You certainly have an interesting way of speaking gGeo :P
Oh. Thanks :P I am not a native speaker so excuse grammar.
you might want to stun and knockdown someone at the same time, unlike now where they're redundant.
Why need to apply 2 statuses which are similar but one is more powerfull ? In my proposal use a Shield bash (for example) then replace stun by knock. Idea is, that any attack also make some aditional effect. When I punch you to the face, you might say: "Auch" and get status "surprised" When I repeat 3times then you dont have a tool to say anything. e.g. applyed status effect "Silenced". Would you prefer to have both statuses? It doesnt matter, "Silenced" mostly covers "Surprised" too.
Applying many similar effects at once is not pretty. Few years ago I played Age of Conan. The original online game. each class could apply about 3 additional effects. Boss raid means that I had half screen of effects icons, I could barely see the monster. For this reason, its wise to keep total number of active effects low. However for diversity is good to have more. e.g. one effect replacing stronger and stronger seem good solution.
By diversification of tactics I mean I want there to be synergy between different skill trees, so it's less like each character is doing there own thing. For example, you could use knockdown on someone standing in fire to apply burning to them to boost the damage of your fire mage. Or freeze a target so your warrior can smash them better.
It works. 2 Warriors are applying knock and fire mage working on the same target to make him walking torch. Side effects like extra when fallen on the floor is just another mechanic which works on top of all we said.
I think boots should be more important in this game. A lot of ground effects. I am tired of high leather boots for every prisoner. They deserve sandals
