuff after 3 seconds. Well, that's that, then. I'll admit, the interactions give me "mod" vibes, but hell, I've suggested worse contenders than this. This is probably the first "medium" suggestion I've made. So far, I've either gone all-in (and didn't finish), or made a teeny-weeny baby suggestion. It's a weird feeling. Anyways, thanks for readin' through this. If you think something needs fixin', tell me.