Making Plague Damage More Engaging (Beyond Execution)

Currently, plague damage feels less rewarding than other elements (lightning, fire, ice). While the execution effect adds some theme, it feels sudden and less dynamic.

​Core Suggestion:​

  • ​Frenzy:​​ Plague should first cause enemies to frenzy (increased speed/aggression).
  • ​Staggering Burst:​​ Upon reaching a plague threshold, the disease erupts from within, dealing AOE damage and staggering the enemy. Or, players can approach the staggered enemy and perform an execution(like an up-front backstab). This execution can be done to bosses and large enemies.

​Why this works:​

  1. ​Better Thematic Fit:​​ Truly captures the “disease” fantasy (frenzying victims, internal rupture).
  2. ​High-Risk/High-Reward:​​ Frenzy increases danger, making burst payoff more exciting. Disturbs enemy formations.
  3. ​Visual & Gameplay Potential:​​ Offers distinct animations (enemies erupting) and interaction options (front finishers on burst-weak enemies).
  4. ​Core Element Enhanced:​​ Makes the plague mechanic a central, engaging pillar of combat.

This would elevate plague from “purple physical damage” to a unique, strategic, and visually impactful element.

I agree with this, there is no clear and satisfactory feedback for when the effect is activated, some time ago I proposed that infected enemies could leave a trail that damages other enemies, and it’s thematically interesting because it becomes like a disease that infects and spreads.