[feedback] on Damage over time ailments
The big problem with poison atm is that to get high poison dps you need to get high physical/chaos dps. And at some point you are going to ask yourself: If I can get the same DPS by putting those points into even more physical and then kill the mob instantly, then why would I want to put them into poison so the mob dies later? And since your offensive points are very limited with 3.0, the physical nodes are always the better choice.
Now you could plug in a poison gem to make use of that ailments bonus, but here is the second problem: in almost all cases the Lesser/Greater poison gem will do less DPS vs. all other options you have. So essentially, no matter how you spec, you will always do less damage or slower damage if you decide for poison with absolutely no advantage over direct physical damage. As a result poison builds are pretty much dead now. Last edited by twothe#4298 on Sep 1, 2017, 9:05:16 AM
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" The problem with new DoT ailments in that they're effective ONLY if you can scale both base hit and ailment, at the same time. For this, you should have at least 4 of 5 your support gems to scale BOTH hit and ailment (and better - all 5). But of course, there arent enough gems to scale both physical hit and poison. For bleed, there are enough gems to scale both hit and DoT, and bleed itself deals higher damage, so bleed is actually viable for certain builds. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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Currently I don't see the fun in poison builds. I'll confess, I liked the double dipping mechanic and would have preferred diminishing returns on the damage, with some special nodes added to play with those returns at the cost physical damage. Double dipping for poison always made me think at least twice on where I wanted to travel given the pros and cons. Now it seems very straightforward, regardless of its worth.
Cheers Did you try turning it off and on again?
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" Now you see how it feels playing CoMK.... well, except it can't really get good no matter what you do, poison can get usable, kinda. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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IMO the whole damage over time thing was built on the wrong base. (Just my opinion) It should not be based at all on the initial hit, and there should be only specialised passives and mods on the weapons for it. EG. having a dedicated poison dagger. That's the first thing. Then they should last ALOT longer, at least 10 seconds or more, because generally DoT is for hit and run safe playstyle and it should never be compared to straightforward damage, where you have to tank. As they were used here it just another (more powerfull) form of straight DPS.
So to me it should have been: -Investing on straight DPS would always be the highest damage possible, but you have to be there and tank. -Investing on Damage overtime would make you apply big and long DoTs and you could hide and let the aliment do its job. Slower but safer. -Investing in both for a middle way. -Obvisouly NO immunities on any boss on any damage over time. |
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I am using added poison but i will change it for added chaos dmg. WHEN i find it.
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