There are several issues I'd like to address regarding debuffs. "Front loading" was added to the game to buff player stats at lower levels in an effort to lessen the gap between noob and veteran, this in turn completely ruined certain debuffs that used to be valuable. Pestilence in dfo was very popular, especially amongst destroyers, a back hit was devastating. Due to front loading a back hit is close to irrelevant, you are better off shooting an arrow or pushing melee. Spell reflect really hurts destroyers (ironically) since opening a fight with one of their few debuffs will result in them being debuffed themselves. A mage counters this by opening with a field aoe, a solution which is lackluster imho, a destroyer can't feasibly open with a debuff without using rend, needles, etc first, which basically makes debuffs pointless in most cases. This further reduces the shallow pool of options destroyers have at their disposal. The next issue is the spell Adept, which effectively nullifies Tongue Rot. This was okay in dfo because that iteration had innate spell failure which scaled with encumbrance, now Tongue Rot is largely useless unless you can catch someone unbuffed (in which case it is devastating). Magic protection penalty debuffs are rarely ever used in pvp. Being able to build around a certain school is interesting, especially with the new specialty staves (which don't seem to work but one day should).I think @Aristos Giannes can provide more feedback on this as he was one of the few players to take advantage of such spells and staves prior to the staffcrafting changes (pretty sure it was him). Characters have a built in protection versus debuffs and it is very rng based. You can burden someone 10 times in a row and it can be resisted all 10 times. This adds rng and luck to combat, a well aimed debuff should be rewarding and effective because you are sacrificing immediate damage and pressure. Here are my solutions to these issues, these are my personal views and I do not expect everyone to agree. Change attribute penalty debuffs to a percentage of magnitude/effectiveness, this will circumvent front loading and allow the spells to function as intended. Health, stamina, and mana penalties would be added as well (equivalent to how they used to be). This will allow destroyers to have a larger breadth of debuff options and in some cases mages may opt to use them as well. Make spell reflect only affect non-debuff spells. The meta of opening with a field aoe to remove debuffs is clunky imo, it would be better for everyone to decide tactically how they want to open a fight and sneaky debuff hits would be more intriguing. Change tongue rot to a casting speed slow. Spell failure is op but if it's going to be in the game it should not be counterable by a buff, that is really way too easy and requires little to no skill. Alternatively, instead of a casting speed slow we could keep the spell failure, but rng is generally not a good thing in skill based games. We already have a melee and archery slow so I feel that a casting slow is reasonable. This does affect transfers, witches brew, begone, etc so it could be very powerful if the penalty is large. If spell failure is removed we can cleanly remove the Adept spell as well. Increase the magnitude of magic protection debuffs, at least against players. They should be a niche option versus the powerful meta debuffs like slow and slashing protection. Remove innate debuff protection, eliminate rng altogether. Debuff protection can be added to certain armor or jewelry but would be a reduction in magnitude and not complete nullification. The Spell Immunity spell would work the same way. Please add any feedback you have on debuffs, this is being covered in multiple threads so we might as well consolidate everything here.