[feedback] on Damage over time ailments

The current situation is dreadful on many different area's.

To explain, there is no difference in just adding a DoT layer to your primary offense as opposed to opting to fully specialize in the DoT component of a primary offense.

This results in no diversity when it comes to damage over time ailment applications.

A player is incapable of specializing in just the DoT portion of a skill and capitalize on it to alter
game-play.
And this is relevant, since either utilizing an initial hit or a DoT component drastically alters game-play and as a result build diversity and tactics.

Damage over time already comes with quite severe penalty's, most noticeably in an end-game scenario, the lack of sustain methods.

So, what can we do to alter this situation? And how do we go about it without impacting initial hit primary offense utility.(simply adding a DoT component to a regular initial hit build)

The solution that i currently have is to drastically manipulate the "time" portion of the "damage over time" mechanic. Essentially, the "time" component is a more multiplier to DoT applications as such this can be utilized to drastically impact their investment utility.

I will utilize "poison" as a base-line example.

- Currently poison apply's 10% of the base hit damage as a damage over time, over the time of two seconds. Resulting in a 20% additional damage component to any primary on hit user that simply adds it.

When we look at the passive tree we see nodes like 50% increased poison damage and 10% poison duration.
This poison duration scaling is laughable, an increase to 2.2 seconds is beyond dumb in the current game state.(at best you require 2 passives to gain this buff)

What i would like to see is an increase of these duration modifiers to a minimum of 25%, perhaps scattered over multiple nodes inside a poison cluster.(5%/5%/15% on big notable, as a three point cluster example)

After a change like this, the damage over time component becomes a lot more relevant if properly invested.
A 50% increase becomes a 3 seconds duration poison, that's a 50% more DoT increase. Relevant to a player that is investing into it, a noticeable increase in power.

- After this change, making the "time" component much better scale-able, i would like to see
"more duration of damaging status ailments" on support gems like unbound ailments and added to support gems like vile toxins.

Vile toxins, in it's current application is a laughable "poison" centric support gem in my opinion. Since the base-line of poison is so pathetic, the more multiplier doesn't mater since your scaling nothing upwards.

With my suggestion however, vile toxins would read something like this

"
Vile toxins
5% more hit damage for every poison on the enemy up to a maximum of 6 stacks
30% - 50% more poison damage
5% - 25% more duration of damaging status ailments


Now as a result of this, vile toxins is actually very beneficial to a build utilizing poison specialization in the passive tree, but still trash for somebody not invested in it.(the more time component is crucial here, which links the passive tree investment with the support gem)

Suddenly, poison becomes a stat that can be scaled up to 4 - 5 seconds of duration and multiplied by its damage modifiers over that duration, making it a relevant investment route compared to initial hit investments.

The same could be attained with bleed and ignites, provided they get relevant clusters in the passive tree that target the "time" component of damage over time.

Hope this was interesting.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Last bumped on Sep 2, 2017, 5:38:48 AM
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Bump before drowning into the abyss.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
I noticed a problem with duration of bleed on my deadeye. When i apply bleed to a pack of even white monsters, when half of the pack dies the other half miraculously stops bleeding at 50% like if bleed was doing accurancy checks every second or monster used bleed flask.

Another things is with bosses if they don't move much and you have bleed character it will take ages. Kitava for example I had 3,5k bleed dmg but it was still faster to just shoot with my 1500 dps split arrow.

3rd last things is the ascedency: Deadeye has nothing to increase bleed dmg, because projectile dmg doesn't work.

only good side of bleed is faceroll in pvp and hall of grandmasters.
People have pretty much flat out given up on damage over time ailments ever since GGG refuses to acknowledge that they done fucked up. Poison, ignite, bleed, etc. are pretty much dead.
"
allbusiness wrote:
People have pretty much flat out given up on damage over time ailments ever since GGG refuses to acknowledge that they done fucked up. Poison, ignite, bleed, etc. are pretty much dead.


Haven't tried poison or bleed but ignite for attack based builds using a weapon that does fire damage is fine. I'm using oro's sacrifice and have done flicker strike, wild strike and now frost blades and I'm pretty sure I'm doing more damage than I was pre-patch with it. But then I was never taking advantage of the modifiers that were breaking dots before. The addition of chance to ignite having a more multiplier and immolate gem means fire elemental attack builds have never been stronger.
"
allbusiness wrote:
People have pretty much flat out given up on damage over time ailments ever since GGG refuses to acknowledge that they done fucked up. Poison, ignite, bleed, etc. are pretty much dead.

I've finally gotten around to an ignite proliferation build and it's running pretty hot actually.
Combat is simple.
Keep your blood in.
Take theirs out.
"
Kahirn wrote:
"
allbusiness wrote:
People have pretty much flat out given up on damage over time ailments ever since GGG refuses to acknowledge that they done fucked up. Poison, ignite, bleed, etc. are pretty much dead.


Haven't tried poison or bleed but ignite for attack based builds using a weapon that does fire damage is fine. I'm using oro's sacrifice and have done flicker strike, wild strike and now frost blades and I'm pretty sure I'm doing more damage than I was pre-patch with it. But then I was never taking advantage of the modifiers that were breaking dots before. The addition of chance to ignite having a more multiplier and immolate gem means fire elemental attack builds have never been stronger.



Not everyone wants to play attack based ailment builds though.
"
Kahirn wrote:
"
allbusiness wrote:
People have pretty much flat out given up on damage over time ailments ever since GGG refuses to acknowledge that they done fucked up. Poison, ignite, bleed, etc. are pretty much dead.


Haven't tried poison or bleed but ignite for attack based builds using a weapon that does fire damage is fine. I'm using oro's sacrifice and have done flicker strike, wild strike and now frost blades and I'm pretty sure I'm doing more damage than I was pre-patch with it. But then I was never taking advantage of the modifiers that were breaking dots before. The addition of chance to ignite having a more multiplier and immolate gem means fire elemental attack builds have never been stronger.


No offense but did you even read the OP?

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Poison feels underwhelming, definitely.

Its 2s base duration versus 4s ignite and 5s bleed is definitely causing it problems. If you pick up Maligaro's cruelty with 6 power charges you get a casual 0.36 extra seconds of poison...
"
TinyAngryCrab wrote:
Poison feels underwhelming, definitely.

Its 2s base duration versus 4s ignite and 5s bleed is definitely causing it problems. If you pick up Maligaro's cruelty with 6 power charges you get a casual 0.36 extra seconds of poison...


I hope you wasted 50 passive points traveling to all the poison clusters for that sweet sweet 40% increased poison duration mate.

<.o

Peace,

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

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