I wanted the effects to feel like they REALLY did something, hence why I avoided anything that was “take 5% more damage” or “DOTs last 1 tick longer”. Plus, they’re supposed to be fairly massive advantages, one’s that won’t usually be applied unless someone’s going for them. Though I do agree, Frostbitten was maybe a bit much. Here’s some ideas—taking some of yours because they’re solid—to re-balance old ones, and to make new ones:
- Cauterized. Applied by Heat Magics, Powder First, and Thermo First. Applies drawback to T-jumps and grounded dashes. About 2% of remaining HP per use of either.
- Maimed. Applied by Sharp Weapons and bleed-inflicting Magics. Removes at random 25% of the target’s total available moves. Cannot remove certain boss moves (Calvus’s triple beam, Marina’s tentacles, etc) or pure mobility moves.
- Frostbitten. Applied by Ice, Snow, and Water Magic, along with Sailor Fist unless imbued with heat magic (then it uses Cauterized). Renders the target unable to use Dodge Reflexes, along with giving them a lengthened cooldown for dashes.
- Pulverized. Applied by Heavy Magics, Iron Leg, and Cannon Fist. Prevents the target from being able to use movement abilities or moves 2 seconds after landing from more than 7 studs, along with causing a 33% slow for the duration.
- Concussed. Applied by most Fighting Styles, along with from blunt weapons. Gives the target a 3-second window after using a move where they deal around 10% less damage. This can stack, though stacks are depleted individually, so it likely won’t go above a 30% reduction.
- Depleted. Applied by non-elemental Spirit Weapons. Renders the target unable to use the move they just used until they’ve used 2 different moves, regardless of cooldown. M1s don’t count.