Why is corrupting blood physical and not chaos?

Evasion is already gimpy as is with the amount of spike damage in the game. Literally any random rare mob or a boss in a vuln map will one shot you and corrupting blood will kill you in less than 2 seconds even with 5000 health which is very hard to do for most builds. Bloodrage pre nerf was overpowered beyond words and it's been toned down to manageable levels but was also converted from chaos to physical damage.

1. From a game balance as opposed to lore stance, why is corrupting blood(bleed) and blood rage physical instead of chaos?

2. Will the poison patch mandate chaos resistance by giving monsters more chaos attacks whilst doing nothing to mitigate player bleed damage?
IGN: Arlianth
Check out my LA build: 1782214
Not all DOT is chaos. DOTs are physical (bleed), fire (burn) and chaos (poison). Poison is getting reworked in the near future. We have no concrete info about what these changes will be.
Last edited by Shagsbeard#3964 on Nov 17, 2015, 4:43:22 PM
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corrupting blood will kill you in less than 2 seconds even with 5000 health which is very hard to do for most builds.


get life regen, life leech or reduce physical damage that work for damage over time.
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Last edited by kamil1210#5432 on Nov 17, 2015, 5:03:46 PM
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kamil1210 wrote:
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corrupting blood will kill you in less than 2 seconds even with 5000 health which is very hard to do for most builds.


get life regen, life leech or reduce physical damage that work for damage over time.


I have 400 life regen and leaching doesn't work when the corrupting blood procs after you've already killed them. I understand get good is the typical response but when you have to stare at the overlaid minimap because the level design in most maps is so convoluted then it becomes hard to constantly spot the icon and graphic.

I don't know what reduce physical damage that works exclusively for dot unless you mean just pack granite flask in addition to stanching flasks.


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Not all DOT is chaos. DOTs are physical (bleed), fire (burn) and chaos (poison). Poison is getting reworked in the near future. We have no concrete info about what these changes will be.


Well the thing is, only one of those is actually dangerous and unnecessarily so.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Nov 17, 2015, 5:07:29 PM
If it kills you in less than two seconds, you have at least one full second to quaff a Staunching Flask to become entirely immune to Bleed. That is the number one method to not-die against Bleed.

Bleeding deals Physical damage because it makes sense for a physical effect to deal physical damage, as opposed to Ele/Chaos. *shrug*
From a balance perspective? Blood Rage deals Physical DoT to shift it back to the builds it was designed for, namely Str/Dex Melee. Bleed deals Physical DoT because it's fine that way.
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Vipermagi wrote:
If it kills you in less than two seconds, you have at least one full second to quaff a Staunching Flask to become entirely immune to Bleed. That is the number one method to not-die against Bleed.

Bleeding deals Physical damage because it makes sense for a physical effect to deal physical damage, as opposed to Ele/Chaos. *shrug*
From a balance perspective? Blood Rage deals Physical DoT to shift it back to the builds it was designed for, namely Str/Dex Melee. Bleed deals Physical DoT because it's fine that way.


Some may disagree but I feel like a 2 second window check that would otherwise result in death is rather narrow considering everything else the game will throw at you. But I agree its not bad as dying instantly in a -max or vuln map to one attack from a rare or a boss.


For a while now the game has become increasingly punishing and the number ways to instant rip continues to accelerate faster than ways to meaningfully mitigate or counter them besides going path of ES/Life nodes with mirrored gear.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Nov 17, 2015, 5:16:16 PM
I can live with bleed as a melee character, as I always have and eye on my health. My firestorm summoner has a horrible time with it though, as she is so far away from any mobs that nothing is hitting her, maybe not even anything on the screen. No elemental reflect in the map, no visible mobs, so I am not expecting problems. Focussing on raining fire on the mobs from off screen while my minions chase the pretty yellow lights, not paying attention to the health bar, then she suddenly drops dead.

I don't get why firestorming mobs from a mile away causes bleeding. I could understand if it was an AoE effect on a mob taking damage or dying, and you were within that AoE range. For that matter, why should any elemental damage cause corrupted blood, as that blood isn't being splashed around if the mob is being roasted/frozen/zapped. Realistically, only physical damage should cause the effects, and only within a certain radius.

Oh, well, it's a game. Done for game balance. And melee already has enough problems.
I've had rips to corrupt blood + increased physical that took me from 5k life to dead in half a second. In these rare cases (with incinerate specifically) if it's single target so no leech you need staunching up before you engage or you will rip.
It should be impossible for a bleed to kill a player if he has a staunching flask.

Any and all forms of it are recognizable and can be preemptively countered.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
CI would be immune to it

you can click a flask and become immune to it as well, if you die to it you're bad
Last edited by 1235#4407 on Nov 17, 2015, 5:30:27 PM

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