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:
- Better Thematic Fit: Truly captures the “disease” fantasy (frenzying victims, internal rupture).
- High-Risk/High-Reward: Frenzy increases danger, making burst payoff more exciting. Disturbs enemy formations.
- Visual & Gameplay Potential: Offers distinct animations (enemies erupting) and interaction options (front finishers on burst-weak enemies).
- 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.