The duration of a “turn” seems to need clarifying in regards to status effects. It currently seems to mean how many character turns there have been in total, rather than player turns or enemy turns.
This means that, when effected will a status effect, it’s not lasting as long as it should. Two examples are:
Heroic Effort:
This is meant to last two turns, but we only get one turn in which we’re able to make use of the buff.
Fetid/Putrid gems:
When matched, they apply the debuff to the enemy from as soon as they’re matched until the player’s attack lands, and the player’s turn ends. As soon as the enemy’s turn begins, the debuff goes away, making Fetid/Putrid gems effectively useless.
This might be more of an oversight than a bug, but either way it can’t be the way it’s intended to work.
I think they’re fine as is and intended to be the way they are.
Heroic Bonus does give you two turns. The turn you get it on and your subsequent turn after, this is 2 turns as promised. You even keep the heroic bonus after a kill if you score multiple kills in a turn. Doesn’t need a buff or the devs to change the number, that would just make it more confusing IMO.
Fetid/Putrid gems are both extremely powerful and tend to end the matches quickly. I could be wrong here, but I believe they are intended to give you 1 use, not multiple uses when you get them
So if you get one use and then they go away are they really useless? Obviously not (unless you’re a spellcaster, but thems the breaks, unless you stack them see pic below), you’re getting extra damage from the green Putrid poison gems. Now if the Fetid yellow gems are disappearing before they applied the disease to the opponent, then that would be a genuine problem to address, but I believe it applies the disease and then disappears, which in that case is fine, since the opponent can’t cast one of their spells that turn.
Here we have a skirmish match where I’m not really trying to kill the enemy and as you can see the Putrid/Fetid gem effects are quickly stacking after just a few turns, (5 poison and 6 disease for me, 6 disease and 5 poison for the enemy). Anyone in a long fight (say a stunlock player fighting on a much higher difficulty) can easily start stacking them.
Kenpo is correct, Heroic effort is two turns - it applies to the turn you attain it in and then the following turn.
This is consistent for other effects that last that amount of time, for example, if you get Haste for two turns, it’s applied and active within that turn and then your next turn.
As for Fetid/Putrid effects that last 1 turn - after you make your match, it is applied to the opponent, active during the opponent’s turn and then clears when it gets to your turn again.
If you match two, then it’s applied and is removed from the opponent after your next turn - consistent with Heroic effort - and continues to apply to more turns, the more you match as intended.