Most modern games have this common "effect vocabulary", since as you said, it makes communication much easier. Two examples from completely different genres:Whereas in CoH, you know that Katana is all about reducing defense, and you know exactly what defense is. It creates a kind of "metric vocabulary" that everyone can speak and it makes it easier for people to think about, plan and talk to others about builds and play styles. It's an idea taken from the universe itself, where materials are made of molecules and molecules are made of atoms. It's great design, and it's probably one of the most beloved aspects of the game, second maybe to killer MoCap, stunning frame rate and excellent sprite and billboard usage.
Magic: the Gathering - Tapped, Removed from Game, Flanked, Blocking, Attacking
Honkai Impact 3rd - Frozen, Paralyzed, Impaired, Weakened, Airborne, Move Slowed
And thus it's easy to talk about them, and say, "This triggers when a card is Removed from Game", or "this ability is available when an enemy is Impaired", etc.
As long as definitions for the terms are readily available and easily referenced then it does help understanding what abilities do.