Quote:Disease, Wither ect are highly useful on the attacking player's turn.
Eh. Let's examine how highly useful they are then.
Quote:Wither-
â¢Only affects Living Units
â¢-20% to Heal Rate
â¢-10%
⢠Unit Gains 50% Less XP per
Combat (Round Down)
So for the attacker, the wither promotion gives... -10% in combat. Now I don't think -10% is highly useful. Everything else is an effect that only matters if the promotion sticks around for more than a turn.
Quote:Disease-
â¢Can be Removed by Cure Disease
â¢Passes Diseased to Units in
Combat
â¢-30%
â¢Unit Heals 10% less per turn
â¢Units on the same Tile heal 10%
less per turn
Diseased is slightly more useful, causing a -30%. But it can't be passed on en masse, so it becomes little more than a curiosity. Possibly a diseased corpse can injure a top defender to give them the promo giving them a short debuff.
Almost every effect that these promos give out is completely negated by having cure disease on hand.
Wither is a Level 3 spell. It causes damage roughly equivalent to Maelstrom or Ring of Flames, but can't hurt Non-Living units. It also gives a -10% combat penalty to units that don't resist. Is the -10% even relevant? It's the best non-snowfall damage spell that arcane units have. But it isn't great. And the bestowment of wither is basically irrelevant to the spells role.
As far as I can see, these effects are intended to be around. They seem primarily to be for smashing healing rates. Something that doesn't matter if they are immediately cured.
Plagued is another matter. The -60% and the ability of Yersinia and Mary to apply it entire stacks mean that it can turn the tide of a combat with ease, even if it is removed next turn. The limited distribution of plaguers, and the fact that Yersinia kind of needs a buff, mean I'm not too concerned about that.