State of Ignite vs Poison (mainly the Chance to Ignite gem)

@raics: it's not a direct copy, because chilled is generally easier to inflict than getting an enemy to burn.

It's not super crucial, though; the important points are 1, 2, 3 and 4, although some form of 7 should happen to.
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Mannoth wrote:
It is a bit of a mute point


It's a moo point. Like a cow's opinion. It just doesn't matter.
Hm, always thought the phrase was 'a mew point', because Mew never says anything useful.
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ScrotieMcB wrote:
Should be:

1. Ignite changed to do 30% of hit damage per second for 2 seconds (currently 20% for 4 seconds).

2. Poison status changed to do 5% of hit damage per second for 4 seconds (currently 10% for 2 seconds).

3. Poison support gem changed to give 0% increased Damage with Poison at gemlevel 1, 100% increase at gemlevel 21. No other changes.

4. Chance to Ignite changed to give a constant 50% chance to Ignite regardless of gemlevel (but +0.5% per 1 quality). Leveling gives increased Damage with Ignite (0% at gemlevel 1, 100% at gemlevel 21).

5. Increased Burning Damage renamed Fan the Flames, changed to grant x% more Damage against Burning Enemies (same values as Hypothermia).

6. Viper Strike now requires level 4 for gemlevel 1; Puncture now has no level requirement and is the Shadow's starting skill. (This is because Poison now does damage slower and doesn't feel good in Twilight Strand.)

7. Consuming Dark becomes a legacy item; new versions convert 50% of Fire Damage to Chaos. (This adds a cost to Bino's proliferation; it gives up the full conversion possible with 2x CD. Bino's regen also nerfed significantly by point #2 above - regen rate halved.)


1 nah the only real issue with burn right now is not its damage but its inablity to transfer its damage as well as poison. having it focused on a single long unstackable burn makes more sense. i think chance to ignight and increased burn damage should be combined and made similar to poison ie 100% chance with the extra burn being scaled.

2. I guess that works. all you are doing is doubling the time it takes to get to max damage from poison.

3 i didnt think the damage on the poison gem was the actual problem tho. i thought it was all the double dipping from everything else . like projectile multis chaos multi and minion multis that balloon that otherwise okish base damage rate.

4 i think if you are dedicating a gem slot to igniting stuff it should be an all in one solution. leave chance to passives and builds that dont want to waste a slot on it.

5 that would be cewl

6 nah bleed as a mechanic is not really unique to shadow. its spread between shadow and ranger and even duelist. where as poison is very much a shadow specific thing. if viper is too good in races then adjusting the duration is enough.

7no input on this except they need to just cap bino regen to 20% of your max life. nothing else need be done since even 50% of 8000 hps is still your full hp on most builds in under 2 seconds
Last edited by Saltychipmunk#1430 on Feb 12, 2016, 11:09:31 AM

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