Archer said:
Wounding was questionable even as a +1 enchantment power. It took 2 rounds before wounding broke even vs. enhancement. If it takes 4 rounds to break even as a +2 enhancement then it almost never breaks even, let alone come out ahead.
I disagree. Wounding was GREAT as a +1 enhancement... for the bad guys. It's not elemental, so no resistances apply. No saves, no DR, no SR.
It wasn't something the good guys used. When a good guy fights a bad guy, he wants the fight to end quickly. Slow damage doesn't help that. For the bad guys, though, Wounding was very similar to poison, and had two very insidious uses when used by a rat-bastard DM.
1> It kept the group from getting spread out.
If your party is one of those that walks around as a tight-knit group at all times, where the Cleric can reach over and touch any wounded teammate, then yes, I'd agree with you. But, let's say the Rogue is out scouting. He gets hit with a Wounding arrow, and now he's got a problem; he has to get back to the group fairly soon, or else he'll bleed out. (At high level, you might not care about 1 damage per round, of course, but you'll be taking other damage as well). Or, he could waste a healing potion.
Same goes if you're in a city, if the Cleric is sleeping or Silenced, anything that forces a delay of a few rounds before healing.
2> It forces the healers to waste spells.
Make a bad guy with a bow of Wounding, and a lot of sneaky Feats. He fires an arrow of Wounding at the party, and hits the fighter. The sniper runs away and hides. Now, the group almost HAS to use a spell to stop the damage, or else they'll end up wasting big heals later on. Lather, rinse, repeat. What starts as a minor annoyance quickly runs you out of low-level spells.
So, that put Wounding above a +1 IMO, and it looks like the designers felt the same way when they errata'd it. It might be a bit on the weak end for a +2, but it's better to err high.
Now look at this Vile Wounding idea. In situation number 1, it's far more dangerous. The Rogue needs healing quickly; every round it takes him to get back to his party is one more semi-permanent damage he takes. Unlike Wounding, he can't even just wait until the fight is over and drink a potion.
In situation number 2, it becomes even more important to waste a small heal right away. And, due to the way initiative works, it's more than likely that at least one point of Vile damage will be done every time. For the low-HP types, this adds up fast.
Let's call it +3.